Weaponry2

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

Coalition
States™ Weapons
124
CS Underwater Weapons (Navy)
CSN-20 Speargun. The gun can hold and fire three spears whether
they are conventional, explosive tipped or special tracer or flare spears.
It also has-a light, short-range blue-green laser built into the lower
housing of the weapon. Weight: 6 Ibs (2.7 kg). Mega-Damage: Light
Laser: 2D6 M.D. Fragmentation: 2D6 M.D. to a 10 foot (3 m) radius
(inflicts 1D6 M.D. less damage on the surface); cost: 300 credits. High
Explosive: 4D6 M.D. (inflicts 1D6 M.D. less damage on the surface);
cost: 600 credits. Plasma: 4D6 M.D.; cost: 1000 credits. Flare: Emits a
bright, sparking light; burns for 120 seconds. Cost: 15 credits. Tracer
Bug: Transmits a radio signal that can be followed up to 8 miles (12.8
km) away. Battery powered with a life of 72 hours of constant transmission.
The spear must stick into the target or fall on top of the object
(without falling off). There is always a chance that the tracer bug will
become dislodged and fall off (roll once for every half hour; 01%-32%
chance). Cost: 200 credits each. Inflicts normal S.D.C. spear damage.
Conventional spears inflict 2D6 S.D.C. and can be fired underwater or
in the air with equal effectiveness. Rate of Fire: Spears: One at a time,
or two or three simultaneously. Laser Blasts: Equal to the number of attacks
of the user. Range: Spears: 200 feet (61 m) underwater or 300
feet (91 m) in the air. Laser: 1200 feet (365.7 m). Payload: 3 spears
maximum. A pouch with 12 additional spears (conventional and/or explosive)
is often carried by the diver, but each spear must be reloaded
by hand and each action counts as one melee attack/action. Laser: 20
shots per standard E-Clip. Black Market Cost: Northern Gun and the
Black Market offer knock-offs at the price of 21,000 credits.
CSN-T30 Torpedo-Grenade Launcher. The CSN-T30 is a unique
rifle of Coalition design created for underwater engagements. It is modeled
after old-style non-energy auto-shotguns and fires special
self-propelled explosive cartridges. These cartridges, called torpedo-
grenades, are roughly the same size as standard CS rifle grenades
and function in the same manner, but underwater. Exclusive to the CS
Navy and is standard issue for Marine Commandos, and available to
Sea Dogs and others upon special assignment. Weight: 10 Ibs (4.5 kg).
Mega-Damage: 4D6 M.D. to a blast area of 15 feet (4.6 m) per regular
torpedo-grenade, or !D4xlO M.D. to a blast area of 60 feet (18.3 m)
with a new micro-fusion grenade. The micro-fusion torpedo grenades
are experimental, in short supply, and seldom available even to CS
Marines. Note: Explosives in general do 10-15% more damage underwater
than on the surface as a result of the concussive effects of water;
this damage factor is included in the torpedoes. Rate of Fire: One at a
time, or up to six torpedo-grenades fired in rapid succession (burst if all
at the same target, wild if sprayed into an area). Range: 400 feet (122
m) underwater. Torpedo-grenades can be fired on the surface but have
a minuscule range of 30 feet (9 m), have a blast radius of 10 feet (3 m)
and do less damage (3D6 M.D.; micro-fusion 6D6 M.D. to a 40
foot/12.2 m blast area). Payload: 10 shots per detachable circular drum
magazine. Note: Standard CS rifle grenades can be fired from the
CSN-T30 for surface combat. Black Market Cost: Neither the gun nor
the micro-fusion grenades are available on the Black Market (if it were,
it would sell for at least 30,000 credits).
Limpet Mines. Limpet mines are a type of explosive charge specially
designed for underwater demolition. Horseshoe magnets are
housed with the explosive charge in a plastic or metal container to allow
secure attachment of the mine to a metal ship hull (or to any metal
object for that matter). Once it is attached, the limpet mine is unobtru-
125
sive and, if discovered, very hard to dislodge due to the powerful magnets.
A combined P.S. of 30 or higher (12 if supernatural P.S.) is
required to remove a limpet mine. To make matters even more difficult,
the Coalition has produced a limited number of limpet mines with electro-
adhesive pads, much stronger than magnets, which can only be removed
by a robot or with a supernatural strength of 30 or more! As
with standard CS explosive munitions, the limpet mine is activated by
an affixed key-pad/detonator. The detonator has a time delay feature
that can be set for any length of time from 30 seconds to 5 hours. Instant
detonation of a limpet mine is impossible; the time delay automatically
sets to 30 seconds if no other value is entered. The Coalition
manufactures both fusion block and plastique limpet mines in several
models that inflict varying degrees of damage. There are three models
of underwater fusion-type mines, each with a contained blast radius of
10 feet (3 m). Note: High explosives inflict more damage underwater
because water is a better conductor of concussion waves than air.
Fusion-Type Mines: Use the damage values listed in brackets if the
mine is detonated out of water. Mega-Damage: !D6xlO M.D. (!D4xlO
M.D. out of water/on the surface), 3D6xlO M.D. (2D6xlO M.D. surface)
and 5D6xlO M.D. (4D6xlO M.D. surface). Weight: 10, 14 & 18
lbs(4.5,6.3,&8.1kg).
Plastique Mines: Blast radius that can be contained to a few feet or
made to cover an area as big as 50 feet (15.2 m). Damage: !D4xlOO
S.D.C./1D4 M.D. (2D4xlO S.D.C. or one M.D. on the surface),
!D6xlO M.D. (!D4xlO M.D. on the surface), 2D4xlO M.D. (!D6xlO
M.D. on the surface), !D4xlOO M.D. (4D6xlO M.D. on the surface).
Weight: 10-25 Ibs (4.5-11.3 kg). Note: Conventional explosives and
hand grenades detonated in the water will do roughly 10-15% more
damage.
Cost: Fusion Type: 1,600, 3,600, and 10,000 credits respectively.
Plastique: 600, 1,400, 2,200 and 12,000 credits respectively. Rare;
very poor availability outside of the CS & Quebec Military.
Colombian Weapons
Rifts® World Book Six: South America (One)
Besides the weapons listed in this section, Colombia's dealings with
the Silver River Republics enable them to acquire many energy weapons
and powered armor suits identical to or similar to the ones found in
North America. For example: There is an Argentinean series of laser
weapons sold in Colombia that closely resemble Wilk's and Northern
Gun products, and rail guns and grenades identical to Northern Gun,
Iron Heart and Manistique models. In addition, there is an ample supply
of archaic S.D.C. firearms; mostly pistols, rifles and machine-guns,
as well as bow weapons, blow guns, swords, machetes, knives, and
hatchets.
Over the last few years, some indirect trade via pirates has begun
between the residents of the Splugorth 's Atlantis and the Republic of
Colombia. The pirates gladly exchange slaves and other goods for
Atlantis made weapons and armor; mostly Kittani exports. As a result,
elite units, mercenaries and private individuals may have access to
Kittani plasma swords, energy weapons, rail guns, Kittani Explorer armor
and Manling power armor, as well as a few vehicles, and the occasional
lesser rune weapons, or Bio-Wizard item. As usual, however, the
Kittani reserve their best equipment for their own use, so they are not
usually for sale (if they are, they are extremely expensive). See Rifts®
Atlantis for information about this technology.
"C" series weapons are only manufactured at Camargo, where an
Argentinean-sponsored weapons factory survived the Coming of the
Rifts.
RC-10 Laser Pistol. A low-powered laser gun that represents the
best that can be produced with local technology. Popular with street
gangs and local police. Soldiers disdain its use due to its low power and
damage. Weight: 2 Ibs (0.9 kg). Mega-Damage: 1D6 M.D. Rate of Fire:
Standard. Range: 1000 feet (305 m). Payload: 20 shots. Market Cost:
9,000 credits.
RC-15 Laser Rifle. Standard issue weapon of the Colombian
Army. It too is very primitive compared to North American or European
models, but it can take a beating, holds up well in the hot and humid
jungle and has excellent stopping power. Many think of it as an
energy shotgun. Weight: 21 Ibs (9.5 kg). Mega-Damage: 3D6+6 M.D.
Rate of Fire: Standard. Range: 1000 feet (305 m). Payload: 20 shots.
Market Cost: 14,500 credits.
Dragon-1 Plasma Projector. A heavy plasma cannon similar to the
Coalition's C-27, minus the targeting scope and with a lighter charge.
Usually distributed to Anti-Monsters or heavy weapon squads. Weight:
21 Ibs (9.5 kg). Mega-Damage: 5D6 M.D. Rate of Fire: Standard.
Range: 1200 feet (366 m). Payload: 12 shots. Market Cost: 20,000
credits.
RP-C20 Rocket Pistol. The weapon fires self-propelled ammunition.
The gun has a gas propellant tank that ejects the rocket at bullet
speed, then once it is airborne, air vents on the nose of the bullet ignite
the jet fuel inside it, turning it into a fast rocket with an explosive tip.
Weight: 4 Ibs (1.8 kg). Mega-Damage: 3D6 M.D. standard explosive
round. Wooden warheads (for anti-vampire purposes) inflict 1 M.D.
point to normal targets, but do 4D6 damage to vampires. Rate of Fire:
Standard. Range: 1200 feet (366 m). Payload: 9 shots. Market Cost:
14,000 credits for the pistol; 80 credits per standard explosive round or
50 credits per wooden warhead (anti-vampire) round.
RR-C40 Rocket Rifle. The rifle version, firing the exact same cartridge.
The rocket rifle has semi-automatic and automatic firing capabilities;
the flip of a selector switch makes the proper adjustment. The
rifle also has a larger magazine capacity. Weight: 21 Ibs (9.5 kg).
Mega-Damage: A single round inflicts 3D6. A burst is 10 shots and
does !D4xlO M.D. Wooden warheads (for anti-vampire purposes) inflict
1 M.D. point to normal targets (1D4 M.D. on a burst), but do 4D6
damage to vampires or !D6xlO on a burst. Rate of Fire: Standard.
Range: 1,200 feet (366 m). Payload: 60 or 100 shot ammo clip. Market
Cost: 35,000 credits for the rifle; 80 credits per standard round or 50
credits per wooden warhead round.
RAR-C15 Rocket Auto-Cannon Rifle. A slightly smaller and
lighter, rifle version of the heavy tripod weapon limited for the use of
robots, cyborgs, power armor troops and characters with a P.S. of 24 or
greater. Characters with a lower P.S. cannot use the RAR-C15 because
it is too heavy (-10 to strike and can barely be lifted and aimed), unless
it is mounted on a vehicle or tripod and manned by two operators with
a combined P.S. of 24 or greater. When fighting vampires, the gun is
loaded with solid wood warheads. Weight: 50 Ibs (23 kg).
Mega-Damage: A single round inflicts 3D6+5. An eight round short
burst does !D4xlO M.D.; a long burst is 20 rounds and inflicts 2D4xlO
M.D. Wooden warheads (for anti-vampire purposes) inflict one M.D.
point to normal targets (1D4 M.D. on a burst), but do 4D6 damage to
vampires or !D6xlO on a short burst and 2D6xlO on a long burst. Rate
of Fire: Standard. Range: 2000 feet (610 m). Payload: 200 round belt
(allowing for ten long bursts or 25 short bursts). A 48 round magazine
can be substituted if so desired (that's six short bursts, or two long
bursts and one short). Market Cost: 65,000 credits.
RA-C15 Rocket Auto-Cannon. A larger, crew-served, heavy
weapon used either in vehicles or as the tripod-mounted support gun of
a squad. A rifle model (RAR-C15) is often carried by the Anti-Monster
and other cyborgs and exoskeleton troopers. The RA-C15 (and
RAR-C15) uses a larger rocket than the standard rifle model and can
use either a long magazine or a belt fed ammo drum. A typical crew is
126
a two- or three-man team with a combined strength of 30. This weapon
has superior firepower and range. Weight: 70 Ibs (32 kg).
Mega-Damage: A round does 4D6 M.D. An eight round short burst inflicts
!D6xlO M.D. A long burst is 20 rounds and inflicts 2D6xlO
M.D.;'wooden warheads (for anti-vampire purposes) inflict 2 M.D.
points to normal targets (2D6 M.D. on a long burst), but do 6D6 damage
to vampires or 2D6xlO on a short burst or 3D6xlO on a long burst.
Rate of Fire: Standard. Range: 2600 feet (792 m). Payload: 400 round
belt (allowing for 20 long bursts or 50 short bursts). A 48 round magazine
can be substituted if so desired (that's six short bursts, or two long
bursts and one short). Market Cost: 85,000 credits.
Colorado Baronies™
The Colorado Baronies is a small kingdom that manufactures, uses
and sells conventional S.D.C./Hit Point weapons, particularly Old West
styled revolvers and rifles, as well as some other conventional weapons
and basic adventuring gear. However, they are most famous for producing
a variety of Techno-Wizard (TW) weapons. Magic weapons are not
presented in this book, but can be found in the Rifts® Book of Magic,
another massive sourcebook dedicated to everything magical.
Conventional
S.D.C. Weapons
These are mostly knock-offs of pre-Rifts leftovers using chemical
propellant to fire a small metal slug. They inflict S.D.C./Hit Point damage
only, and are most commonly used by ordinary folk for hunting or
home defense. Needless to say, they are virtually useless against foes
packing Mega-Damage firepower, but that does not stop old weapons
from being used by the hundreds of thousands across North America
and elsewhere in the world.
Modifying Conventional Weapons
The following gun modifications and options were originally presented
in Rifts® Australia, but they can be just as easily exported to
any of the world's other hard luck locales, from the ruins of a major
American city, to a vast and harsh Rift-ridden wilderness. For convenience,
we have converted the prices from Aussie dollars to Universal
Credits.
Customized Grip (available for all guns): 200 credits. Adds 1 to
strike, but only for one individual, 1 to strike for others who use the
gun. If the character buys a weapon that has had its grip modified for
someone else in the past, then he can usually subtract 80 credits from
its price.
Extended Barrel (pistols and SMGs only): 100 credits. Adds 50
feet (15.2 m) to the effective range.
Extended Magazines (guns with magazines only; no revolvers,
shotguns or weapons with cylinders or internal magazines): 100 credits.
Increase the ammo pay load by 50%. So a gun that originally held 12
would hold 18 bullets, for example.
Flash Suppressor (any rifle): 90-120 credits. A muzzle that reduces
the flash and flare caused by a round being fired. Really only visible
at night, muzzle flash can easily give away a sniper's position. The
key word here is flash "suppressor." It is still there, simply the angles
from which the flare can be seen are reduced.
Full-Auto Capacity (automatic pistols only): 50-100 credits. By
cutting firing pins and reconfiguring venting, a pistol can be modified
to fire in full-auto mode (i.e. fires half its payload with every press of
the trigger). This is not a common modification, as ammo is too precious.
Full-Auto Trimming (any weapon capable of bursts and
sprays): 60-100 credits. Most wise wilderness folk will usually have
this done to their weapons. The modification changes the weapon into
single shot or volley capacity only, therefore reducing the chance of
wasting bullets.
Hair Trigger (revolvers, pistols and submachine-guns only): 200
credits. The trigger has been filed and modified to fire with a light
touch. +1 to initiative.
Improved Balance (any automatic firearm): 150 credits. Through
better venting, better balance and so forth, a gun is made to be more accurate.
+1 to strike, even when fired Wild.
Sawed Off (shotguns only): 20 credits (nothing to do it oneself).
Reduce the range in half. If using buckshot, subtract 1D6 from damage,
but add +2 to strike. The G.M. may also allow the user to strike multiple
targets with one shot with buckshot, if they are close together
(within 3-5 feet/0.9 to 1.5 m of each other).
Silencer (submachine-guns and automatic pistols only): 120-150
credits. These reduce the noise a round makes when fired. Not very
popular; people who own guns in the wilderness want to announce the
fact. Reduce range by 15% when a silencer is used.
Speed Loader (revolvers only): 25-50 credits. Not a modification,
but an accessory. Bullets are held in a dummy barrel that speeds reload
time to one melee action, as opposed to the time that revolvers would
otherwise take to reload (one full melee round or four actions, whichever
comes first).
Weapon Deterioration Rules
Some thoughts about weapon reliability. Used guns, old relics and
weapons found in the wilderness or among ruins get knocked out of
joint, suffer from rust and dirt buildup in the barrel or trigger, and so
on. Without proper cleaning and care, guns become less reliable. Harsh
wilderness environments and the extensive use of a gun places severe
wear and stress on the mechanism. Any weapon (conventional or energy
based) that is "found" is likely to need cleaning and repair. The
following table presents likely random problems from weapons left to
the elements. The G.M. can easily adopt these rules to include M.D. energy
weapons as well. A successful roll on the Recognize Weapon
Quality skill will reveal any of these faults without having to find out
the hard way (i.e. trying to use it).
Weapon Condition Table (roll percentile dice)
01-02%: Excellent! Like new, +1 to strike and gets top dollar in trade.
03-10%: Excellent condition, although it shows signs of use, the
weapon has been well maintained, and gets good value in trade.
11-50%: Used and worn, but a fine weapon. No penalties. Good to fair
trade value.
51-60%: Mild Corrosion. Looks poor and the trigger is stiff (-1 to
strike); gets mid
to low-range value in trade. When shooting it, if a
1-6 is rolled to strike, the weapon jams and must be stripped and
parts shaken to unjam. The problem will never go away until thoroughly
cleaned. Gets a mere 20% of its value in trade.
61-70%: Heavy with corrosion. Looks terrible and the trigger is stiff
(-3 to strike, -2 on initiative/quick draw); gets bottom dollar in trade
(12 +1D6%), maybe less! When shooting it, a roll of 1-10 to strike
means the weapon jams and must be stripped and parts shaken to
unjam. The problem will never go away until thoroughly cleaned
and the trigger filed and adjusted.
71-80%: Heavy with corrosion and/or damaged. Looks terrible and the
trigger is incredibly stiff and tends to stick (-4 to strike and -3 on
initiative/quick draw); gets bottom dollar in trade (10
1D4%),
maybe less! When shooting it, a roll of 1-5 means the trigger sticks
and keeps shooting whether the gunman wants it to or not! It will
fire until its payload is completely expended. To get it to stop, the
weapon must be struck violently against the ground, a rock, etc.
(striking the gun counts as one melee action). A roll to strike that is
a 6-12 means the weapon jams and must be stripped and parts
shaken to unjam. The jamming problem can be fixed with a thorough
cleaning, but the sticking requires a complete trigger replacement
and adjustment.
81-90%: Severely corroded and damaged. The weapon just won't work
and gets minimal payment (5%). It requires some new parts, and
127
machining equipment to clear and repair it for firing again. Once
fixed, cleaned and polished, it is as good as new.
91-95%: Severely corroded and damaged, but can fire. However, using
the weapon is dangerous. Looks like crap, is 4 to strike and -3 on
initiative/quick draw, and gets the lowest payment one might get for
a weapon (1 or 2%). When shooting it, a roll of 1-5 means the gun
jams and explodes! The shooter takes half damage from the round
that he would have fired. The gun can be repaired, but at -30% to
the repair skill roll and costs 20% the value of a good, working gun.
96-00%: A complete loss, even if the weapon looks fairly good at a
quick glance, most of it is a mangled piece of scrap or corroded into
one solid piece and beyond repair. If fact, just handling it may cause
pieces to break and fall off. No value. Junk.
Common Conventional S.D.C. Weapons
Price Note: The price listed is for a basic, no frills weapon. Double
or triple the price for extra fancy features like nickel plating, pearl handle,
special grip.
Bow & Arrow: S.D.C. Damage: 1D6 for a Short Bow, 2D6 for a
Long Bow or Cross Bow. Base Range: Short Bow: 340 feet (104 m),
Long Bow: 640 feet (195 m); may be extended via W.P. or special and
magical bows. Rate of Fire: One arrow at a time; each shot counts as
one melee action unless one takes W.P. Archery & Targeting skill. Payload:
Typical quiver can carry 24 arrows. Cost: Typical short bow: 200
credits. Typical long bow: 400 to 600 credits. Typical modern composite
bow: 500 to 1200 credits. Typical traditional crossbow: 400 to 600
credits. Typical crossbow pistol: 200 credits. Typical modern crossbow:
600 to 1200 credits. Note: The modern bow weapons are product
of high technology and are generally made of man-made materials,
lightweight (2-5 lbs/0.9 to 2.25 kg), and are very durable and accurate.
See Miscellaneous Weapons for high-tech arrows.
.38 or .40 Caliber Derringer. Easy to palm and conceal and fits in
a pocket, belt or boot. Weight: 1 Ib (.45 kg). S.D.C. Damage: 3D6 per
shot. Payload: Two rounds. Range: 40 feet (12.2 m). Single shot.
.22 or .25 Revolver. Made by a variety of manufacturers, this is the
kind of "Saturday Night Special" most commonly sold in the pre-Rifts
U.S. Commonly used for protection or for committing crimes. Generally,
they are lightweight and have a limited effective range. Weight:
1 Ib (.45 kg). S.D.C. Damage: 1D6 per round. Rate of Fire: Standard.
Range: 50 to 150 feet (15.2 to 45.7 m). Payload: Typically 6 or 8 shots.
Cost: 150 to 500 credits. Excellent availability.
.38 Revolver. A standard police officer's sidearm. Roughly the
equivalent of all .38 specials. Weight: Just under 2 Ibs (.9 kg). S.D.C.
Damage: 2D6 per shot; there is also a .38+ power round that does 3D6
S.D.C. per round. Rate of Fire: Standard. Range: 150 feet (45.7 m).
Payload: 6 shots. Cost: 250 credits.
.45 Automatic Pistol. Formerly the standard sidearm for many militaries
before it was replaced by the 9mm automatic. Still, this pistol remained
in wide use, where its knockdown power made it a wartime
favorite. Weight: Just over 2 Ibs (.9 kg). S.D.C. Damage: 4D6 per
round. Rate of Fire: Standard. Range: 135 feet (41.1 m). Payload: 7
shots. Cost: 400 credits.
.357 Magnum Revolver. Weight: Just over 2 Ibs (.9 kg). S.D.C.
Damage: 4D6 per shot. Rate of Fire: Standard. Range: 150 feet (45.7
m). Payload: 6 shots. Cost: 400 credits.
7.65 mm Automatic Pistol. This is typical of the kind of small automatic
pistol used for protection and criminal activities. Weight: 1.5
Ibs (.68 kg). Damage: 2D6 per round. Rate of Fire: Standard. Range:
120 feet (36.5 m). Payload: 8-15 shots depending on the magazine/clip.
Cost: 500 credits.
9mm Automatic Pistol. Used as a sidearm by many pre-Rifts military
personnel, terrorists, and well-equipped criminals. Weight: Just under
2 Ibs (.9 kg). Damage: 3D6 per round. Rate of Fire: Standard.
Range: 120 feet (36.5 m). Payload: Typically 13 to 17 shots depending
on the clip. Cost: 600 credits.
10mm Automatic Pistol. Used as a sidearm by many pre-Rifts military
personnel, terrorists, and well-equipped criminals. Weight: 2 Ibs
(.9 kg). S.D.C. Damage: 4D6. Rate of Fire: Standard. Range: 120 feet
(36.5 m). Payload: Typically 13 to 17 shots depending on the clip.
Cost: 800 credits.
7.65 Submachine-gun. This was the kind of fast-firing,
easy-to-hide weapon favored by terrorists. It saw a lot of use in the
Eastern Bloc and throughout the Third World. Weight: 3.5 Ib (1.58 kg).
S.D.C. Damage: 1D8 per round. Rate of Fire: Standard. Range: 150
feet (45.7 m). Payload: 10 to 30 round magazines. Cost: 900 credits.
.45 Submachine-gun. Weight: 6.25 Ibs (2.81 kg). S.D.C. Damage:
4D6 per round. Rate of Fire: Standard. Range: 600 feet (183 m). Payload:
30 shot magazine. Cost: 700 credits.
9mm Submachine-gun. An extremely common weapon throughout
the world among military and security personnel, terrorists, mercenaries,
police forces, and criminals. Weight: 7.5 Ibs (3.38 kg). S.D.C.
Damage: 3D6 per round. Rate of Fire: Standard. Range: 600 feet (183
m). Payload: 20,25 or 30 round magazines. Cost: 900 credits.
9mm Submachine Pistol. Similar to the 9mm submachine-gun in
most respects except for range and accuracy. Weight: 5.5 Ibs (2.48 kg).
S.D.C. Damage: 3D6 per round. Rate of Fire: Standard. Range: 500
feet (152.4 m). Payload: 15 to 30 round magazines. Modifiers: -2 to
strike when burst firing, and another -2 to strike when shooting at anything
beyond 150 feet (45.7 m). Cost: 800 credits.
12 Gauge Shotgun. Far and away, the most common type of shotgun
in use throughout the world. There were shotguns of larger and
smaller gauge, but these never were so commonly used as the 12 gauge.
Weight: Under 7 Ibs (3.15 kg). S.D.C. Damage: 4D6 (buckshot), 5D6
(solid slug), 6D6 (rocket propelled slug or flechette). Rate of Fire:
Standard. Many shotguns were Aimed fire only, however. Range: 300
feet (91 m). Payload: Break-open shotguns typically carried one or two
rounds. Tubular mag shotguns carried 3 to 8 rounds. Magazine or rotary
drum shotguns carried 6 to 20 rounds. A few even accommodated
ammo drums of up to 50 rounds. Cost: 300 to 900 credits.
.30 Rifle. There were hundreds of variants of this weapon, both for
hunting and military purposes. In almost all cases, it was a hard-hitting,
accurate and reliable weapon used worldwide by private citizens and
military personnel alike. Weight: 7-20 Ibs (3-9 kg). S.D.C. Damage:
5D6 per round. Rate of Fire: Standard, though there are variants that
are Aimed fire only, just as some gunsmiths have modified weapons to
be Burst fire only. Range: 1,200 feet (365.8 m). Payload: Single-shot
up to a 15 round magazine. Cost: 400 to 1,000 credits, depending on
their features and quality of weapon (some are valuable collectors'
items).
5.56 Assault Rifle. Common throughout the world as a standard
military battle weapon. Only the 7.62 mm assault rifle was more common.
In the world of Rifts, villagers frequently use such weapons for
hunting and defense. They are also commonly used by mercenaries,
bandits and militiamen. Weight: 6.5 Ibs (2.93 kg). S.D.C. Damage: 4D6
per round. Rate of Fire: Standard. Range: 1,200 feet (365.8 m) Payload:
20 or 30 round magazines, typically. Some experimental drums holding
up to 50 or 100 rounds were manufactured but not commonly used.
Cost: 700-1,200 credits.
7.62 mm Assault Rifle. The most common battle weapon in use before
the Rifts, and still widely used after the world went to hell in a
handbasket. What they lacked in range they made up for in rugged construction
and utter reliability. Weight: 9.5 Ibs (4.28 kg). S.D.C. Damage:
4D6 per round. Rate of Fire: Standard. Range: 900 feet (274.3 m).
Payload: 30 round magazine. Cost: 900-1,500 credits.
.30, 5.62, and 7.62 mm Light Machine-gun. These were the most
common light machine-guns used all over the world. They generally
saw action as man-portable squad support weapons. Weight: 15.25 Ibs
(6.75-11.25 kg). S.D.C. Damage: 5D6 per round. Rate of Fire: Standard,
though many were Burst firing only. Range: 3,000 feet (914.4 m).
Payload: 30 round magazines and ammo belts or drums of 100, 200 and
128
250 rounds. Cost: 2,000 credits and up. Illegal and banned in most civilized
settlements.
.50,12.7 mm and 14.5 mm Heavy Machine-gun. These are commonly
found mounted on military vehicles. Weight: 30-100 Ibs
(13.5-45 kg). S.D.C. Damage: 7D6 per round. Rate of Fire: Burst firing
only. Range: 3,000 feet (914.4 m). Payload: Ammo belts or drums of
100 to 1,000 rounds. Cost: 5,000 credits and up. Banned and highly illegal
for private use in most settlements. Military issue.
66mm Light Antitank Weapon (LAW). By the time of the Rifts,
these weapons had largely been phased out on the modern battlefield,
instead finding a niche among terrorists, revolutionaries and the occasional
criminal. Weight: 5.2 Ib (2.34 kg). S.D.C. Ordnance: !D4xlO or
!D6xlO S.D.C. to a 10 foot (3 m) area. Mega-Damage: 1D6 M.D. Rate
of Fire: Aimed fire only. Range: 1,000 feet (305 m). Payload: Use once
and discard. Cost: 2,000-2,500 credits for S.D.C. LAWs, 15,000 credits
for M.D. version. Fair to poor availability. Illegal in most communities.
Rocket Launcher. Sometimes called the "super bazooka," this was
commonly used against armored fighting vehicles and fortified bunkers.
In the anarchy and civil wars worldwide shortly before the Coming
of the Rifts, devices such as these wrought utter havoc in the cities of
the world. Weight: 12 Ibs (5.4 kg). S.D.C. Ordnance: 2D4xlO or
2D6xlO S.D.C. to a 30 foot (9 m) area. Mega-Damage: 2D6 or 3D6
M.D. depending on the rocket to a 40 foot (12 m) area. Rate of Fire:
Aimed fire only. Range: Up to one mile (1.6 km). Payload: From one to
six shots. Single-shot rocket launchers are most common for infantry;
multiple-shot launchers were usually vehicle-mounted. Bonuses: Those
with a special guidance systems (laser targeting) are 3 to strike. Some
of these had attached 9mm spotting guns that fired single tracer rounds
to help aim the weapon (tracer rounds identical to a 9mm automatic
pistol, only with triple the range). When using a spotter gun, if the spot
ter round hits, and the gunner fires the rocket at the exact spot, +2 bonus
to strike with this system. Cost: 2,000-5,000 credits for S.D.C
rocket launchers, 30,000-40,000 for M.D. launchers without guidance
system, 8,000
for guidance system. Fair availability. Banned and illegal
in most civilized communities.
90mm Recoil less Rifle. This is an older version of the rocket
launcher. Like the LAW, it no longer had a place on the modern battlefield
by the Coming of the Rifts, except for certain third world hot
spots where these venerable weapons kept busy. Weight: 35 Ibs (16 kg)
unloaded. S.D.C. Ordinance: !D4xlO S.D.C. to a 20 foot (6 m) area.
Mega-Damage: 2D6 to a 40 foot (12 m) area. Rate of Fire: Aimed fire
only, but can only be fired once per minute (four melee rounds). If fired
continuously for 10 minutes in a row, a 15 minute cooling off period
must be observed, or the next shot will explode the weapon. Range:
1,200 feet (365.8 m). Payload: Single shot, basically the rocket
launcher version of the bolt-action or muzzle-loading rifle. Cost:
2,000-6,000 credits for S.D.C. types; 25,000 to 35,000 for M.D. Rifles.
All are banned and illegal in most civilized communities.
40 mm Grenade Launcher. An incredibly common weapon used
by infantry in the late modern age. Assault rifles commonly had single

shot grenade launchers fitted under the barrel, while multi-shot grenade
launchers were carried as a squad support weapon or mounted on
vehicles (especially jeeps and helicopters). Weight: 11 Ibs (.5 kg).
S.D.C. Ordnance: 6D6 points of damage to a 10 foot (3 m) area.
Mega-Damage: 1D6 or 2D6 M.D. depending on the type of grenade, to
a 12 foot (3.6 m) area. Rate of Fire: Varies. Single-shot and certain
magazine-fed grenade launchers are Aimed fire only. Heavy grenade
launchers have a Standard rate of fire, or are Burst firing only. Range:
1,200 feet (365.7 m). Payload: Many carried a single shot and had to be
reloaded after each use. Multi-shot grenade launchers used magazines,
belts or drums ranging from 6 shots to 100 shots. Cost: 1200 credits for
a single-shot S.D.C. grenade launcher, 4,000-6,000 credits for
multi-shot rifles, and 18,000-24,000 for M.D. launchers and rifles. 1D6
M.D. grenades cost 275 credits, 2D6 M.D. grenades cost 550 credits.
All are banned and illegal in most civilized communities.
Tranquilizer Rifle. This is a bolt-action rifle designed to fire a tranquilizer
dart. Its effective range is about half that of a normal rifle.
Weight: 4 Ibs (1.8 kg). Range: 800 feet (244 m). Rate of Fire: Aimed
fire only. Damage: Tranquilizer will render its victim unconscious
within 1D4 melees unless he saves vs non-lethal poison. Even if the
save is successful, victim will become woozy in 1D4 melees, making
him 2 to strike, parry, and dodge and -10% to skill rolls for 4D4 minutes.
Duration: Effects last 4D4 minutes. Cost: 800-1500 credits. Uncommon.
Dart Gun. This is basically a pistol version of the rifle above.
Weight: 2 Ibs (.9 kg). Range: 110 feet (33.5 m). Rate of Fire: Aimed
fire only. Damage: Tranquilizer will render its victim unconscious
within 1D4 melees unless he saves vs non-lethal poison; same as Tranquilizer
Rifle above. Duration: Effects last 4D4 minutes. Cost: 500
credits. Uncommon.
Gas Gun. The gas gun is a long, wide, tubular barreled handgun
that fires a gas canister. Weight: 3 Ibs (1.35 kg). Types of gases: Tear
Gas, Tranquilizer (knockout), Nerve Gas, and Smoke Gas/Screen.
Range: 160 feet (48.8 m). Rate of Fire: One shot per melee. Damage:
Varies with the type of gas used. Uncommon. Cost: 600 credits for the
gun. Tear Gas and Tranquilizer Gas Canisters cost 50 credits each. Cost
of Nerve Gas: 75 credits each. Cost of Smoke: 25 credits each. Note:
See Gas Grenades under Japanese Explosives for the effects of the various
gases.
Stun Gun. This hand-held item is made of plastic, with a pair of
contact posts on the business end. When the trigger is depressed, it discharges
a couple thousand volts of electricity into the victim, stunning
him. Weight: 2 Ibs (.9 kg). Damage: Victims are dazed, -8 to strike,
parry and dodge, for 2D4 melees. A successful saving throw vs
non-lethal poison means that the person has successfully fought off the
effect and is unimpaired. Roll to save against each successful strike.
Range: Touch. Rate of Fire: Equal to the number of melee attacks. Energy
Capacity: 10 charges per standard E-Clip. Cost: 200 credits, plus
cost of E-Clip (around 3,000 credits).
Stun Blaster. This pistol fires an energy charge that short-circuits
the nervous system. Weight: 3 Ibs (1.35 kg). Damage: Victims are
dazed, -10 to strike, parry and dodge, for 2D4 melees. A successful
saving throw vs non-lethal poisons means that the person has successfully
fought off the effect and is unimpaired. Roll to save against each
blast that strikes. Range: 100 feet (30.5 m). Rate of Fire: Aimed fire
only. Energy Capacity: 10 charges per standard E-Clip. Cost: 4,000
credits plus cost of E-Clip (3,000 credits). Uncommon.
Empire of the
Sun Weapons
Rifts® World Book Nine: South America Two
Most of the technology of the pre-Rifts nations of Peru and Bolivia
was lost during the Great Cataclysm. A few energy weapons from that
period have been hoarded and jury-rigged over the centuries, but the
bulk of the Inca's technological weapons come from the city-state of
Arequipa, or from trade with the D-Bee/Human nation of New Babylon
of the Silver River Republics. A few other goods and products also
come from other SRRs, including the nation of Santiago. The Empire is
a big market for Glitter Boy power armor. Glitter Boys are liked because
they look like homages to the sun god, plus they are extremely
efficient weapons. Some Inca soldiers also use captured Arkhon weapons.
Arequipa has one of the few factories where Arkhon weapons can
be converted and retooled to accept Earth energy clips. The factory
only works on captured weapons; they can not build their own from
scratch. Note: These weapons are available only in the Peru region.
Cost also reflects that region and would easily cost 2-3 times more in
other parts of the world.
TM
129
Inti-10 Variable Laser Pistol. The frequency of the laser beams
can be changed which allows it to defeat laser-resistant armor like the
Glitter Boy and similar alloys. Unfortunately, this weapon was developed
as a counter-measure against Arkhon Cerasteel armor, and in that
regard, it is a failure. The pistol has been adopted as the Imperial armies'
sidearm. Note: The variable frequency laser system will defeat
laser-resistant armor 1D4 attacks after the first hit. Weight: 2 Ibs (0.9
kg). Mega-Damage: 2D4+2 M.D. Rate of Fire: Standard. Range: 1,000
feet (305 m). Payload: 10 shots. Cost: 10,000 credits.
Inti-20 Variable Laser Rifle. A rifle version of the laser pistol, the
Inti-20 is the standard issue long-arm of the Inca Army, equipping
about 60% of the infantry (the other 40% use rocket rifles). Note: The
variable frequency laser system will defeat laser-resistant armor 1D4
attacks after the first hit. Weight: 4 Ibs (1.8 kg). Mega-Damage:
2D6+6 M.D. per single shot or !D4xlO+10 M.D. for a triple pulse.
Rate of Fire: Standard. Range: 2,000 feet (610 m). Payload: 24 shots.
Cost: 18,000 credits.
Illapa-1 Rocket Pistol. Fires 15mm explosive bullets. These fat
pistol bullets (about twice as thick as a .45 round) are fed from a drum
magazine located in front of the trigger guard, making it a front-heavy
and rather clumsy gun. The 15mm explosive rounds are comparable to
lasers in terms of damage and penetration, and work very well against
Arkhon Cerasteel armor. Weight: 51bs (2.25 kg). Mega-Damage:
2D6+4 M.D. per shot. Rate of Fire: Standard. Range: 600 feet (183 m).
Payload: 80 shots in drum magazine or 20 in a small clip. Cost: 14,000
credits; each bullet costs 20 credits.
Illapa-5 Rocket Rifle. The Illapa-5 rifle fires 15mm "long" cartridges.
These rifle warheads are longer and pack more punch than the
pistol ammo, and have much better range. Like all Illapa weapons, the
ammunition is carried in a drum magazine, somewhat similar to the
magazine in the Thompson submachine-gun (but the gun design is far
different). Weight: 9 Ibs (4 kg). Mega-Damage: 4D6 M.D. per shot. A
three round burst does !D4xlO M.D., and a 10 round burst inflicts
2D4xlO M.D. Rate of Fire: Selective fire; single aimed shots, 3-round
bursts, and 10-round bursts. The weapon has a disengage mechanism
that prevents full-automatic fire (the gun stops cycling after 10 rounds
have been shot and until the soldier releases the trigger and presses it
again). Range: 2400 feet (731.5 m). Payload: 60 shot drum magazine.
Cost: 26,000 credits.
Free Quebec™ Weapons
Rifts® World Book 22: Free Quebec™
Many of Free Quebec's weapons have a bit of an old German
Mauser styling. They are also a bit reminiscent of the sleek, black
Wilk's laser weapons. Their distinct styling has become preferable over
the old CS look, although many of the CS weapons also remain hugely
popular. All the following weapons are exclusive to the Quebec Army
(the police use the old CS weapons and Northern Gun imports).
Mini-HUD System. Applying some of the cybernetic technology
and coupling it with advanced optical enhancement systems through
the trade agreement with the NGR and Triax, Free Quebec has
co-developed (with Triax) this advanced optic system for use with assault
rifles. The mini-Heads Up Display weighs around one pound
(0.45 kg), fits onto most rifles like a scope and can either be used for
"visual" targeting as a multi-optics scope, or through a direct link to the
user's helmet. The link provides a Heads Up Display (HUD) to help the
shooter more accurately "acquire" his target. It provides telescopic,
passive nightvision, infrared and thermo-imaging optical enhancements
as well as the exact distance, angle and targeting hairs all displayed on
the shooter's faceplate/visor. The mini-HUD is an experimental system
which is, for now, only available on assignment to Special Forces,
Commandos, Rangers, snipers and other personnel who warrant the
system on special assignment. The Free Quebec Army is endeavoring
to supply them to Side Kicks and Cyborg Shock Troopers (most Juicers
prefer to rely on their natural abilities). Weight: One pound (0.45 kg).
Bonuses: 1 on initiative and +2 to strike with long-range weapons, in
addition to any applicable W.P. bonuses and the obvious benefits of the
optic enhancements (i.e. can see in darkness, read heat images, etc.).
Cost: 15,000 credits. The mini-HUD is only available to the Free Quebec
military and its existence is presently unknown to outsiders. It has
never been available to the Black Market, but if it is knocked off it will
sell for at least 35,000 credits.
Ql-01 Laser Pistol. The "Que-One-Oh-One" is the new, standard
issue sidearm for the Free Quebec Military. It is primarily issued to officers,
guards, and special operatives. Weight: 3.5 Ibs (1.57 kg).
Mega-Damage: 3D4 M.D. per single shot or 4D6 per short burst
(counts as one attack but fires four blasts). Rate of Fire: Standard:
Aimed, short burst or wild (3D4 M.D.). Range: 800 feet (244 m). Payload:
20 shots per standard E-Clip or 30 shots per long E-Clip. Cost:
10,000 credits. The Black Market has only been able to obtain a few of
these weapons and sells them for around 16,000 credits.
Ql-02 "Stopper" Ion Pistol. This is a heavy energy pistol with tremendous
damage capabilities and represents a breakthrough in Quebec
weapon technology. Well, at least a partial breakthrough. The "Stopper"
has two major drawbacks: terrible range and it is heavy. Still,
Commandos, Special Forces, Juicers and Cyborg troopers love it for
close combat.
Weight: 4.5 Ibs (2 kg). Mega-Damage: 4D6
4 M.D. per single
blast. Can not fire bursts. Rate of Fire: Semi-automatic. Equal to the
hand to hand attacks of the shooter. Each shot counts as one melee action/
attack. Range: 200 feet (61 m). Payload: 12 shots per standard
E-Clip or 24 shots per long E-Clip. Cost: 12,000 credits. Not available
on the Black Market. When it is, it will probably sell for 18,000-20,000
credits.
Q2-10 Laser Pulse Rifle. A durable laser with three settings and
the capability of firing a single shot for precision shooting and sniping,
or as an automatic weapon firing short bursts of five. Comes standard
with a telescopic scope but can use the Mini-HUD System. Weight: 6
Ibs (2.7 kg). Mega-Damage: 1D6 M.D., 2D6 M.D. or 3D6 M.D. per individual
shot, or 6D6+6 per short burst (counts as one attack but fires
five blasts). Rate of Fire: Standard: Aimed, short burst or wild. Range:
2000 feet (610 m). Payload: 20 shots per standard E-Clip or 30 shots
per long E-Clip. Cost: 16,000 credits. Not available on the Black Market.
When it is, it should sell for 22,000-24,000 credits.
Q2-20 LLG "Infantry Standard" Light Laser & Grenade
Launcher. The LLG was inspired by the CS "Fire Breather" assault rifle
and is proving to be just as versatile. A bayonet (typically a
Vibro-Blade) can be mounted to the lower barrel via a special attachment
housing (with magnetic lock), and the mini-HUD system can also
be used. (The Vibro-Bayonet can also be detached and used separately.)
The LLG is the standard issue weapon for all Free Quebec Infantry
troops and available to all branches of the Quebec Military. The
same weapon with a slightly different styling is used by the Quebec
Navy. Weight: 7 Ibs (3.2 kg); 8 Ibs (3.6 kg) with mini-HUD, 9 Ibs (4
130
kg) if the bayonet is added. Mega-Damage: Laser: 3D6 M.D. per single
shot or 6D6 per short burst (counts as one melee attack but uses up five
blasts). Grenade Launcher: Typically uses high explosive (4D6 M.D.
to a 6 foot area/1.8 meters in diameter) or a concussion charge. The latter
does 2D6 M.D. to what it hits and knocks everybody/thing within a
15 foot (4.6 m) radius off their feet (victims lose initiative and one melee
attack/action). Smoke grenades (no damage) to provide cover or to
mark an area can also be used. Vibro-Bayonet: 2D4 M.D. per strike.
Rate of Fire: Laser: Standard (3D6 M.D. when shooting wild, only a
single shot hits the desired target). Grenade Launcher: One at a time, or
in volleys of two. Vibro-Bayonet: Equal to the number of hand to hand
attacks per melee. Range: Laser: 2,000 feet (610 m). Grenade
Launcher: 1,100 feet (335 m). Vibro-Bayonet: Hand to hand. Payload:
Laser: 20 shots per short E-Clip (standard), or 30 shots per long E-Clip.
Grenade Launcher: The grenade launcher part of the weapon holds four
rifle grenades at a time. Reloading one explosive round counts as one
melee action, reloading all four counts as four melee actions (quickly
aiming and shooting counts as another). Most troops carry 32 rounds
with them plus four in the gun. Additional rounds may be carried in a
hip-pouch (24 rounds, weighs 15 lbs/7 kg), backpack or shoulder
satchel (32-64 extra rounds depending on the size of the container; 22
lbs/10 kg or 44 lbs/20 kg respectively). Mini-Grenade Launcher: A separate
standard unit that attaches below the laser barrel. To reload, flip
open the bottom plate; holds four grenades. Cost: 26,000 credits with
Vibro-Bayonet, one E-Clip and 36 grenades. Not yet available on the
Black Market. When it is, it should sell for around 40,000 credits.
Black Market Grenades cost 550 apiece or 4,500 a dozen.
Q2-30 Rapid-Fire Heavy Laser. The Q2-30 is a heavy, long-range
laser that resembles a rail gun in its size and weight. It has surprising
firepower, a large payload and is used like a light machine-gun. It comes
with a long E-Clip inserted in the top housing, a standard E-Clip in
the handle, and another long E-Clip concealed inside (crack open the
lower half of the gun to gain access; takes three melee actions to open,
remove and reload this clip; the others take only one or two). This is
something of an experimental design created with Cyborg Shock
Troopers, Juicers and power armor units in mind. Ordinary soldiers
must have a P.S. of 22 or higher to effectively use this big, awkward
weapon (-2 to strike and takes twice as long to reload if P.S. is lower
than 22). It is also mounted on hover jeeps and trucks, and used like a
machine-gun on a tripod. Note: An energy power pack can be attached
to the weapon for additional firepower but requires either a second man
or vehicle to haul it (weight 50 lbs/22.5 kg) or the mechanical strength
and stamina of a full conversion cyborg or power armor. Weight:
Weapon fully loaded, 24 Ibs (10.8 kg); 26 Ibs (11.7 kg) with tripod and
mini-HUD unit. Mega-Damage: 3D6 M.D. per single shot. 3 to strike
if the shooter has the W.P. Heavy Weapons skill (no bonus without a
W.P.). 6D6 M.D. per short burst. Counts as one melee attack but uses
up five blasts. +2 to strike with the W.P. Heavy Weapons skill. !D6xlO
M.D. per medium burst. Uses up 20 shots and counts as two of the
shooter's melee attacks/actions. +1 to strike with W.P. 2D6xlO M.D.
per long burst. Uses 40 shots and counts as two of the shooter's melee
attacks/actions. +1 to strike with W.P. 4D6xlO M.D. when the entire
payload (80 shots) is emptied into a target or expended in spray shooting
(3D6 M.D. done to 4D4 targets when a spray attack is used)! No
bonuses to strike. Rate of Fire: Standard. Range: 3,000 feet (914 m).
Payload: Standard 80 shots total; 20 from the standard E-Clip and 30
each from the two long E-Clips. An additional 120 shots can be added
from a small, portable power pack attached to the heavy rifle with a
power cable. The power pack weighs 50 Ibs (22.5 kg) and can be carried
as a backpack or with a back-mounted harness by cyborgs or
power armor. Note: This weapon and the QR-12A were designed with
the help of Triax engineers a year before Free Quebec seceded from the
CS. A fact that Triax and the NGR has tried to keep secret. Quebec
does not broadcast this fact in an effort to help Triax and the German
government avoid trouble with the CS. Cost: 35,000 credits. Fair to
poor availability. Typically reserved for elite, heavy combat troops like
Juicers and cyborgs, as well as Rangers, Commandos and Special
Forces. Not yet available on the Black Market. When it is, it should sell
for 65,000-75,000 credits.
Q4-40 "Mule" Assault Rifle. This projectile weapon fires the same
explosive rounds as the QST-104 Glitter Girl Assault Cannon. The
main differences are this weapon is designed for use by ordinary humans,
has a comparatively very short range and a kick like a mule,
which is why it has two handles. Only cyborgs, power armor, and characters
with a P.S. of 26 or higher can fire this weapon one-handed without
penalty. Ordinary humans with a P.S. 25 or less are -2 to strike for
a single shot and -4 to strike when firing a burst. This weapon has the
nice feature of being able to fire from either the front or the back handle
grip. To use the traditional back handle trigger, a switch is flipped
and the forward trigger depressed (without actually firing rounds). To
shoot, pull the traditional back-handle trigger as usual. To use the front
handle, flip a switch and fire away (the other trigger is momentarily immobilized).
This can sometimes confuse those not familiar with the
weapon. Weight: 15 Ibs (6.75 kg), plus 5 Ibs with ammo drum (20 lbs/9
kg). Mega-Damage: One explosive round 2D6 M.D., a rapid-fire burst
(3 rounds) fired at the same target does 6D6 M.D. and counts as one
melee attack/action. Rate of Fire: Equal to the number of combined
hand to hand attacks of the shooter; each shot or burst (3 rounds)
counts as one melee attack. Range: 800 feet (244 m). Payload: 12 total;
six held in the weapon, six in the standard clip. The clip can be replaced
with a 24 round drum (for a total payload of 30 rounds — six in
the gun plus ammo drum). Cost: 15,000 credits. Fair to good availability,
but typically reserved for heavy combat troops like Juicers and cyborgs,
and power armor troops, as well as Rangers, Commandos and
Special Forces. Not available on the Black Market. When it is, it should
sell for 45,000-50,000 credits with explosive rounds costing 700-800
credits each.
Q4-44 "Drummer" Double-Barreled Shotgun. Cheap, efficient,
and practical, this high-tech variant is a shotgun that can fire conventional
S.D.C. shotgun rounds or light M.D. rounds. Super-durable: Not
only can it take a beating and keep firing without jamming, but can fire
underwater even after being submerged for over an hour. Weight: 16
Ibs (7.2 kg) with ammo drum. Mega-Damage: One explosive round
does 1D6 M.D., or 2D6 M.D. from a simultaneous double-barrel blast
(counts as one melee attack/action) fired at the same target. S.D.C.
rounds typically inflict 4D6 S.D.C./H.P. damage from buckshot and
5D6 S.D.C. from solid slugs; double damage from a double-barrel
blast. Rate of Fire: Equal to the number of combined hand to hand attacks
of the shooter; each shot or double-barrel blast (2 rounds) counts
as one melee attack. Range: 600 feet (183 m); 200 feet (61 m) underwater.
Payload: 42; two hand loaded rounds in each barrel plus a 40
131
round drum. Only two rounds if a drum is not available. Cost: 4,500
credits. Good availability, and a favorite of Reload Teams, Headhunters,
Rangers/Scouts, Juicers, Commandos and Naval troops. Not
available on the Black Market. When it is, it should sell for
45,000-50,000 credits with explosive shotgun rounds costing 200-300
credits each.
Q5-50 Light Rail Gun. This is a light, anti-personnel weapon used
by human troops wearing power armor, cyborgs, and characters with a
strength of 24 or greater. The Q5-50 rail gun can use what is called a
short clip with 200 rounds (10 bursts), light drum with 600 rounds (30
bursts), or a heavy belt feed drum containing 2000 rounds (100 bursts).
The latter is typically reserved for cyborgs and is carried as a backpack
or by a partner in a two-man team. Weight: Gun: 45 Ibs (20.25 kg),
short clip: 10 pounds (4.5 kg), light ammo-drum: 30 Ibs (13 kg), or a
heavy ammo-drum: 100 Ibs (45 kg). Ammo-drums are hooked to the
back of body armor or housing on the back of a 'Borg or power armor.
Mega-Damage: A full damage burst fires 20 rounds and inflicts 4D6
M.D.; a single round does 1D4 M.D. Rate of Fire: Equal to the character's
hand to hand attacks per melee round. Range: 4,000 feet (1,219
m). Payload: The short clip holds 200 rounds and is capable of firing
ten full damage bursts (20 rounds). The light drum holds 600 rounds
and can fire 30 bursts. The 2,000 round drum is capable of firing 100
full damage bursts (20 rounds each). Reloading a drum will take about
two minutes for those not trained, but only 20-30 seconds by a capable
field mechanic or Reload Team. A strength of 24 or higher is required
to handle the drum. Cost: 32,000 credits. Good availability. Not yet
available on the Black Market. When it is, it should sell for
60,000-70,000 credits.
QN-06 Laser Harpoon Gun. This a Naval weapon used by Navy
divers, Navy power armor troops and Army Special Forces (usually
available to Army personnel on special assignment). The top notch in
the barrel fires a blue-green laser, the two side and one bottom slots
hold any variety of spears. Weight: 6.5 Ibs (3 kg). Mega-Damage: Laser
3D6 M.D. per blast. Damage from Spears: Varies with type. Standard
is 2D6
3 S.D.C./Hit Points. Cost: 6 credits. Radio/Transmitter:
2D4 S.D.C./Hit Points as a weapon, plus the radio/transmitter can send
a tracking signal (lasts 72 hours) and/or transmit sounds from wherever
or whatever it is impaled into or hooked onto. Great spy device. A
magnetic clip allows the harpoon to cling to M.D.C. metal structures.
Transmits a radio signal that can be followed up to 8 miles (12.8 km)
away. Battery powered with a limited life of 72 hours of constant transmission.
The spear must stick into the target or fall on top of the object
(without falling off). There is always a chance that the tracer bug will
become dislodged and fall off (roll once for every half hour; 1-32%
chance). Cost: 200 credits each. Flare: Emits a bright, sparking light;
burns for 120 seconds. Cost: 15 credits. High Explosive: 4D6 M.D.;
cost: 600 credits. Rate of Fire: Each shot counts as one melee attack.
Only one harpoon can be fired at a time. Range: Laser: 1200 feet (365.7
m). Harpoons: 350 feet (106.7 m) above water, or 200 feet (61 m) underwater.
Payload: Laser: 20 shots per standard E-Clip or 30 shots per
long E-Clip. Harpoons: Three (types may vary). A pouch with 12 additional
harpoons (conventional and/or explosive) is often carried by a
diver, but each spear must be reloaded by hand and the reloading of
each counts as one melee attack/action. Cost: 15,000 credits. Northern
Gun and the Black Market offer knock-offs at the price of 21,000 credits.
Gargoyle Weapons
of Europe
Rifts® World Book Five: Triax™ & The NCR
Note: These items are used only by European Gargoyles and
Gurgoyles, especially those of the Gargoyle Empire. All are rare elsewhere
in the world.
Spikes & Blades. Gargoyles frequently wear combat apparel that
adds to the potential damage of hand to hand attacks as described below.
Gargoyles and the wingless Gurgoyles are especially fond of
blade weapons and spikes and adorn their armor and weapons with
them. Spiked brass knuckles, footwear, knee pads, shoulder pads, and
gauntlets may all be lined with sharp spikes or blades. These add 1D4
M.D. plus the damage inflicted by the monster's supernatural strength
to any attack that utilizes them.
Blaster Knuckle Spikes. This is an energy weapon variation on
brass knuckles. First, the knuckles add damage to punches and the
spikes can be used to stab. However, every time the knuckle portion or
spikes strikes they emit a low intensity energy burst which inflicts additional
damage and jolts one's opponent. Weight: 5 Ibs (2.3 kg).
Mega-Damage: Normal blunt damage (blaster turned off): 1D4 M.D.
plus the damage inflicted by the Gargoyle's supernatural P.S. or 1D6
M.D. from a spike. Damage with the blaster turned on: 2D4 M.D. plus
the damage inflicted by the Gargoyle's supernatural P.S. or 2D6 M.D.
from a spike. Additional Penalties: The startled victim of the blast also
loses initiative (if he had it in the first place) and is -2 to roll with a
punch or impact from any attack with the knuckles. Rate of Fire: Equal
to the user's number of melee attacks per round. Range: Arm's length.
Payload: 32 blasts/jolts; recharges after two hours. A blast is expended
every time the knuckle weapon strikes something. The blaster can be
turned on and off as desired. Black Market Cost: 15,000 credits. Fair
availability. Remember, this is a giant-size weapon.
Wing & Tail Blades. The giant monsters wear blades on their
wings and tail. Wing blades are used to rake across the body of an enemy
as the Gargoyle flies past him. Tail blades are used like a whip to
stab and slash an opponent. Ordinary types add 1D6 M.D. to the damage
inflicted by the creature's supernatural strength. However, some
have started using Vibro-Blades which adds 2D6 M.D. plus the damage
from their supernatural strength. Note: Gargoyle Lords may use magic
blades instead; rune weapons, Techno-Wizard creations and others.
Blaster Neural Whip. A close combat weapon used by Gargoyles
and other giants. Like the neural mace, this weapon releases an energy
charge that temporarily short-circuits the nervous system whenever it
strikes an opponent with the ball at the end of the whip. There is a
chance of rendering an unarmored person unconscious, but even if the
individual remains conscious the charge will impair his movement. Unlike
the neural mace which is designed to stun an opponent for the purpose
of capture, the whip is intended to kill! Weight: 10 Ibs (4.5 kg).
Mega-Damage: 2D4 M.D. plus damage from the supernatural strength
of its user. Note that the whip is an M.D.C. structure and can be used to
parry M.D. attacks from robots and power armor. Stun penalties for the
Victim protected by half armor, magic armor or the Armor of Ithan
spell: The body armor absorbs the Mega-Damage, but the character inside
is still shocked and suffers the following penalties: -8 to strike,
parry, and dodge for 2D4 melees. The duration of the impairment is increased
2D4 melees for every hit by the whip (also roll each time to see
if knocked unconscious). Remember, stun is only effective against
characters who are not protected by environmental armor. Using this
weapon against Mega-Damage beings such as demons and dragons will
inflict the same amounts of M.D., but has different stun penalties. The
jolt will cause the creature to only lose initiative and one melee action/
attack per strike of the whip. Save vs The Blaster Neural Whip is
the same as saving against non-lethal poison, 16 or higher. The charac

132
ter must save each time he or she is struck. A successful save means the
character is not stunned and only loses initiative.
Note: The whip is ineffective against environmental M.D.C. body
armor, power armor, and robots. It is effective against cyborgs not
completely enclosed in full environmental armor, half suits or armor
like those worn by the Gurgoyles, or body armor without a helmet (it's
not fully environmental without the helmet attached), other Gargoyles,
demons and Mega-Damage creatures.
Gargoyle Firebrand Spear. The firebrand spear is a
Techno-Wizard device. The spear's shaft is made of metal with fine
strands of copper and silver imbedded in it. The spearhead is a blood
red crystal. The magic is activated by thought and 7 P.P.E. or 15 I.S.P.
When activated, the spearhead glows red like a hot ember and is enveloped
with heat vapors. When it strikes an opponent there is a blast as if
he was struck by a fireball or plasma blast! Weight: 15 Ibs (6.8 kg).
Mega-Damage: The spear can be used as an M.D. weapon to stab and
parry whether it is magically charged or not. The giant, uncharged
weapon inflicts 2D6 M.D. plus the damage inflicted by the Gargoyle's
supernatural P.S. (1D6 M.D. when the spear is human-size). Firebrand
Damage: When magically charged, the weapon inflicts 5D6 M.D. plus
the damage inflicted by the Gargoyle's supernatural P.S. There is a
01-50% chance that combustibles will catch fire. Rate of Fire: Equal to
the warrior's hand to hand attacks per melee. Range: Hand to hand, or
500 feet (153 m) when thrown by a Gargoyle or Gurgoyle (about 200
feet/61 m for human-sized spears thrown by a human). However, a
thrown spear must be physically retrieved or it is lost. Payload: Depends
on the P.P.E. and/or I.S.P. of the warrior. Each plasma/fire strike
costs 15 I.S.P. or 7 P.P.E. points. Market Cost: 75,000 to 100,000 credits
whether the spear is human or giant-size.
Triax Electro-Mace & Neural Mace. The Gargoyles love the
Electro-Mace used by the X-2500 Black Knight. Its capture or purchase
is a prize. See the Triax weapon section for the description. Gurgoyles
and Gargoylites (imps) sometimes use the Neural Mace (see CS weapons
for the description of it).
WR-12 Giant Ion Pistol. This is an energy pistol designed for giant
humanoids. The appearance is that of a Pre-Rifts submachine-gun with
a short shoulder stock. Weight: 10 Ibs (4.5 kg). Mega-Damage: 2D6
M.D. Rate of Fire: Standard. Range: 600 feet (183 m). Payload: 30
shots per E-Clip. Market Cost: 10,000 credits. Fair availability.
Gargoyle Grenade Mace. At first glance, this giant-sized weapon
looks like a spiked battle axe, but upon closer scrutiny one can see that
it also has an opening at the top, a round magazine, handle and trigger.
The weapon can be used as a mace/morning star, axe or projectile
weapon! Weight: 25 Ibs (11 kg). Mega-Damage: Blunt/Mace: 1D6 plus
supernatural P.S.; Chopping/Axe: 1D6 plus supernatural P.S.; Grenade:
5D6 M.D. each to everything in a 20 foot radius. Rate of Fire: Grenade:
One per melee action; point, squeeze the trigger and boom. Range: 400
feet (122 m). Payload: Grenades: Six. They can be reloaded in one melee
round (15 seconds). Black Market Cost: 20,000 credits for the
weapon and 200 credits for each grenade. Fair availability. Remember,
this is a giant-size weapon (although the grenades are like large bullets
to the Gargoyles).
Gargoyle Laser Mace. Looks identical to the grenade mace except
that it has an energy clip sticking out of it rather than a round magazine.
As the name suggests, it fires a laser beam. Weight: 20 Ibs (9 kg).
Mega-Damage: Blunt/Mace: 1D6 plus supernatural P.S.
Mega-Damage. Chopping/Axe: 1D6 plus supernatural P.S.
Mega-Damage. Laser: 3D6 M.D. per shot. Rate of Fire: Standard.
Range: 800 feet (244 m). Payload: 20 shots from an FSE-Clip or 10
from a short clip. Black Market Cost: 25,000 credits for the weapon.
Fair availability. Remember, this is a giant-size weapon.
Super-Eight Pistol Mace. This is another giant mace-like item that
is also a projectile weapon. It can be used in hand to hand combat or
fire explosive cartridges similar to the Triax pump guns (which are
what inspired this design). Weight: 25 Ibs (11 kg). Mega-Damage:
Blunt/Mace: 1D6 plus supernatural P.S. Mega-Damage. Explosive Bullets
(large): 1D4 M.D. per single shot, 4D4 M.D. from a short burst (4
rounds) or 5D6 M.D. from a full burst (8 rounds). Rate of Fire: Standard.
Range: 800 feet (244 m). Payload: 48 shots or six full bursts.
Black Market Cost: 15,000 credits for the weapon and 100 credits per
box of 48 rounds. Fair availability in and around the New German Republic.
Remember, this is a giant-size weapon.
WR-100 Giant Laser Rifle. A heavy laser rifle designed for giant
humanoids. Comes standard with an infrared, telescopic sight. Weight:
20 Ibs (9 kg). Mega-Damage: 3D6 M.D. per blast. Rate of Fire: Standard.
Range: 1,600 feet (488 m). Payload: 20 shots per E-Clip. Bonuses:
1 to strike (so an aimed shot is +5). Black Market Cost: 25,000
credits. Fair availability.
WR-200 Giant Rail Gun. The WR-200 is an old-fashion heavy rail
gun designed for cyborgs, robots and giant D-Bees. The rail gun can
use what is called a short clip with 300 rounds (10 bursts) or a belt feed
drum containing 3000 rounds (100 bursts). Weight: 250 Ibs (112.5 kg).
Mega-Damage: A full damage burst fires 30 rounds and inflicts
!D4xlO M.D. A short burst of 15 rounds does 3D6 M.D.; single shots
are not possible. Rate of Fire: Equal to number of combined hand to
hand attacks (usually 4-8). Range: 6000 feet (1828 m). Payload: The
short clip holds 300 rounds and is capable of firing 10 full damage
bursts (30 rounds) or 20 half damage short bursts (15 rounds). The
3000 round drum is capable of firing 100 full damage bursts or 200 half
damage bursts (15 rounds). Reloading a drum will take the average
Gargoyle 1D4 minutes, but a field mechanic could do it in under a minute.
A strength of 28 or higher is required to handle the gun and the
drum. Black Market Cost: 65,000 credits. Good availability in Germany.
Horune™ Weapons
Rifts® World Book Seven: Rifts® Underseas™
These items tend to be exclusive to the monstrous Horune Pirates.
Many of these items are manufactured or traded and sold at Atlantis.
This means only those who encounter Horune, take up Horune practices
or visit Atlantis (and live to tell the tale) will have access to these
items.
Horune Harpoon Gun. A man-sized underwater rifle that fires harpoons/
metal spears. As many as three spears can be housed and fired at
a time. An additional quiver of spears can be carried on the back or
strapped to a waist belt. Weight: 5 Ibs (2.3 kg). Damage: Standard
spear/harpoon: 3D6 S.D.C. Explosive tipped: 2D4 M.D. per each spear.
Magic/Techno-Wizard Spears: 1) Electrical charge: 6D6 M.D. 2)
Heat/plasma type 4D6 M.D. 3) Releases a Magic Net upon impact
(same as the spell; 4th level in strength). Rate of Fire: Single shot, or
can fire a volley of two or three spears simultaneously. Range: 500 feet
(152 m) underwater or in the air. Payload: Three harpoons. It takes one
melee action to reload per each harpoon. A quiver holds 12 harpoons.
Cost: 2,000 credits. Manufactured in Atlantis. Uncommon.
Horune Sonic Rifle. This is a short rifle that functions similarly to
the Naut'Yll weapon. It is a creation of the Ship Dreamers and as such,
registers as pure magic. It can only be recharged by a Ship Dreamer or
by leaving the weapon on a Dream Ship for six hours, or when in the
possession of a Dolphin Combat Drone (the ships are a magic extension
of the Ship Dreamers and continue to be influenced by their
magic). Once charged, anybody can use the weapon. It is the standard
issue of the Dolphin Combat Drones and may also be assigned to ships'
officers and captains. Only one in 50 Horune pirates will carry this
weapon. Weight: 6 Ibs (2.7 kg). Mega-Damage: Same as the Sonic
Blast spell; 6D6 M.D. per blast. Rate of Fire: Single shot; each blast
counts as one melee action. Range: 2000 feet (610 m). Payload: 40
sonic blasts. Cost: 10,000 credits, since most other beings have no way
of recharging it. Note: The magic rifle has 100 M.D.C. points and is
very durable. Rare.
133
Horune Energy Trident. Many of these are stolen from the
Naut'YH, others are Splugorth knock-offs (two prongs). The trident can
be energized, firing particle waves or delivering energy strikes in close
combat. Weight: 12 Ibs (5.4 kg). Mega-Damage: Both the ranged particle
wave attack and the energized strike inflict 5D6 M.D. Rate of Fire:
Each blast counts as one melee attack. Range: Energy blast: 1000 feet
(305 m) or hand to hand combat. Payload: 30 energy blasts or close
combat blows (every successful strike drains one charge). Changing
E-Clips counts as one melee attack/action. Cost: 70,000 credits. Rare
except in Atlantis.
Other Weapons. As stated previously, the pirates capture, seize,
steal, trade and buy all types of weapons from around the world. In and
around the Americas, their favorite trade partner is Atlantis; 85% of all
Horune booty ends up there. Favorites include items made by Triax, the
Kittani, The New Navy, Tritonia, Naut'YH, Lemuria and Japan. Horune
also love magic, and they covet magic weapons and equipment of all
kinds, as well as Kittani plasma swords, tridents, lances, and blasters.
However, Kittani weapons are usually kept for themselves.
Japanese Weapons
Rifts® World Book 8: Rifts® Japan
ArmaTech Industries. ArmaTech is the old international name
used by Akizuki International, a weapons manufacturer that grew to
prominence in the 21st Century. It became a world leader in the development
of laser technology, particle acceleration, bionics and
nano-technology for the application of weapon systems, power armor,
and medicine. ArmaTech had research, development and manufacturing
facilities around the world, including Germany, Mexico, America
and Canada. In fact, it was one of the very few foreign manufacturers
who actually won a US Government contract to perfect and develop
variations for the Glitter Boy and the experimental (at the time)
SAMAS power armor (Strategic Armored Military Assault System)!
A wide variety of weapons are produced by this company in the
Post-Rifts world, including bionic weapons and components,
Vibro-Blades, rail guns, lasers and other energy weapons. They are produced
and sold to the military, police, and corporations under strict Japanese
government supervision and control. Sales to corporations
include security forces, security companies, bodyguards, and executives,
especially those of samurai descent. ArmaTech does not manufacture
or distribute weapons to any of the non-allied kingdoms outside
the Republic of Japan and never sells to mercenaries or outsiders. Of
course, ninjas, ronin, mercenaries, adventurers, pirates, criminals, and
the occasional merchant sometimes "acquire" their creations for personal
use, or to sell or trade on the open market, but ArmaTech equipment
is uncommon even in the Orient and super-rare everywhere else.
H-Brand. The only other high-tech weapons manufacturer of note
on the entire island chain is a small company nestled among the independent
kingdom of Otomo. Its products are known simply as H-Brand
weapons. Some are original designs but most are "knock-offs" of
ArmaTech and foreign weapons acquired from occasional visitors and
seafarers. In addition to Mega-Damage weapons and armor, H-Brand
also produces a large number of semi-automatic and automatic S.D.C.
weapons and specialty items like high-tech (M.D. and S.D.C.) bows,
arrows, Vibro-Blades and explosives. Its products are of a lower quality
than ArmaTech, but are generally good and reliable.
Odds & Ends
All ArmaTech brand weapons have the prefix "AT" and are of superior
quality.
Most, but not all, H-Brand weapons have the prefix "H," are of fair
to good quality, and are mainly cheap "knock-offs" of ArmaTech
weapons.
The occasional other weapon smith can be found here and there outside
of the Republic of Japan, but they are extremely uncommon and
vary in quality. These operators repair and recharge energy weapons
and make S.D.C. ammunition and weapons. Remember, technology is
viewed with disdain in the kingdoms of the New Empire.
The M.D.C. of Typical Japanese Weapons: Unless stated otherwise,
the average energy pistol or Vibro-Blade has 15 M.D., an energy rifle
30 to 40 M.D.C., a rail gun 50 to 75 M.D.C., while giant-sized weapons
for cyborgs, 'bots and power armor usually have 100 M.D.C.
134
Weapon Prices & Availability: ArmaTech weapons are most common
in the Republic of Japan, and although officially restricted to law
enforcement and military authorities, they can be purchased from
smugglers, pirates and illegal weapon dealers found in the cities. City
prices'vary according to the current market and from one seller to the
next. The most common items are Vibro-weapons and pistols. Costs
can be anywhere from plus or minus 10% to 20% of those listed in the
weapon descriptions.
ArmaTech weapons can also be purchased on the Japanese islands
outside the Republic of Japan, and even parts of China, but typically
cost 50% to 200% more than the list price. They are uncommon in
these regions with very poor availability, and in Japan's wilderness areas,
it will be difficult to find someone willing to part with a weapon
even at double or triple the normal market price. H-Brand weapons and
magic items are more common among independent kingdoms as well
as in wilderness and monster dominated regions of Japan. Note: The
occasional weapon, armor or vehicle of the New Navy and Tritonia
(Rifts® Underseas), and Triax or Splugorth/Kittani manufacture may
also find their way to Japan thanks to pirates. The prices for these
weapons are usually comparable to ArmaTech items but are sometimes
considered "special and rare" and can cost as much as 300% more.
Traditional Japanese S.D.C. Weapons
A variety of conventional, S.D.C. weapons are manufactured by
H-Brand, the New Empire, many of the independent kingdoms, and
warrior families like the samurai and ninja. The following are some of
the most common or interesting weapons and items. The damage listed
is from the weapon alone; also include any P.S. damage bonus.
Aikuchi/Tanto. Curved Japanese daggers which can be thrown.
The Tanto has a hilt, the Aikuchi does not. Cost: 100 to 500 credits;
varies according to the weapon's quality and beauty. S.D.C. Damage:
1D6 points. W.P. Category: Knife.
Bisento. A large spear with a broad, curved blade, considered to be
a kind of pole arm. Cost: 500 credits. S.D.C. Damage: 3D6
4 points.
W.P. Category: Polearm.
Blow Gun. Essentially a small pipe through which darts are fired by
air pressure. A favorite weapon of the ninja despite its short range of 50
feet (15.2 m). Cost: 30 credits. Damage: None; the dart stings, but
causes no damage unless coated with poison or drugs (which they usually
are). W.P. Category: Archery & Targeting.
Bokken. A wooden version of the samurai's katana, often used in
practice or competition. It is still a deadly weapon in the right hands,
which will be more than capable of taking down an armed opponent.
The Bokken is a popular weapon in The Zone for use against vampires
and their ilk. Cost: 80 credits. S.D.C. Damage: 2D4. W.P. Category:
Sword.
Daisho. The word Daisho literally means, "the long and the short,"
and refers specifically to the pair of swords known as the Katana and
Wakizashi. The Katana is the long killing sword, up to 3 feet (0.9 m) in
length. The Wakizashi is a short sword (Westerners might consider it a
long knife), and is frequently used with the larger blade, one in each
hand, as paired weapons.
The Daisho is the symbol of the samurai caste; only samurai can
carry them. "True" Daisho or Samurai swords are treated with reverence
for, according to ancient beliefs, each "True" Samurai sword possesses
a soul and is a living thing. See the True Samurai O.C.C. in
Rifts® Japan for full details about these special, minor rune weapons.
Cost: Manufactured versions sell for 900 to 1,200 credits for the
Katana and 400 to 600 credits for the Wakizashi. S.D.C. Damage:
Katana: 3D6; Wakizashi: 2D6 S.D.C. W.P. Category: Sword. Note:
Authentic samurai swords are considered priceless, inflict
Mega-Damage, and are usually passed on from generation to generation
of samurai. They are occasionally available for sale when a True
Samurai is slain and his weapons are taken by his slayer. The cost of
these lesser rune swords is typically 1D4 million credits!
Jitte or Sai. These weapons look like oversized, three-pronged
forks and are generally designed to be used as a pair, one in each hand.
Both weapons are modified farming tools originally designed by the
ninja to counter the samurai sword (parry and pin swords). Even in the
Japan of Rifts Earth, they are easier to acquire than a sword or spear,
especially in the feudal society of the New Empire where peasants are
forbidden to have weapons. A skilled user can entangle an opponent
with one hand and attack with the Sai in the other (requires paired combat
skill). Cost: 100 credits per pair. S.D.C. Damage: 1D6. Bonus: 2
to disarm. W.P. Category: Knife.
Katana. A mass market version of the samurai sword, predominately
sold by H-Brand. Cost: 450 credits. Damage: 3D6 S.D.C. W.P.
Category: Sword.
Kusari-Fundo. A larger, more deadly version of the
Manriki-Gasser. The chain is heavier and from 2 Vi feet to 4 feet (0.76
to 1.2 m) long. Cost: 120 credits. S.D.C. Damage: 2D6. W.P. Category:
Chain. Bonus: +2 to disarm. Note: This weapon can be used only by
those trained in hand to hand martial arts, assassin, Ninjitsu or W.P.
Chain. All others are -2 to strike and parry and each attack counts as
two melee actions.
Kusari-Gama/Kyoketsu-Shogi. Another ninja favorite is the combination
of a chain with a weight on one end and a sickle weapon on
the other. The Kyoketsu-Shogi is a similar weapon but is made with
rope attached to an iron ring on one end and a double blade on the
other. Both weapons can be used to entangle with one end while the
other can still be used for striking. All the components of the weapons
are easily acquired by non-samurai, making it easy to make or purchase
in the New Empire. Cost: The Kyoketsu-Shogi costs 200 credits, the
Kusari-Gama costs 500 credits. S.D.C. Damage: Kyoketsu-Shogi: IDS
or 2D4; Kusari-Gama: 1D10 or 2D4
2 S.D.C. Bonus: 1 to disarm.
W.P. Category: Chain. Note: These weapons can be used only by those
trained in hand to hand martial arts, assassin or Ninjitsu. All others are
-2 to strike and parry and each attack counts as two melee actions.
Manriki-Gusari. A chain weapon with solid, blunt weights on each
end. It is used in the same style as a Kusari-Gama, entangling with one
end, striking with the other. The weapon is also easy to disassemble
and conceal. The materials to make a Manriki-Gusari are readily available
and as a result, this weapon can be easily found in the New Empire.
Cost: 30 credits. S.D.C. Damage: IDS or 2D4. Bonuses: +1 to
entangle, +1 to disarm. W.P. Category: Chain. Note: This weapon can
be used only by those trained in hand to hand martial arts, assassin,
Ninjitsu or W.P. Chain. All others are -2 to strike and parry and each
attack counts as two melee actions.
Naginata/Yari. Long spears; difficult to conceal. The difference between
the two is that the Naginata blade is curved while the Yari is
straight. Cost: 300 credits. S.D.C. Damage: 2D6. W.P. Category: Spear.
Ninja-to/Ninja Short Sword. A short sword similar to the
Wakizashi but with a straighter blade, used by the Ninja. Because of its
small size the weapon is easier to conceal. Cost: 500 credits. S.D.C.
Damage: 2D4. W.P. Category: Sword.
No-Dachi. A huge, curved, two-handed sword, 5 to 6 feet (1.5 to
1.8 m) long. Typically the weapon is pulled from a scabbard slung over
the back or shoulder. Cost: 600 credits. S.D.C. Damage: 3D6
4. W.P.
Category: Sword.
Nunchaku. These weapons consist of two lengths of wood or iron
connected by a short chain. Originally an agricultural flail, the Nunchaku
have been adopted for martial arts use as paired weapons for striking.
One of the main advantages of Nunchaku is for entangling. This
can only be done if one weapon is used with two hands. Cost: 50 credits.
S.D.C. Damage: IDS or 2D4. Bonus: 1 to disarm. W.P. Category:
Chain. Note: This weapon can be used only by those trained in hand to
hand martial arts, assassin, Ninjitsu or W.P. Chain. All others are -2 to
strike and parry and each attack counts as two melee actions.
Shinobi-Zue. A hollow wooden staff which contains a weighted
length of chain. Cost: 250 credits. S.D.C. Damage: 1D10 or 2D4
2
S.D.C. W.P. Category: Staff.
135
Shikomi-Zue. This is a staff with a concealed blade which is spring
loaded and released by a trigger stud that is pressed or turned. The
weapon is a favorite of Ninja who often disguise themselves as blind
men. The Shikomi-Zue can be used as a somewhat fragile (S.D C. 50)
Bo Staff or Spear. Cost: 200 credits. S.D.C. Damage: IDS. W.P. Category:
Staffer Spear
Shuriken. The famous "throwing stars" of the ninja designed for
concealment and to distract the enemy (when thrown) rather than for
deadly effect. To discourage pursuit, the ninja often threw these weapons,
covering their retreat. Shurikens are often covered with poison or
drugs. Any of the chemicals/toxins/poisons described in the various
Rifts titles may be applicable if approved by the G.M. Cost: 10 credits
each. S.D C. Damage: 1D4. W.P. Category: Archery & Targeting.
Tonfa. A short wood weapon ideal for parrying and close combat. It
is similar in appearance to the nightstick. Cost: 50 credits. S.D.C. Damage:
1D6. W.P. Category: Blunt.
Wakizashi. A mass market version of the Samurai short sword, predominately
sold by H-Brand. Cost: 300 credits. S.D.C. Damage: 2D6.
W.P. Category: Sword.
Japanese Vibro-Blades
All Vibro-Blades are blade weapons surrounded by an invisible,
high-frequency energy field that gives them Mega-Damage capabilities.
Both ArmaTech and H-Brand manufacture these weapons. See the descriptions
under the Coalition States Weapons for a complete description
of standard Vibro-Blades found worldwide. Listed here are those
unique to Japan.
Vibro-Bayonet. Mega-Damage: 1D6+1 M.D., designed for attachment
to a variety of rifles including the AT-18. Cost: 7,500 credits.
Vibro-Knife, Tanto, Jitte or Sai. Mega-Damage: 1D6 M.D. Cost:
7,000 credits.
Vibro-Saber/Short Sword or Ninja Short Sword. Mega-Damage:
2D4 M.D. Cost: 9,000 credits.
Vibro-Sword/Large One-Handed Sword (straight sword).
Mega-Damage: 2D6 M.D. Cost: 11,000 credits.
Vibro-Wakizashi (curved, samurai short sword). Mega-Damage:
2D6 M.D. Cost: 11,000 credits.
Vibro-Katana (curved, Samurai long sword). Mega-Damage:
3D6 M.D. Cost: 15,000 credits.
Vibro-Robot Sword (giant-size for robots and large power armor).
Mega-Damage: 4D6 M D. Cost: 25,000 credits. Note: For military
use only.
H-Brand Special Vibro-Blades
All the following items are made exclusively by H-Brand and are illegal
in the Republic of Japan.
Vibro-No-Dachi and most Large Two-Handed Swords.
Mega-Damage: 3D6 M.D. Cost: 15,000 credits
Vibro-Kusari-Gama (sickle weapon). Mega-Damage: 2D6 M.D.
Cost: 10,000 credits. The chain and weighted end are S.D.C. weapons
(1D6 damage) and are sometimes silver coated (useful against some
monsters)
Vibro-Yagi Spear. Mega-Damage: 2D6 M.D. Cost: 10,000 credits.
Naginata (curved spear) or Bisento (broad blade spear).
Mega-Damage: 3D6 M.D. Cost: 15,000 credits.
Vibro-Arm Claws. Mega-Damage: 2D6 M.D., usually three
hooked blades attached to a forearm gauntlet or protective plate. Great
for parrying and slashing. Cost: 11,000 credits; add 2000 credits if retractable.
Vibro-Tiger Claws and Ninja Climbing Claws. Mega-Damage:
1D4 M.D Cost: 5,000 credits. Note: These are hand-held claws with
three curved spikes used for climbing Mega-Damage structures or as a
slashing weapon.
Japanese Energy Weapons
SNARLS Sensor System. SNARLS (Super-Natural Assault Rifle
Sensor) was devised as an advanced sensor suite to give soldiers an
edge in fighting the supernatural. The mechanism resembles a telescopic
sight that can be attached to any rifle or rail gun in place of a
scope. The sensor scans for distances, motion, heat, radiation, pheromones
(scent via molecular analyzer), and detectable bio-patterns (including
high levels of P.P.E.; 80 or more points) as well as using radar
and other sensors to help locate and identify non-humans and invisible
beings. The sensors sweep an area in front of the soldier in a 120 degree
arc to a distance of 200 feet (61 m). All information gathered by
the sensor is fed to a mini-computer clipped to the trooper's belt. The
computer processes the data and sends a digital message display inside
the soldier's helmet, or a pair of special HUD goggles or visor (direct
to the artificial eyes of a cyborg) in less than three seconds. Special, advanced
SNARLS systems include the transmission of audio data and
warnings, usually sent to an ear implant or receiver in a helmet. In addition
to the basic data, a silhouette of invisible or otherwise cloaked
creatures will appear on the Heads Up Display (HUD) and simulate its
estimated location, distance and movement. If the soldier's helmet or
augmentation has a targeting sight the computer will automatically lock
onto the nearest (or desired) silhouette. The computer also displays a
percentile number indicating the accuracy level of the readings.
A general rule of thumb is that any reading under 68% should be
considered a dangerous "suspect" but not a confirmed supernatural or
inhuman being. A reading of 80% to 100% is considered to be a "confirmed"
inhuman/monster by most soldiers and a signal to engage the
enemy. The SNARLS system can identify 2000 known creatures, including
humans, augmented humans (Juicers, Crazies, cyborgs, mutants),
so-called demons, dragons, and scores of inhuman beings
common to the area. However, SNARLS only has a 01%-25% success
ratio in identifying shape changers, like changelings and vampires in
human or animal form. The same is true for beings magically transformed
into a different shape. Elves, Dwarves, Ogres, Simvan, Dog
136
Boys, and most S.D.C. beings will register as "human" or not supernatural.
High level (8+) practitioners of magic, as well as dragons and
other creatures of magic may register as supernatural because of the
high amount of P.P.E. energy contained and/or channeled through their
bodies.
Production of SNARLS is exclusively limited to Japanese Military
Special Forces, with tight security. It is NOT available on the Black
Market or from H-Brand. Weight: 1.2 Ibs (0.54 kg) for the sensor, the
mini-computer weighs one pound (0.45 kg). Range: 200 feet (61 m) in
a 120 degree arc. 50% margin for error beyond 200 feet, up to about
500 feet (152 m). Mega-Damage Capacity. Sensor: 6 M.D.C., computer:
12 M.D.C. Note: Both the sensor and computer are extremely
small targets and require a called shot to hit, and even then the attacker
is 4 to strike. Penalty: Accuracy levels vary depending on the environment,
sensory data, number of targets being scanned and other circumstances.
Invisible Beings: On the first melee action/attack, the invisible
creature automatically gains initiative as the computer is processing the
data. Once the silhouette has appeared on the visor initiative is determined
normally until the creature is slain/subdued or leaves the sensor
range. SNARLS cannot identify a vampire or demon in mist or animal
form. Cost: 125,000 credits. Rare even in Japan, super-rare outside this
country.
Armed Forces Personnel Backpack The standard issue backpack
of the Republic's armed forces is filled with all the items necessary for
a soldier to continue to survive and fight in the field. Each pack shares
the same basic design and features, but three types exist, the PR-1 standard
backpack, the PR-2 radio operator pack, and the PR-3 rail gunner's
pack. Cost: PR-1: 5000 credits, PR-2: 6500 credits, and 4500
credits for a fully loaded PR-3. M.D.C.: 20. Contains a built-in homing
beacon so that lost or separated soldiers can be tracked and rescued by
the signal.
An electromagnetic adhesive pad is built into the back of the rucksack
which can be sealed to an identical pad built into the back of standard
issue body armor. When the two are sealed together they cannot
be separated unless one or the other is destroyed or a combined P.S. of
50 is used to pull off the pack. Basic Survival Equipment: Includes a
survival knife, water purification tablets, a one quart canteen, medical
kit and 5 days rations. The standard pack also includes one quart canteen,
3 weeks freeze-dried rations, portable stove, camouflage uniform
of local terrain, infrared flashlight, fishing kit with basic hooks, sinkers,
lures and line, a waterproof thermal poncho which doubles as a tent,
and water purification system that fits onto a canteen and can safely
clean 200 gallons (758 liters). Features include a large interior compartment
and three smaller exterior compartments. The PR-2 has a built-in
radio carrier wave amplifier which is linked to the wearer's helmet radio.
With the amplifier, the range of the helmet radio is extended to 50
miles (80 km). The backpack contains the radio in addition to a basic
tool kit, weapon cleaning kit, spare rifle parts and 10 standard E-Clips.
In addition, the backpack comes with one Satchel Charge, and two
fragmentation hand grenades. The PR-3 main compartment is designed
to fit an ammunition drum for the AT-600 rail gun. Other than the ammunition,
the pack contains only basic survival equipment in the outer
pockets.
Standard Japanese Pistol E-Clips. All ArmaTech pistol weapons
use the same standard hand-loaded energy magazine. H-Brand weapons
use the same standard for their pistol clips which are cheap knock-offs
of ArmaTech E-Clips. The magazines of both brands are interchangeable,
although ArmaTech is of higher quality. They can also be used to
power most bionic and cybernetic weapons. It is interesting to note that
ArmaTech energy clips and basic weapon designs are fundamentally
the same as those used by the Coalition States in distant North America;
evidence that the Coalition's technology is based heavily on
pre-Rifts technology unearthed from ancient ruins and held secret by
the respective governments. Consequently, the weapons and E-Clips of
both ArmaTech and H-Brand can be used in many of the weapons produced
by the CS, Northern Gun, Bandito Arms and most North American
manufacturers.), as well as the New Navy. With the proper
modifications, they can be used in Triax and Naruni weapons too. Typical
Payload for the pistol E-Clip: 10 to 20 shots for pistols/handguns.
Cost: 6,500 credits for an undamaged, fully charged pistol E-Clip. Recharging
an empty clip to full power in Japan usually costs around
1,200 to 2,000 credits. Note: In the wilderness, a character may find
himself at the mercy of unscrupulous businessmen who charge double
to quadruple for E-Clips and recharging.
Japanese Rifle & Heavy Weapon E-Clips. Standard Rifle Clips
manufactured by ArmaTech and by H-Brand are identical, interchangeable
E-Clips. They are larger than those of pistols and cannot be used to
power the smaller weapons. Typical Payload for the Japanese Rifle
E-Clip: 20 to 30 shots. Cost: A typical rifle E-Clip costs 10,000 credits
when purchased new. A recharge to full power usually costs around
3000 credits.
Japanese Energy Canisters. Designed for attachment to most rifles,
these canister magazines have a much higher payload. They are
bulkier and weigh down the weapon slightly (-1 to strike penalty). Energy
Canisters are produced mainly for the military and are extremely
difficult to acquire on the Black Market. They are very similar to the
CS canisters used in Coalition Weapons. Typical Payload for the Energy
Canister: 30 to 50 shots. Cost: An energy canister costs 21,000
credits. Rates for recharging are high, averaging about 5,500 credits.
Costs for Conventional S.D.C. Rounds. Available S.D.C.
rounds/bullets include all the common types, from .22 caliber to 10
mm. Armor piercing rounds (add 1D6 S.D.C. to the bullet's damage) or
high explosive cartridges (add !D6xlO S.D.C.) are also available. A
box of 48 rounds (normal bullets) typically costs about 20 to 50 credits
(the higher calibers cost the most). 150 credits for armor piercing, dumdums,
and other special rounds like silver rounds.
AT-N20 Neural Stick. ArmaTech has created a blunt, club or
mace-like weapon used by the police for close combat and riot control.
This stun weapon resembles the classic "nightstick" of pre-Rifts days
and is used to subdue criminals and troublemakers without having to
use deadly force. The Neural Stick delivers an electric charge that temporarily
short-circuits the nervous system when it strikes. There is a
chance of rendering an unarmored person unconscious, but most victims
remain conscious, with impaired movement. Physical Damage:
1D6 S.D.C. plus P.S. attribute bonus (if any) when used as a clubbing
weapon. The stick is a Mega-Damage structure (17 M.D.C.), making it
suitable for parrying S.D.C. and M.D. weapons like Vibro-Blades. Stun
Damage: Victims struck by the neural stick must roll to save vs
non-lethal poison/attack and need a 16 or higher to save. A successful
save means the victim loses one melee action from the jolt but is otherwise
unimpaired. A failed roll to save means the character is stunned:
-7 on initiative, -5 to strike, parry, and dodge, and reduce melee actions/
attacks, speed and skill performance by half. The character must
save each time he or she is struck. Stun Duration: 2D4 melee rounds.
The duration and penalties are increased by 2D4 melee rounds for every
hit by the stick. There is also a cumulative chance of 15% per each
subsequent hit that the character will be rendered unconscious for 1D4
minutes. This means the second hit has a 15% chance of knocking the
victim out, the third hit 30%, fourth hit 45%, and so on. Limitations:
The stick is ineffective against environmental M.D.C. body armor,
power armor, and full conversion cyborgs, but is effective against Dog
Pack armor and half suits, or body armor without a helmet (not fully
environmental without the helmet attached). Partially reconstructed cyborgs,
Juicers and Crazies are all +2 to save and the stun effect lasts
half as long. No effect against robots, androids, or most supernatural
beings and creatures of magic. Black Market Cost: 8,000. Generally
unavailable.
AT-AAD Anti-Armor Dissolver Missile or Grenade. Upon impact,
the grenade or missile releases a cloud of tiny particles. These
particles are actually thousands of tiny nano-robots that attack
Mega-Damage armor on a molecular level, usually starting from the
point of impact. It is most effective against M.D.C. body armor, power
137
armor and thin plates of metal. The AADs are programmed to only attack
the primary target, e.g. the first armor they find/strike. They do not
"leap" from one armored Mega-Damage structure to another like fleas
on a dog, or move from one target to the next like a swarm of ants. Furthermore,
they are programmed to seek out and attack only military

type metal alloys like those used for power armor, body armor,
cyborgs, robots, guns and armored vehicles. They will NOT attack
M.D. ceramics, plastics, concrete, or superhuman flesh (or magic
items/materials). Nor will they attack Mega-Damage materials coated,
encased or attached to real or artificial flesh; protecting most cybernetic
and bionic implants, optics, organs, and limbs. However, cyborg armor
and external weapons, guns and plating are vulnerable and subject to
dissolving. As an additional fail-safe, the nano-robots only have a life
of 50 minutes, after which time they become inert and harmless.
Weight: The average grenade weighs one pound (0.45 kg); the average
mini-missile: 8 Ibs (3.6 kg). Mega-Damage: Special. The nano-robots
attack and reduce the physical integrity of body armor and thin plating,
reducing the overall M.D.C. of most body armor and light power armor
by half! Heavy power armor and light vehicles will see their M.D.C. reduced
by 30%, while heavy, thick armor like those used in giant robots
and tanks are reduced by 10%. This overall reduction of M.D.C. occurs
within one minute (four melee rounds) of exposure to the armor dissolving
nano-robots. Its effects are noticeable as a fading of the color of
the material or dull blotches. Many of the more sophisticated environmental
computer monitoring systems of such suits and vehicles will indicate
structural weakness or damage. Additional effects and damage
on the armor takes longer (!D4xlO minutes) but can be devastating as
the nano-assailants focus on one specific area of their victim and completely
dissolve it. Roll percentile or pick one:
01-20%: Main weapon. This will always be the most powerful
and/or important weapon of the armor, 'bot, cyborg or vehicle and can
include hand-held weapons.
21-40%: External Sensor array. On robots, cyborgs, and body or
power armor, this is likely to include the destruction of radar/sonar, targeting
and communications.
41-60%: A specific appendage. On human-shaped' robots and armor,
this will be one of the legs, arms or thrusters. Plating on that part
of the armor will completely dissolve and disappear. This also breaches
the environmental protection of the armor, exposing the pilot to external
atmosphere and conditions, as well as leaving the appendage/limb
completely exposed to attack. Of course, any special features, weapons,
or abilities built into that limb are also destroyed. On an M.D.C. vehicle,
this will mean one of its legs, wheels, treads, or thrusters are destroyed.
In the alternative, a weapon turret, cannon or sensor or
communications array can be destroyed. On an armored bunker/building,
this will mean either a weapon turret, cannon, communications
tower or sensor array.
61-80%: Head or Hatch. On human-shaped armor, the helmet is attacked
and dissolved, leaving the head exposed to potential attack and
damage (-3 for attackers to strike and requires a "called shot"), as well
as exposing the pilot to external atmosphere and conditions (toxic gas,
pollution, heat, radiation, etc.). If a vehicle, building or giant robot, the
AAD attack can dissolve one entire hatch/door, offering attackers a
way inside.
81-00%: Two secondary weapon systems. On power armor or robots,
this might include Vibro-Blades, forearm lasers, chest guns, etc.
On a vehicle or bunker it may include small or secondary turrets, light
energy weapons, short-range or mini-missile launchers, and manned
weapon turrets.
Rate of Fire: Varies with weapon type; usually fired one at a time or
in small volleys of three mini-missiles. Not available in large missiles.
Range: Hand grenades can be thrown about 100 feet (30.5 m), rifle
launched grenades/rockets about 300 feet (91.5 m) and mini-missiles
one mile (1.6 km), although the latter is usually launched at the comparatively
close range of 3,000 feet (914 m) to insure a strike. Payload:
One AAD package per missile or grenade. Elite Republic soldiers, like
the Japanese SAMAS troops, may have a maximum of six or as few as
one grenade or missile. Delivery System: Nano-robots are typically
contained in a hand grenade, rifle grenade/rocket, or mini-missile.
Note: AAD nano-technology is ONLY available in the Republic of Japan
and even then only to authorized military defense units. G.M. Note:
The AAD is a carefully guarded military secret and should rarely be
available to player characters. For that matter, only elite military troops
and special government agents will have access to it, so they are not
available even to most non-player characters and villains. The AAD is
NOT available on the Black Market or in any other part of the world.
Nano-technology, like the SAMAS and many other pre-Rifts technologies
and secrets, exists only in the Republic of Japan and the city of
Nagasaki in particular. The Black Market, Coalition States and most
nations do NOT have the technology, resources or understanding to
"knock-off any sort of nano-technology. Only Triax or Naruni Enterprises
could learn and develop nano-tech, but it will take even them 10
to 15 years of study and development to reach a stage equal to that currently
held by the Republic of Japan. Also remember that the people of
Japan are isolated from the rest of the world and like it that way —
most other nations have no idea that they even exist.
AT-23 Plasma Thrower. The average flame-thrower unit had become
an obsolete weapon with the advancement of modern arms. With
the appearance of supernatural menaces vulnerable to fire, the
flame-thrower has again become a useful tool. ArmaTech has produced
a modernized version of the weapon that shoots short plasma streams
instead of flaming napalm. Weight: 15 Ibs (7 kg). Mega-Damage:
!D4xlO M.D. per spray. Rate of Fire: Aimed shots only. Range: 200
feet (61.0 m). Payload: 8 sprays per plasma canister. Cost: 20,000 credits.
Note: No availability in the Republic of Japan (limited to the military),
but H-Brand makes a knock-off version with poor availability in
other parts of Japan.
AT-6 "Mini" Laser Pistol. The ArmaTech AT-6 is a new development
for military service. Nicknamed the "Escape Artist," it is a small
pistol that fits easily in the closed palm of a hand. Designed for concealment
(10% to palming and concealment skill rolls), it is made in
two shapes, one looks like a cigarette lighter, the other a pen flashlight.
It is intended to allow a captured soldier to remain armed and effect an
escape, as well as for use in espionage and as a tool. Even with the high
security of ArmaTech Industries, a handful of these weapons have
found their way to the street. An AT-6 is an extremely valuable commodity
on the Black Market and fetches a high price. Weight: 1 pound
(0.45 kg). Mega-Damage: 1D6 M.D. Rate of Fire: Standard. Range:
300 feet (91.4 m). Payload: 6 blasts, requires a special E-Clip. Cost:
30,000 credits; 50,000 credits on the Black Market, 5,000 credits per
mini-E-Clip. Note: Available only to the military. Rarely available on
the Black Market and H-Brand does not even know it exists yet, so
there are no knock-offs available.
AT-8 Laser Pistol. One of the few mass market Mega-Damage
weapons allowed to be sold to the civilian population. However, all
AT-8's must be registered and their sale limited. Of course, some
AT-8's and H-Brand knock-offs have made their way into the criminal
underworld and are available illegally to crooks and citizens alike. The
AT-8 laser pistol is light, reliable and offers a good damage capacity,
although its low payload and limited stopping power has made it unacceptable
for police and military use. Weight: 3 Ibs (1.4 kg).
Mega-Damage: 1D6 M.D. Rate of Fire: Standard. Range: 500 feet (152
m). Payload: 8 shots. Cost: 10,000 credits; 8500 credits on the Black
Market. Note: Good availability in Japan and China. H-Brand makes a
knock-off called the "H-8" and a "Super H-8." The former is identical
to the AT-8 and sells for 8000 credits. The "Super" is fundamentally
the same but has a 12 shot E-Clip, an 800 foot (244 m) range and sells
for 11,000 credits.
AT-20 "Sharpshot" Police Special Laser Pistol. A heavy laser
pistol with greater stopping power, a larger payload, telescopic sight
mounts and laser targeting. It is also extremely accurate at long-range.
Weight: 2 Ibs (0.9 kg). Mega-Damage: 2D6 M.D. Rate of Fire: Aimed
138
shots and short bursts (4 blasts) only. Range: 1,000 feet (305 m). Payload:
20 shots. Bonus: +1 to strike on an aimed shot. Cost: 15,000 credits;
22,000 on the Black Market. Note: Available only to the military,
police agencies and authorized corporate security forces. H-Brand has a
knock-off called the H-20 Sniper Pistol that costs 17,000 credits; poor
availability inside the Republic, fair to good outside of Japan in Asia.
AT-30 Combat Laser Pistol. The AT-30 is the official military
sidearm of the Republic Armed Forces. The weapon is sleeker in overall
design and has a longer barrel which has greatly improved accuracy.
It comes standard issue with a pair of extra E-Clips, telescopic sight
mounts and a laser targeting mechanism. Weight: 2.5 Ibs (1.1 kg).
Mega-Damage: 2D6
2 M.D. Rate of Fire: Standard. Range: 1000 feet
(305 m). Payload: 30 shot clip. Bonus to Strike: 1 bonus to aimed shot
due to the laser targeting and superior balance of the pistol. Cost:
22,000 credits; 30,000 credits on the Black Market but is rarely available.
The H-30 knock-off costs 35,000 credits. Note: Available only to
the military and elite members of police agencies. H-Brand has a
knock-off called the H-30 Siege Pistol; poor availability inside the Republic,
fair outside.
AT-130 Particle Beam Pistol. Particle beam technology has always
been one of ArmaTech's areas of specialty. The P-beam pistol is a
pre-Rifts design and is the only particle beam pistol of human design
on Earth. The AT-130 is exclusive to high ranking officers and espionage
agents in the military. It comes standard issue with a pair of extra
E-Clips, telescopic sight mounts and laser targeting mechanism.
Weight: 4 Ibs. (1.8 kg). Mega-Damage: 5D6
6 M.D. per single blast!
Rate of Fire: Standard; single shot only. Range: 600 feet (183 m). Payload:
10 shots per E-Clip. Bonus: 1 to strike on an aimed shot. Cost:
30,000 credits; limited military availability. Note: Available only to the
Republic of Japan's military. Rarely available on the Black Market and
when it is, it costs a staggering 90,000
credits. H-Brand does not even
know it exists, but even if it did, they cannot duplicate P-beam technology;
no knock-offs.
H-10 Combat Laser Pistol. The H-10 is a super-cheap, but large,
archaic laser pistol sold by the H-Brand Company. The pistol has only
23 M.D.C. and uses a standard E-Clip, but is heavy and has light stopping
power. These weapons are common among adventurers, bandits
and thugs. Weight: 4.5 Ibs (2 kg). Mega-Damage: 2D4 M.D. Rate of
Fire: Standard. Range: 600 feet (183 m). Payload: 30 blasts! Cost:
12,000 credits, good availability throughout Japan.
H-13 Ion Pulse Pistol. Another heavy H-Brand pistol made with
mercenaries and Special Forces in mind. It was turned down for military
use by most kingdoms, but has since become a popular weapon
among adventurers. The H-13 resembles a pre-Rifts submachine-gun.
Weight: 5 Ibs (2.25 kg). Mega-Damage: 2D6 M.D. single shot, or 6D6
M.D. per multiple pulse burst (three nearly simultaneous shots). Rate of
Fire: Standard. Range: 800 feet (244 m). Payload: 20 shots Cost:
22,000 credits; poor availability in the Republic, good availability elsewhere
in Japan.
AT-23 Police Stun Rifle. The AT-23 stun rifle is standard issue for
the police in the Republic of Japan. In fact, it was specifically designed
for the police force in dealing with human criminals, riot control, and
augmented humans. The stun rifle, like the neural stick, offers the police
a non-lethal alternative to subduing lawbreakers. The rifle fires an
electrical charge that temporarily short-circuits the nervous system
when it strikes. There is a chance of rendering an unarmored person unconscious,
but most victims remain conscious, with impaired movement.
The stun rifle does inflict some measure of physical damage, but
far less than conventional weapons. It also has five settings so that it
can be appropriately adjusted for the best response to the needs of the
situation. For example, the lowest stun setting can be used on children,
the second on the elderly and young teenagers, the third on adults,
while the highest are reserved for Juicers, Crazies, mutants and supernatural
creatures. The weapon conies standard with a telescopic, passive
nightvision scope and laser targeting. Weight: 8 Ibs (3.6 kg).
Physical Damage: Setting One: 1D6 S.D.C.; can be used against children,
pregnant women, and the very weak/injured/elderly. Setting Two:
2D6 S.D.C.; can be used against the elderly, young teenagers, adults in
poor to average physical condition, and small to medium-sized animals
like dogs and monkeys. Setting Three: 3D6 S.D.C.; suggested for use
against adults in good to excellent physical condition. Setting Four:
6D6 S.D.C.; suggested for use against adults in superior physical condition,
those high on the effects of drugs, Juicer, Crazies, partially reconstructed
cyborgs, mutants, and non-humans, as well as large
animals like horses, cattle, wolves, tigers, etc. Setting Five (Maximum
Level): 1D6 M.D.; used only against Juicers, Crazies, partially reconstructed
cyborgs, full conversion cyborg monsters, and non-humans.
Stun Damage: At the correct setting, most victims shot by the stun rifle
will suffer the same type of damage and effects. In all cases, the character
must roll to save vs non-lethal poison/attack and needs a 16 or
higher to save (children and small animals need an 18 or higher to
save). A successful save means the victim loses one melee action from
the jolt and takes damage, but is otherwise unimpaired. A failed roll to
save means the character is stunned: 9 on initiative, -7 to strike, parry,
and dodge, and reduce speed, melee actions/attacks, and skill performance
by half. The character must save, each time he or she is struck.
Stun Duration: 2D4 melee rounds. The duration and penalties are increased
by 2D4 melee rounds for every blast that hits. There is also cumulative
chance of 15% that each subsequent stun blast will render the
character unconscious for 1D4 minutes. This means the second hit has
a 15% chance of knocking the victim out, the third hit 30%, fourth hit
45%, and so on. Limitations: If the setting is too low, the stun blast will
have no or little effect. Characters are 4 to save for each level the blast
is too low. For example, an adult in excellent physical condition shot at
setting one is +8 to save while a Juicer shot at setting one would be +16
to save! If the setting is too high, the character suffers greater, potentially
lethal damage and is +15% more likely to lose consciousness.
Obviously an M.D. blast will atomize an S.D.C. character. The police
use this weapon very judiciously and with extreme caution. The
weapon is ineffective against environmental M.D.C. body armor,
power armor, and full conversion cyborgs, but is effective against Dog
Pack armor and half suits, or body armor without a helmet (not fully
environmental without the helmet attached). Partially reconstructed cyborgs,
Juicers and Crazies are only vulnerable to settings 4 and 5, but
even then are +1 to save. Full conversion cyborgs can be affected at the
maximum setting of five, but are +4 to save, and the penalties and duration
are half. No effect against robots, androids, vampires, demons and
the most powerful supernatural beings and creatures of magic. However,
lesser demons and young supernatural beings can be affected by
setting number five, but are +3 to save. Rate of Fire: Single shot;
semi-automatic, best for aimed shots. Range: 800 feet (224 m). Payload:
20 shots per standard E-Clip. Cost: 25,000 credits; 35,000 on the
Black Market (fairly rare). Note: Available only to the police and military
(used by Military Police and Special Forces). There is no H-Brand
copy. Available only in Japan.
AT-84 "Sharpshot" Laser Rifle. The AT-84 is a sleek, accurate
and lightweight rifle used by the police, military and security/guard
agencies. This weapon has also become a favorite of assassins and
snipers. Weight: 6 Ibs (2.7 kg). Mega-Damage: Two settings: light, inflicting
2D6 M.D. or heavy, inflicting 4D6 M.D. Rate of Fire: Standard.
Range: 3000 feet (914 m) Payload: 30 light shots; each heavy
blast counts as two light. Bonus: +1 to strike on an aimed shot. Cost:
20,000 credits; 34,000 on the Black Market. Note: Available only to the
139
Japanese military, police agencies and authorized corporate security
forces. H-Brand has a knock-off called the H-84 Sniper Rifle that costs
29,000 credits, but range is limited to 2,000 feet (610m) and one setting
at 3D6 M.D.; poor availability inside the Republic, fair to good
elsewhere in Japan.
AT-88 Combat Laser Rifle. The AT-88 is the standard issue rifle
of the Republic Armed Forces. The rifle is very accurate, has good
range, good stopping power and the addition of an underbarrel,
pump-action grenade launcher. Weight: 9 Ibs (4.1 kg). Mega-Damage:
Laser: 3D6 M.D. Grenade: 4D6 M.D. fragmentation, 5D6 HE/AP,
smoke, or AAD-Dissolver. Rate of Fire: Standard. Range: 3,000 feet
(914 m). Payload: Laser: 30 shots per E-Clip or 100 shots per
E-canister. Rate of Fire: Standard. Range: 3,000 feet (914 m). Payload:
Laser: 30 shots per E-Clip or 100 shots per E-canister. Grenade: Three,
but can be reloaded by hand at the cost of one melee action per grenade
loaded. Cost: 30,000 credits; 54,000 on the Black Market (rare). Note:
Available only to the Japanese military and elite police teams. There is
no H-Brand copy.
AT-230 Particle Beam Rifle. The AT-230 P-beam rifle has incredible
stopping power in a durable, compact frame. The weapon is issued
to Japan's elite power armor troops, SAMAS, cyborgs, Special Forces
and other special operatives. It is one of the most powerful rifles on
Earth. Weight: 11 Ibs (5 kg). Mega-Damage: !D4xlO
10 M.D. per single
blast. Rate of Fire: Standard. Range: 1,300 feet (396 m). Payload:
10 shots per standard E-Clip, 50 shots from an energy canister. Cost:
45,000 credits; limited military availability. Note: Available only to the
military of the Republic of Japan. Rare even in Japan outside the Republic;
super-rare elsewhere. On the Black Market and when one is
available, it costs a staggering 150,000+ credits. H-Brand does not have
the technology to duplicate particle beam weapons.
ATU-80 Underwater Assault Rifle. The standard weapon of the
Republic's tiny navy, the ATU-80 is suitable for use both on dry land
and underwater. ArmaTech has produced a combination weapon that
combines a laser rifle with a Vibro-spear/harpoon launcher. In addition
to the blue laser, the rifle has a single spear launcher that can fire a conventional
S.D.C. spear or a Vibro-spear. Weight: 8 Ibs (3.6 kg).
Mega-Damage: Three settings for the laser, 6D6 S.D.C., 2D6 M.D. or
4D6 M.D. per shot. The latter drains the payload as if two blasts were
fired. The Vibro-spear does 1D6 M.D., while the conventional spear inflicts
2D6 S.D.C. Rate of Fire: Standard. Range: The laser has a maximum
range of 2000 feet (610 m) underwater or in the air; 400 feet (122
m) for spears. Payload: 30 shots per standard E-Clip or 100 shots per
energy canister (heavy 4D6 M.D. blasts count as two blasts). Spear
launcher: One shot; takes one melee attack/action to reload. Cost:
25,000 credits; 30,000 on the Black Market. Note: Available only to the
Japanese military, police agencies and authorized corporate security
forces. There is no H-Brand version because market demand is minimal.
AT-600 Rail Gun. ArmaTech has spent years and huge sums of
money in research of rail gun technology. Their goal has been to develop
a weapon light enough to be used by regular infantry soldiers as
well as SAMAS and cyborg troops. The AT-600 is their latest breakthrough,
a rail gun that retains its knock-down power and damage capabilities,
but is lighter and more compact. Even the rounds for the
weapon are made of lighter materials to reduce overall weight. The result
is a squad support weapon which can be used by anyone with a
P.S. of 20 (or higher). The main weight limitation remains with the
multi-round ammunition container, so it is still often used as a two-man
weapon; one carries and uses the gun, the other carries additional ammunition
and assists in setting up the weapon. Thus, like all rail guns, it
is most effective as a vehicle or bunker mounted weapon or placed in
the hands of a cyborg or power armor. Weight: Gun: 48 pounds (21.7
kg), rucksack 84 pounds (38 kg), short clips 7 Ibs (3 kg), light ammo
drums 20 Ibs (9 kg), and heavy ammo drums 78 Ibs (35 kg).
Mega-Damage: A burst of 30 rounds does 6D6 M.D. Rate of Fire:
Bursts and wild only. Range: 3,000 feet (914 m). Payload: A short clip
holds 300 rounds or 10 full bursts. A light ammo drum holds 600
rounds or 20 bursts. A heavy drum, like those built into the PR-3 rucksack,
holds 2400 rounds of ammo, enough for 80 bursts! Reloading a
drum takes three minutes for the untrained, or one minute (4 melees) by
those trained in the use of rail guns. A strength of 20 is required to handle
the drum. Cost: 65,000 credits; limited military availability. Note:
Available only to the military of the Republic of Japan. Rarely available
on the Black Market and when it is, it can cost as much as
100,000+ credits. H-Brand has no equivalent.
AT-1200 "Super Rail Gun." The AT-1200 is basically a larger
version of the AT-600 designed for use by power armor, robots or
heavy infantry cyborgs. All concern for weight was eliminated in this
design. The AT-1200 was developed for superior damage, consequently
it is a large gun that fires heavy rounds with greater force. In
order to carry and fire this weapon, an individual must have a P.S. of
28 (or higher). Weight: Gun 228 Ibs (103 kg), Clip 20 Ibs (9 kg), One
AT-1200 ammo drum, which fits on the back of the cyborg or 'bot,
weighs 200 Ibs (90 kg). Mega-Damage: A burst is 40 rounds and inflicts
!D6xlO M.D. One round does 1D6 M.D. Rate of Fire: Standard;
bursts, spray or wild. Range: 4000 feet (1219 m). Payload: A clip holds
400 rounds and is capable of firing 10 bursts. The AT-1200 ammo
drum holds 4000 rounds and is capable of firing 100 bursts! Reloading
a drum takes three minutes for the untrained, but a mere one minute by
somebody trained in the use of power armor. A strength of 28 or higher
is required to handle the drum. Cost: 80,000 credits; limited military
availability. Note: Available only to the military of the Republic of Japan.
Rarely available on the Black Market and when it is, it can cost as
much as 150,000+ credits. H-Brand has no equivalent.
ARC-2 "Nighthawk" Defense System. The ARC-2 is an automated
sentry device designed to detect, recognize and engage the enemy
in combat. It is a gatling-style rail gun mounted on a tripod with a
special sensor array. The radar or thermo-imaging sensor (range 2000
feet/610 m), combined with an internal computer, pick up and identify
intruders by heat signature from the thousands of patterns stored in its
memory. Once an enemy is detected, the rail gun will begin to fire devastating
bursts to destroy the enemy target and alert friendly troops.
140
26,000 credits, good availability. Note: Illegal in the Republic ot Japan,
but can be found on the streets, especially among criminals.
The "Nighthawk" is used in ambushes, to set traps, and defend perimeters
either as a stand-alone robot sentry or in conjunction with troops or
other defenses.
The ARC-2 can rotate in a 180 degree semicircle with a forward up
and down arc of 30 degrees. Together with its huge payload, the
weapon is definitely not man-portable and has to be transported by a
vehicle or cyborg. A coded radio signal can be used to deactivate the
sentry or a shut off time can be programmed into the system before it is
activated. There is also a fail-safe manual off and on button. Weight:
Gun, includes stand and sensors, 187 Ibs (84 kg), power/ammo pack
320 Ibs (144 kg). Mega-Damage: !D6xlO M.D. per 60 round burst.
Range: 2,000 feet (610 m); the rail gun can fire up to 4000 feet (1219
m), but is limited by the range of the sensors. Rate of Fire: Bursts only,
up to four times per melee round. Payload: The power/ammo pack connected
to the cannon holds 6000 rounds of ammunition, that's 100
bursts! The pack can only be reloaded by technicians with special
equipment, requiring 10 minutes to complete. Targeting System: Once
firing has begun, the ARC-2 relies on its motion sensor to locate its targets
and its memory to accurately identify the enemy (human, inhuman
and vehicular). The computer system chooses the target(s) closest to it
for destruction. The ARC-2 is extremely effective against many supernatural
opponents who are magically invisible, detecting them by heat
signature and motion. Cost: 180,000 credits; limited military availability.
Note: Available only to the military of the Republic of Japan. Not
available on the Black Market and H-Brand has no equivalent.
H-600 Rail Gun. H-Brand has a standard rail gun that comes with a
tripod. It requires a combined P.S. of 25, so the weapon is best suited
for augmented humans, power armor, cyborgs and robots. Weight:
Gun: 100 pounds (45 kg), light ammo drum: 40 Ibs (18 kg), and heavy
ammo drums 80 Ibs (36 kg). Mega-Damage: A burst of 40 rounds does
!D4xlO M.D. Rate of Fire: Standard; bursts, spray or wild. Range:
4,000 feet (1219 m). Payload: A light ammo drum holds 800 rounds or
20 bursts. A heavy drum holds 2400 rounds of ammo, enough for 60
bursts. Reloading a drum takes three minutes for the untrained, or one
minute (4 melees) by those trained in the use of rail guns. A strength of
20 is required to handle the drum. Cost: 65,000 credits; poor to fair
availability. Note: Illegal in the Republic of Japan and is rare even
among criminal organizations. Poor availability.
H-12 "Defender" Ion Pulse Rifle. The H-12 ion pulse rifle can fire
a single blast or three simultaneous shots in a damaging pulse. The
weapon is popular with adventurers, bandits and mercenaries. Weight:
9 Ibs (4.1 kg). Mega-Damage: 2D6 M.D. single shot, 6D6 M.D. per
multiple pulse burst (three simultaneous shots). Rate of Fire: Standard.
Range: 1,600 feet (488 m) Payload: 30 shots per standard E-Clip. Cost:
H-15 "Scattergun" Shotgun. The H-15 is a modern version of an
old, pre-Rifts weapon designed to fire the 25 mm M.D. shot shell.
These shells contain a number of explosive pellets that pack a wallop
but have a short range. H-Brand has produced a double-barreled
weapon and a sawed-off version of the H-15 has become an extremely
popular armament among urban criminals. Weight: 9 Ibs (4 kg).
Mega-Damage: 4D6 M.D. Rate of Fire: Standard. Range: 500 feet (152
m) standard, or 200 feet (61 m) sawed-off. Payload: 2 shots. Note: It
takes two melee attacks/actions (about 16 seconds) to completely reload
the weapon. Cost: 20,000 credits, good availability throughout Japan
and Asia. Note: Illegal in the Republic of Japan.
Japanese Missiles:
All of the common missile types and explosives found in the Rifts
RPG and Triax are available in Rifts Japan. Advanced technology has
seen the production of advanced guidance packages and a few unique
items not found anywhere else.
Heat-Seeking Missiles. With this guidance package a missile locks
onto the specific heat signature of a target. Once a lock is obtained, the
missile will continue to follow the target until it hits or runs out of fuel.
Heat-seekers gain a 5 bonus to strike.
Knock-Out Missiles. These concussion missiles are fundamentally
the same as Triax Industries' "Slammers." They are designed to blow
opponents off their feet and stun them for several moments. Anyone in
the blast radius of the missile is likely (01-88%) to be knocked off their
feet and stunned (01-65%). The victim of a direct strike will always be
knocked down. A character, robot or monster knocked down will lose
one melee attack/action and initiative. If stunned, the victim will be
dazed, -10 to strike, parry, dodge, roll with impact or pull punch, is the
last to attack (no initiative) and loses half his attacks/actions per melee
round for 1D4 melee rounds! Speed is also reduced by half during this
period.
Mini-Concussion Missiles. Damage: 5D6 M.D. Blast Radius: 30
feet (9.1 m). Range: 2,000 feet (610 m). Cost: 4000 credits, poor availability.
Short Concussion Missiles. Damage: !D6xlO M.D. Blast Radius:
60 feet (18.3 m). Range: 6,000 feet (1,829 m). Cost: 8500 credits, poor
availability.
Medium Concussion Missiles. Damage: 2D4xlO M.D. Blast Radius:
90 feet (27.4 m). Range: 6,000 feet (1,829 m). Cost: 11,000 credits,
poor availability.
Heavy Concussion Missiles. Damage: 3D4xlO M.D. Blast Radius:
120 feet (36.5 m). Range: 2 miles (3.2 km). Cost: 20,000 credits, poor
availability.
Heavy-Hitter Missiles. These missiles have become extremely
popular for their damaging capacity. The Heavy-Hitter (HH) is a high
explosive (HE) missile which uses a large warhead. The warhead used
in an HH missile is usually that of the next highest size. For example, a
short-range explosive charge is mounted on a mini-missile. The resulting
HH missile has much higher damaging capabilities but has a severely
reduced range.
Mini-HH Missile. Damage: !D6xlO M.D. Range: '/2 mile (0.8 km).
Cost: 5000 credits.
Short HH Missile. Damage: 2D4xlO M.D. Range: 1 mile (1.6 km).
Cost: 9,500 credits.
Medium HH Missile. Damage: 3D4xlO M.D. Range: 20 miles (32
km). Cost: 14,000 credits.
141
Long HH Missile. Dam;
km). Cost: 22,500 credits.
ge: 3D6xlO M.D. Range: 30 miles (48
Japanese Explosives:
AT-D10 Satchel Charge. The standard issue explosive charge for
the military is a 4 pound (1.8 kg) block of plastique with attached detonator
packed in a canvas satchel. The flip of a switch activates a 3 minute
delay for the charge. Mega-Damage: 3D4xlO M.D. (blast radius of
30 feet/9.1 m). Range: The satchel charge is not very aerodynamic, but
can be thrown a distance of 2D4xlO feet (6.1 to 24.4 m). Cost: 4600
credits. Note: Available only to the military of the Republic of Japan.
Occasionally available on the Black Market or H-Brand at around the
same cost.
Hand Grenades. A hand grenade is a small, softball-sized explosive
canister designed for throwing and exploding. Average effective
throwing range is about 100 feet (30.5 m). Note: Grenades are illegal
and hard to acquire in the Republic of Japan. Their use is limited exclusively
to the police and military. These explosives may be available to
mercenaries and adventurers serving other kingdoms or from select
H-Brand dealers.
Fragmentation Grenade (anti-personnel) AT-D25 (Light Frag.):
Mega-Damage: 2D6 M.D. to everything in a blast radius of 20 feet (6.1
m). Cost: 200 credits each.
AT-D26 (Heavy Frag.). Mega-Damage: 3D6 M.D. to everything in
the blast radius of 30 feet (9.1 m). Cost: 250 credits each.
AT-D28 High Explosive Grenade (anti-armor). Mega-Damage:
4D6 M.D. to a 6 foot (1.8 m) blast area. Cost: 150 credits.
AT-D29 Plasma Grenade. Mega-Damage: 5D6 M.D. to a 12 foot
(3.65 m) area. Cost: 350 credits.
AT-D30 Stun/Flash Grenade. This riot/anti-terrorist weapon is designed
to disorient and confuse criminals who are holding hostages in
confined places. The grenade makes a loud exploding boom and emits
a bright flash, followed by a shower of white-hot sparks and some
white smoke. The flash, burning sparks, and smoke should blind and
startle any character without environmental armor or protective goggles.
The victims of a stun/flash grenade are -8 to strike, parry and
dodge, -1 on initiative and lose one melee attack/action for the next
1D4 melee rounds (15 to 60 seconds). Even those in armor should be
momentarily distracted for 1D4 seconds and lose initiative. Cost: 100
credits.
AT-D31 Tear Gas Grenades. The gas will instantly affect all characters
without protective masks or environmental body armor. The eyes
burn, sting and water profusely, causing great discomfort and seeing
clearly is impossible. The gas also makes breathing difficult and irritates
exposed skin. The effects last for 3D4 minutes. The 25 foot (7.6
m) cloud dissipates in about five minutes unless blown away by the
wind (dissipating quickly in 1D4 minutes). The victims of tear gas are
-10 to strike, parry and dodge, -3 on initiative and lose one melee attack/
action for each of the next 1D6
1 melee rounds. Those in environmental
armor are completely safe and not affected. Cost: 200 credits.
AT-D32 Concussion Grenade. This explosive canister is not designed
for mass destruction but to knock down and stun victims. The
materials of the canister are instantly melted in the blast instead of becoming
deadly projectiles. When detonated, the AT-D32 erupts in a 30
foot (9.1 m) blast radius causing 1D4 M.D. to everyone within. Individuals
caught in the blast are likely (01-88%) to be knocked off their feet
and stunned (01-65%). If only knocked down, the victim of this attack
will have ringing ears and a headache, but only loses one melee action/
attack and initiative. If stunned, the victim is dazed, -10 to strike,
parry, dodge, roll with impact or pull punch, is the last to attack (no initiative)
and loses half his attacks/actions per melee round for 1D4 melee
rounds! Speed is also reduced by half during this period. Cost: 100
credits.
AT-D40 Smoke Grenade. Upon detonation, this will release a
thick cloud of smoke that covers a 20 to 40 foot (6.1 to 12.2 m) radius.
The smoke obscures vision in and through the cloud from those on the
outside of it. Infrared cannot penetrate a smoke cloud or be used inside
a smoke cloud. Those inside the cloud will be blinded and have trouble
breathing while inside it. Those who are not protected by environmental
suits or gas masks and goggles will be -5 to strike, parry and dodge
and are -1 on initiative. Attackers firing into/through the cloud are
shooting wild. Note that passive night scopes will work in a smoke
cloud. Cost: 50 credits.
Hand-Held Flare. This is the type of item truck drivers and road
patrols use to signal for help or to warn others of an accident or danger.
The flare burns for 20 minutes. Cost: One credit each.
Parachute Flares. This pyrotechnic device usually comes in a
hand-held, throw-away launch tube. Three seconds after launching the
flare, it ignites into a bright, sparkling light that slowly drifts back
down to earth. While in the air, the flare burns for 60 seconds and illuminates
an area roughly 150 feet (45.7 m) in diameter. Cost: 10 credits
each. Note: This is NOT a weapon, but if shot into a person, the flare
does 6D6 S.D.C. each melee round for one minute (four melees). There
is also a 50% chance of causing combustibles to catch fire.
AT-25 Pump Grenade Launcher. A pump-action grenade
launcher with a light laser. The weapon is somewhat reminiscent of the
Coalition States' C-14 "Firebreather" and the TX-16 pump rifle. It can
fire a variety of grenades and is in wide service both in the military and
by police units. The launcher can take a lot of punishment but still delivers
rounds right on target. The range, damage and area of effect vary
with each cartridge. Weight: 10 Ibs (4.5 kg). Mega-Damage: Grenade:
Varies with type of round. Laser: 2D6 M.D. Rate of Fire: Laser: Standard.
Grenade Launcher: one aimed, or four fired in rapid succession
(burst or spray). Range: Grenade Launcher: 1200 feet (365 m). Laser:
2000 feet (610 m). Payload: Laser: 30 shots per standard E-Clip, 12
rounds for grenades. Grenade Type: Any as described above. Cost:
28,000 credits; 34,000 on the Black Market. Note: Available only to the
military, police agencies and authorized corporate security forces.
H-Brand has a knock-off called the H-25 Super Rifle that costs 31,000
credits, but range is 20% less than the AT-25 for both weapons and it
weighs 14 Ibs (6.3 kg); poor availability inside the Republic, fair to
good outside of it.
CC-26 Bomb Detector. This hand-held unit is a combination of
metal detector and chemical sensor which in concert can detect the
presence of land mines and explosives. Despite its limited range, a
mere 75 feet (22.8 m), the CC-26 is an excellent tool for both the military
and police forces. The unit detects explosives with a 65% level of
accuracy. Weight: 3 Ibs (1.4 kg). Range: 75 feet (22.8 m). Cost: 950
credits, poor availability.
Japanese Land Mines:
The Republic of Japan uses a variety of land mines in protection of
its borders. These weapons are closely guarded by military personnel
and are rarely found on the Black Market or available from H-Brand.
Rare elsewhere in the world.
Detecting Mines: Traveling on foot and looking for mines, either
the Detect Ambush or Detect Concealment skills at -10% can be used
to spot land mines and booby-traps. If the individual placing the mine
or booby-trap makes a successful Camouflage skill roll then there is an
additional -20% penalty.
Vehicles can be outfitted with a basic mine detector for 50,000 credits.
This unit has a 40% chance of locating mines before they are struck
and detonated, but will also indicate harmless metal fragments as well
(fragments must be the size of a soccer ball or bigger). The basic system
can be "fine-tuned" and enhanced +10% for an additional 20,000
credits up to a maximum of 90% efficiency, but those are rare (most are
at 70%). A pilot can try the Detect Ambush or Detect Concealment
skill rolls, but is -25% if traveling is at a crawl and -50% if traveling at
142
over 30 mph (46 km). Note: Land mines are illegal and hard to acquire
in the Republic of Japan. Their use is limited exclusively to the police
and military. These explosives may be available to mercenaries and adventurers
serving other kingdoms or from select H-Brand dealers.
AT-D50 Anti-Personnel Mine. The AT-D50 is the simplest form
of land mine, a small platter charge detonated by 200 pounds (90 kg) of
pressure. With several minor modifications, the AT-D50 can be used
with a trip wire that will cause the mine to explode if 30 pounds (13.6
kg) of pressure is exerted on the line. Weight: 12 Ibs (5.4 kg).
Mega-Damage: 6D6 M.D. Blast Area: 12 feet (3.65 m). Black Market
Cost: 4500 credits, fair availability. Notes: The mine casing has 15 M
D.C. which, if depleted, will detonate the contained explosives. There
is a -5% penalty to Camouflage skill to conceal the mine due to its size
and bulk.
AT-D52 "Bullet" Anti-Personnel Mine. The AT-D52 is an extremely
small mine with relatively small damage capabilities. But due
to the small size it is extremely hard to detect; -30% penalty to detect
concealment or ambush. The AT-D52 is a plastic cylinder, three inches
in length (75 mm) and a little over an inch (30 mm) in diameter. Contained
within the tube is a grenade projectile from the AT-25 launcher,
resting atop a steel pin. The tube is embedded in the ground so that
only the top protrudes slightly. Pressure from a footfall causes the cartridge
to fire. Weight: 1 Ib (0.45 kg). Mega-Damage: 4D6 M.D. Blast
Area: 1 foot (0.3 m). Black Market Cost: 500 credits, poor to fair availability.
Notes: The plastic tube which holds the round has 20 S.D.C.
Damage of one point of M.D. will cause the grenade round to detonate.
Arrows on both sides of the mine indicate which end is the top. Due to
its small size, this device gets a bonus of +15% to Camouflage skill
rolls.
AT-D54 Anti-Armor Mine. A large platter-style mine akin to those
used before the Rifts. Pressure of 500 pounds (225 kg) will detonate the
mine's explosive charge. Weight: 45 Ibs (20.25 kg). Mega-Damage:
2D6xlO M.D. Blast Area: 15 feet (4.5 m). Black Market Cost: 18,000
credits, fair availability. Notes: The metal casing has an M.D.C. value
of 5 to protect the explosive. If the case is depleted, the mine will detonate
prematurely. A -25% penalty applies to the Camouflage skill when
attempting to hide this mine.
Juicer™ Weapons
The following weapons and equipment are either produced by such
a wide variety of manufacturers that no one can claim ownership over
any of these devices, or they are pre-Rifts artifacts locally reproduced
(like the Juicer specialty rifles). All in all, this is the gear most favored
by Juicer warriors, and it has become something of a trademark for
them. So much so, in fact, that non-Juicers are rarely seen using any of
these devices for fear of being labeled a Juicer imposter or wannabe.
Advanced Thermal Sights. Advanced thermal sights existed in
pre-Rifts days and had many military applications, from night fighting
to allowing the user to "see" inside buildings and other structures.
These advanced sights can sense heat signatures even through walls
and other obstructions! Assassins often use them to locate a target and
then shoot through often flimsy S.D.C. walls to hit him. Only thick (4
inches or thicker), reinforced M.D.C. walls will block thermal readings
enough to foil the sights. Cost: 15,000 credits for goggles, 30,000 to
build them into armor or helmet. Poor to fair availability.
Combat Gauntlets. These gauntlets have the same mechanical
"muscles" used by cyborgs and powered armor. While wearing them,
the user can crush objects as if he had a robotic strength of 26. Juicers,
Crazies, cyborgs and other augmented humans can inflict
Mega-Damage with their punches when wearing these gauntlets. The
gauntlets are also useful as tools, allowing the wearer to grip objects
with mechanical strength. Weight: 4 Ibs (1.8 kg). Mega-Damage:
Crush/Squeeze does 1D6 M.D. A Juicer, Crazy, cyborg or other aug

143
mented human can inflict one M.D. point on a normal punch or 1D6
M.D. on a power punch (counts as two attacks). Characters with Supernatural
P.S. add 4 M.D. to their normal punch damage. Normal human
punches inflict 2D6 S.D.C. plus P.S. bonuses or 3D6 with a
crush/squeeze. Penalties: While wearing the gauntlet, any fine manipulation
skills requiring the use of the hand are -20%, use of a weapon is
-4 to strike and parry. Most guns cannot be fired by a hand fitted with
the large gauntlet. Payload: Powered by a rechargeable battery with 20
hours of life. Black Market Cost: 5,000 credits per gauntlet. Poor availability.
Combat Vambrace. This is a piece of power armor that entirely
covers the arm and is either strapped to the body or built into a suit of
environmental armor. The Vambrace uses the same mechanical systems
of power armor, and has a robotic P.S. of 24. A Juicer or Crazy (normal
humans cannot use this weapon without risking broken bones) can attack
and inflict hand to hand damage as if he had that strength. Furthermore,
the power armor piece can be fitted with bionic or power armor
weapon systems (they must be purchased separately). Only one
Vambrace can be built into a suit of body armor. Weight: 15 Ibs (6.75
kg; this adds to the weight of the armor). Mega-Damage: 6D6 S.D.C.
plus P.S. bonus on a restrained punch, 2D4 M.D. on a full strength
punch, and 4D4 M.D. on a power punch (counts as two melee attacks).
Payload: Powered by a rechargeable battery with an energy life of 8
hours. Black Market Cost: 40,000 credits. Poor availability.
Deadball Grenade. Designed for players and fans of the Juicer
sport Deadball, this grenade consists of an explosive charge surrounded
by a highly elastic plastic sheathing, shaped like a ball (roughly the size
of a baseball). Unlike true Deadballs, this sphere does not have spikes;
instead, it can ricochet off almost any surface. The grenade's detonator
can be set to explode after one, two, or more impacts (ricochets), to a
maximum of five impacts/bounces. A trained Juicer Deadball player
can bounce the ball around corners, into small holes, into a tank's crew
compartment, etc. Characters without the Deadball W.P. can attempt to
do the same, but must make "called shots" at -4 to strike for each ricochet.
Weight: 1 pound (0.45 kg). Mega-Damage: 3D6 M.D. to a 20 foot
(6.1 m) area. Rate of Fire: A throw counts as one hand to hand attack.
Range: With the Deadball W.P., up to 200 feet (61 m); otherwise, 120
feet (36.5 m). Black Market Cost: 1,000 credits per grenade. Poor
availability.
FIWS (Forearm Integral Weapon System). This weapon was developed
for the use of the Chi-Town Special Forces Battalion of Coalition
Juicers. Colonel Lyboc, the officer in charge of the project, is
always trying to make a buck, so the blueprints for the weapon were
"stolen" by the Black Market and pirated FIWS are now on sale
throughout North America. The FIWS looks like a simple piece of armor
at first, a thick, heavy forearm plate. Over and under the wrist are
two thick-barreled particle beam projectors and a thinner targeting laser
(
1 to strike). Additionally, three Vibro-Blades can spring into action at
the flick of the wrist, providing the wearer with a lethal close assault
weapon. A long E-Clip powers the particle beam projectors. This fearsome
weapon is meant for close assault; the particle beam weapons are
very powerful, but relatively short-ranged. Combat trials have shown
that a team of FIWS equipped Juicers who manage to get within 500
feet (152 m) of a tank will be able to destroy the vehicle before it can
destroy them! Weight: Adds 5 Ibs (2.25 kg) to the weight of the armor.
Mega-Damage: Vibro-Blades (3 per arm): 3D6 M.D. Particle Beam
Weapons: 5D6 M.D. per single blast, or !D6xlO M.D. per double blast
(counts as one attack but uses up two shots). Rate of Fire: Single shots
only. Range: Particle Beam: 500 feet (152 m). Blades: hand to hand
combat. Payload: Particle Beam: 30 single shots or 15 double shots
(long E-Clip). Black Market Cost: 24,000 credits. Poor availability.
Forearm Grenade Bracers. This is an armor accessory, a built-in
grenade bracer that holds 3 grenades on the forearm of the wearer (6 total
if one is built into the armor of both arms). The grenades are stuck
to magnetic clip holders; to grab a grenade, all the wearer has to do is
hold it and twist it in a clockwise fashion to automatically disable the
magnetic clip. Damage: As per grenade. Range: Thrown. Black Market
Cost: 800 credits per Bracer. Can be built into normal body armor, or
combat vambrace, as well as into bionic limbs or power armor. Grenade
cost not included.
Forearm Grenade Launchers. An electromagnetic launch system
usually built into a vambrace or body armor along with a laser targeting
system. To shoot at a target, the wearer aims the laser beam and presses
a firing stud; can be built into a glove, wrist, or computerized as a voice
command grenade launcher! Weight: Adds 3 Ibs (1.35 kg) to the armor
weight. Mega-Damage: Varies with grenade type. Rate of Fire: One at
a time or in "volley" of two or three. Range: 600 feet (183 m). Payload:
Three grenades per forearm launcher. Black Market Cost: 2,000 per
forearm; 8,000 if a voice activated launch system is built into the armor.
Forearm Vibro-Blades (UTI). These weapons are mounted on the
forearms of body armor. When activated, they extend two or three
Vibro-Blades, which can be used in close combat. Juicers, Crazies and
Quick-Flex Aliens are particularly fond of the weapon, since it allows
them to engage in hand to hand combat where their physical abilities
give them a huge edge over normal humans. Mega-Damage: Double
Blade: 2D6 M.D. Tri-Blade: 3D6 M.D. Black Market Cost:
4,000-6,000 for the double blade; 8,000 for the tri-blade. Widely available.
Holdout Speed Holsters Weapon Accessory. This is a holster
equipped with a spring that, at the flick of a wrist, flings the gun into
the character's hand. These holsters are typically worn on the forearm,
allowing the wearer to be the first to draw a weapon. At the beginning
of a fight where no guns have been drawn, the character is at 3 to initiative
to be the first to draw his weapon and fire. If the character is the
one to initiate the attack, it counts as an ambush/sneak attack (automatically
wins initiative). Cost: 1500 credits.
JA-9 Juicer Assassin Variable Laser Rifle. Another German
Pre-Rifts design for the Juicer. A variable light frequency laser to overcome
the laser resistant armors, like that of the Glitter Boy power armor.
The Juicer can adjust the frequency of the laser to blast through a
Glitter Boy's defenses (or anybody else). Greatly resembles the JA-11,
complete with laser targeting and scope. Weight: 6 Ibs (2.7 kg).
Mega-Damage: 2D6 M.D. Rate of Fire: Standard. Range: 4,000 feet
(1,219 m). Payload: 10 shots with a short E-Clip or 30 with a long
E-Clip. Laser Targeting Bonus: +1 to strike on an aimed shot. Black
Market Cost: 20,000 credits.
JA-11 Juicer Assassin's Energy Rifle. The Juicer Assassin's rifle
is a Pre-Rifts design of remarkable ingenuity. The weapon can fire a
single, hand loaded 7.62 mm round for S.D.C. damage, fire a high intensity
laser beam, or switch to an ion beam. The weapon also has a
built-in laser targeting system and comes standard with a telescopic (2
mile/3.2 km) and infrared scope. The standard Juicer optics helmet offers
passive nightvision and other optical enhancements. The JA-11
also has a canister energy cell similar to the new CS canister E-Clips,
and this is presumably where the Coalition got the idea to develop the
device. The difference between the two is that the canister on the JA-11
can not be physically removed from the rifle, but can be recharged.
Other than this, the energy cells work identically, adding more power
to the E-Clip's capacity. In the case of the JA-11, the E-Clip is used up
first. Apparently, the canister was considered to be an energy reserve
system. Weight: 6.5 Ibs (2.9 kg). Mega-Damage: Laser has two set-
144
tings: 2D6 M.D. and 4D6 M.D., both work on different light frequencies
too. The ion beam does 3D6 M.D. S.D.C. Damage: Single, hand
loaded 7.62mm shell. Available types include a standard 7.62mm round
that inflicts 5D6 S.D.C., or armor piercing 6D6 S.D.C., or exploding
!D6xfO S.D.C. damage. Rate of Fire: Laser: This is meant to be a precision
sniper/assassin weapon and as such, can only be fired as an
aimed shot; i.e. each blast whether 2D6 or 4D6 counts as one melee attack.
It can not fire bursts. Ion beam: Each shot counts as one melee action.
The 762mm round: Loading and firing counts as two melee
attacks/actions, one to load and one to aim and fire. Range: Laser:
4,000 feet (1,219 m), Ion Beam: 1,600 feet (488 m), S.D.C. 7.62mm
round: 2,000 feet (610 m). Payload: Standard E-Clip has 10 shots, Long
clip 30 shots. Canister E-Cell: Adds 30 shots. 7.65 mm round: One
loaded in weapon, others to be added. Laser Targeting Bonus: +1 on an
aimed shot. Black Market Cost: 40,000 credits.
JA-12 Laser Rifle. Released in recent years, the JA-12 is a recreation
of a pre-Rifts German design meant primarily for Juicers. The
JA-12, like the JA-11, has an energy canister in addition to a normal
E-Clip. More importantly, however, the weapon was optimized for both
sniping and assault purposes. Not only can the laser fire accurate single
shots, it can also fire multiple-pulse bursts (losing its targeting capabilities),
and it also has a grenade launcher. Since it went into production,
the JA-12 has been known as "the one-man-army rifle." The main
shortcoming of the JA-12 is that it does not have a variable frequency
setting (the multiple pulse system cannot be reset), making it less effective
against Glitter Boys and similar laser resistant vehicles or robots.
Weight: 13 Ibs (5.85 kg). Mega-Damage: A single shot inflicts 4D6
M.D. A triple-pulse shot does !D6xlO
10 M.D. (counts as one melee
attack, but does not get the special targeting bonuses). Each grenade inflicts
3D6 M.D. to a 10 foot (3 m) radius. Rate of Fire: Standard.
Range: Laser: 4000 feet (1219 m); Grenade: 2,000 feet (610 m). Bonuses:
1 to strike on aimed/called shots, cumulative with other bonuses.
No bonus for auto-pulse or grenades. Payload: Standard E-Clip
has 10 shots; long E-Clip 30 shots. Energy canister (cannot be removed
but is rechargeable) holds an additional 30 energy shots. The grenade
launcher has a four-shot pump magazine and can be reloaded by hand.
Black Market Cost: 50,000 credits.
Rocket Boots. These bizarre accessories are the rage among Juicers
and Crazies. As their name indicates, this footgear has focused explosive
charges built into their soles; charges powerful enough to propel
the wearer up to 60 feet (18.3 m) into the air! An Acrobatics or Gymnastics
roll (equivalent to a back flip roll) will allow the wearer to do
midair rolls, somersaults, back flips and cartwheels in two seconds and
land on his feet. This maneuver enables the rocketing character to turn
around, dodge (
1), land behind a person, or move 10-20 feet (3-6 m)
in any lateral direction, or to land on a rooftop, tree branch, etc. Each
rocket jump counts as one melee action.
Any non-augmented humans or D-Bees who try to use rocket boots
risk injury; each time the boot is used, the non-Juiced character must
roll a 16 or higher to successfully execute the jump or maneuver to land
safely on his feet. A bad roll means failure to execute any special maneuver
(back flip, etc.) and a bad landing causes 2D6 S.D.C. damage
and loss of initiative (if he had it). Body armor does not protect against
this injury. Broken legs, sprained ankles, and pulled ligaments from the
stress of the rocket boots or nasty impacts and landings are very common.
Even so, many Juicer Wannabes keep trying to use the boots.
Note: Characters with cybernetic or bionic legs or who are
Mega-Damage beings can use the boots without penalties. Payload:
The boots are powered by an E-Clip and can make 20 jumps per standard
clip. Black Market Cost: 30,000 credits. Can be built into a suit of
M.D.C. environmental armor for an additional 2,000 credits. Fair availability.
Sensor Jammers. These "spoofers" can be built into a suit of light
or medium M.D.C. armor (50 M.D.C. or less). They consist of several
fiber optic arrays and special insulating materials that jam and block
thermal and radar signatures, and also diffuse laser targeting systems.
When the Jammers are activated (they are powered by an E-Clip built
into the armor), the character only has a 01-15% chance of being detected
by standard thermal optics and sensors, and motion and radar
detectors. Furthermore, guided missiles are at 2 to strike, and even a
volley of four or more missiles is -2 (roll once for entire volley). Laser
aiming systems lose their targeting bonus when shooting at the wearer.
Note: The Sensor Jammers are destroyed when over half the M.D.C. of
the body armor has been depleted. The E-Clip operates the system for
up to eight continuous hours; each activation of the jamming field depletes
the equivalent of 10 minutes of charge, whether or not the
jammers are active for that long. The system has been tried on power
armor and vehicles, but found to be ineffective due to the larger size,
large energy supply, and much stronger heat signatures. The system is
also useless for any creature who is over 10 feet (3.0 m) tall. Juicers,
spies and special operations agents love this accessory. Black Market
Cost: 20,000 to install into a suit of armor. Fair availability.
Vibro-Deadball. Like the Deadball grenade, this weapon looks like
the play ball of the popular Juicer game. Unlike a real Deadball, the
spikes of this one always come out after a throw and they are surrounded
by a Vibro-field, inflicting Mega-Damage. A trained Deadball
player can align the strike so it will hit a target, slash it. and ricochet
back, at distances of up to 200 feet (61.0 m)! The spikes automatically
extend after the first impact. Weight: One pound (0.45 kg).
Mega-Damage: 2D4 M.D. Rate of Fire: A throw counts as one hand to
hand attack. Range: 200 feet (61.0 m). Black Market Cost: 4,000 credits.
Kittani™ Weapons
Rifts® World Book Two: Atlantis (One)
Note: All are common to Atlantis and available to those people and
nations the Splugorth trade with, including the Phoenix Empire in Africa,
Gargoyle Empire in Europe, Horune Pirates (who in turn trade
with Japan and other coastal communities) and some extremely limited
trade with others. Most are considered very rare in North America,
England, Europe, and Australia. The Columbian Republic and Silver
River Republics (i.e. Southern Federations) of South America trade extensively
with the Splugorth of Atlantis, but most of these weapons are
uncommon outside the military even among these nations and rare
throughout the rest of the country.
Double Blade Plasma Axe. An energy weapon used in close combat,
originally designed for use with Kittani power armor. This is a
man-size version of the giant original weapon and can be used as a
bludgeon or energized to slice through Mega-Damage material like a
hot knife through butter, It can also fire a short-range burst of plasma.
Unlike the power armor version, this weapon draws its power from an
E-Clip. Weight: 10 Ibs (4.5 kg). Mega-Damage: 3D6 M.D. per axe
strike or 6D6 M.D. per plasma blast. Each blast drains 10 minutes from
the power supply. 3D6 S.D.C. damage when not energized. Rate of
Fire: 60 minutes or less per clip, depending on the number of plasma
blasts fired. A maximum of six plasma blasts. Range: Close combat or
plasma blast of 100 feet (30.5 m). Payload: 60 minutes or less per clip,
depending on the number of plasma blasts fired. Six blasts maximum
per clip. Cost: 32,000 credits, good availability in Atlantis.
Forearm Plasma Blaster. A forearm blaster similar to the one used
by the Splugorth Slaver. It shoots bolts of fiery plasma. Mega-Damage:
5D6 M.D. per blast (double the damage and range when on a ley line or
145
at a nexus). Range: 2,000 feet (610 m). Rate of Fire: Each blast counts
as one melee action. Payload: 20 blasts. Magically recharged by
Splugorth High Lords, Techno-Wizards, or at stone pyramids; requires
70 P.P.E to recharge. Cost: 110,000 credits; rare except in Atlantis.
Head or Helmet Laser. A cylindrical rod that combines light spells
and laser optics; attaches to a helmet or special headband.
Mega-Damage: 2D6 M.D. per blast (double the damage and range
when on a ley line or at a nexus). Range: 2,000 feet (610 m). Rate of
Fire: Up to four blasts per melee. Payload: 20 blasts. Magically recharged
by High Lords, Techno-Wizards, or at stone pyramids; requires
60 P.P.E to recharge. Cost: 125,000 credits; limited availability.
K-4 Laser Pulse Rifle. A knock-off of the latest design from
Wilk's Laser Industries, Inc. The K-4 is a rapid-fire pulse rifle that has
the trademark features of all of Wilk's high quality weapons; sleek,
lightweight, black plastic and ceramic construction, long distance firing
range, and reliability in the field. Weight: 4 Ibs (1.8 kg).
Mega-Damage: 3D6+6 M.D. per single shot, or !D6xlO+6 per multiple
pulse burst (three simultaneous shots). Rate of Fire: Standard. Range:
3,000 feet (914 m). Payload: 30 shots long E-Clip. Bonus to Strike: 1
to strike on an aimed shot. Cost: 75,000 credits. Fair availability even
outside of Atlantis.
K-30 Ion Pulse Rifle. A devastating close-range weapon with the
benefit of rapid-fire bursts and greater damage. Weight: 7 Ibs (3 kg).
Mega-Damage: 4D6 M.D. per single shot, or !D6xlO
6 per multiple
pulse burst (three simultaneous shots, but -2 to strike). Rate of Fire:
Standard. Range: 1000 feet (305 m). Payload: 15 shots short E-Clip or
30 shots long E-Clip. Cost: 45,000 credits.
K-l Sniper Laser Rifle and Launcher. A light laser rifle designed
for single shots and maximum accuracy. Comes standard with an infrared
telescopic sight and a mini-missile style grenade launcher
(self-propelled heat-seeker, +1 to strike). Weight: 6 Ibs (2.7 kg).
Mega-Damage: 4D6 M.D. from the laser or 6D6 M.D. from grenade.
Rate of Fire: Equal to the number of hand to hand attacks of its operator;
aimed and wild shots only. Can not fire bursts. Grenade launcher
can be fired in place of the laser with the press of a button. Range: 2000
feet (610m)
half range for grenade launcher. Payload: Laser: 20 shots
standard clip or 30 shots long E-Clip. Grenade launcher holds two grenades
and takes one full melee round, 15 seconds, to reload. Cost:
60,000 credits; each additional SPG grenade costs 10,000 credits. Special
Bonus: 1 to strike (so an aimed shot is +4) for both the laser blast
and the heat-seeking, self-propelled grenade (SPG). Rare outside of
Atlantis.
K-500 Rail Gun. A light rail gun similar to the Triax cyborg gun.
As usual, it is a comparatively lightweight, portable weapon designed
for use by cyborgs and other creatures with a strength of 24 (or higher)
and a high physical endurance (or made of steel and hydraulics). It can
also be used as a machine-gun mounted on a tripod. The K-500 conies
equipped with a telescopic, nightvision scope and laser targeting system
(
1 to strike). Weight: Gun: 80 Ibs (36 kg), Power Pack: 30 Ibs
(13.6 kg), One Ammo-Belt: 25 Ibs (11 kg), Case of Six Belts: 150 Ibs
(67.5 kg). Mega-Damage: A burst is 30 rounds and inflicts 6D6 M.D.,
one round does 1D4 M.D. Rate of Fire: Standard. Range: 4,000 feet
(1,219 m). Payload: As a machine-gun: 390 round belt (13 full 6D6
bursts). Or can be fitted with the mini-clip which contains 90 rounds (3
full bursts). Each mini-clip weighs 3.3 Ibs (1.5 kg). Cost: 155,000 credits.
Fair availability.
K-1000 Spider Defense System. The Kittani geniuses have developed
a portable, multi-purpose laser cannon that can be used as a
mounted weapon, with power armor, by cyborgs and robots, or as a
self-contained, programmable, automatic defense system. When used
as a rifle or personnel operated mounted weapon, the K-1000 offers
light and heavy laser capabilities, plus telescopic scope, nightvision
scope, thermo-imager and laser targeting system (1 to strike). As an
automatic defense system, the weapon is programmed to recognize either
specific targets (memory can hold 1000 targets) or to defend an
area from all intruders (kills indiscriminately). In addition, the "smart"
tt
weapon has four crab or spider-like robot legs and can take evasive action,
reposition itself, climb inclines up to 90 degrees, and/or be suspended
from ceilings or heavy branches of trees (in the latter case, the
K-1000 must be physically attached — the legs hold on). Weight: Gun:
80 Ibs (36 kg); nuclear powered. Mega-Damage: Light laser: 4D6 M.D.
or heavy: !D4xlO M.D. per blast. It can also fire a short-range (20
feet/6.1 m) electric current from the base of its quadruped legs to chase
away curious animals and pests; 3D6 S.D.C. damage. Furthermore, it
can fire as many as four smoke grenades to create cover, a distraction,
or to signal allies (range 100 feet/30.5 m; no damage). Also see robot
defense system. Rate of Fire: Standard. Range: Light laser: 4,000 feet
(1,219 m). Heavy laser: 3,000 feet (914 m). Payload: 100 light blasts
and 40 heavy blast before requiring a two hour period to energize back
to full capacity. An E-Clip can be used in case of emergencies (10 light
blasts or 5 heavy). Robot Defense System: Combat data file enables it
to relocate to a better position, hide and take evasive action (
2 to
dodge), and to recognize 1000 different targets. Bonus of+2 to strike,
six attacks per melee (fire light or heavy or mix), Spd 22, and M.D.C.
of weapon: 50. Cost: One million credits. Fair availability.
KEP-Special Energy Pump Pistol. The KEP-Special is a
short-range ion blaster that works like a sawed off shotgun, with pump
action. The range is short but the damage is impressive. Weight: 4 Ibs
(1.8 kg). Mega-Damage: 5D6 M.D. Rate of Fire: Equal to the user's
number of hand to hand attacks (each pump action counts as a melee attack).
Range: 200 feet (61 m). Payload: 10 blasts from a short E-Clip or
20 from a long E-Clip. Cost: 26,000 credits.
K-E4 Plasma Ejector. A heavy energy weapon inspired by designs
from the people at Northern Gun. Like most Kittani weapons, the K-E4
is a bit heavy and has below average range capability. Comes equipped
with telescopic sight; can be fitted with any optic system. Weight: 12
Ibs (5.4 kg). Mega-Damage: 6D6 M.D. Rate of Fire: Standard. Range:
2,000 feet (610 m). Payload: 20 shots standard clip or 30 shots long
E-Clip. Cost: 60,000 credits.
Kittani Energy Lance. A hand-held, long-range, precision laser
weapon. Designed for use by cyborgs, 'bots and power armor. Only
fires single shots and is + 2 to strike on called shots. Weight: 20 Ibs (9
kg). Mega-Damage: 3D6 M.D. per single shot at long range. The
weapon can be adjusted to half the range and twice the damage (6D6
M.D.). Or 2D4 M.D. as a stabbing lance or blunt weapon. Rate of Fire:
Equal to number of combined hand to hand attacks of the operator
(usually 4-6). Range: 6,000 feet (1,828 m) or 3,000 (915 m) Payload:
40 shots; recharges after four hours.
Kittani Jolt Gun (TW). This device is used primarily for herding
slaves. Damage: Three settings: 2D6 S.D.C. or 4D6 S.D.C. or 1D4
M.D. per blast (double the damage and range when on a ley line).
Range: 1,000 feet (305 m). Rate of Fire: Equal the user's number of
melee attacks. Payload: 20 blasts. Magically recharged by High Lords,
Techno-Wizards, or at stone pyramids; requires 30 P.P.E to recharge.
Cost: 45,000 credits; rare.
Laser Wrist Blasters (TW). A pair of wrist bands just like the ones
used by the Altara warrior women. Mini-lasers with a magic power
pack worn on the back. Mega-Damage: 2D6 M.D. per blast. Range:
1,200 feet (366 m). Rate of Fire: Up to five blasts per melee. Payload:
60 blasts; backpack recharges completely in four hours. Cost: 22,000
credits.
146
Mental Incapacitator (TW). This device fires Wisps of Confusion,
identical to the spell of the same name. Affects IDS (or 2D4) people in
a closed area. Range: 180 feet (55 m). Rate of Fire: Two per melee.
Payload: 10 blasts. Duration: 50 minutes; no effect if saving throw vs
magic is successful. Note: Splugorth design. Cost: 200,000 credits;
8,000 credits to recharge.
Plasma Rifle. A rifle version of the forearm blaster. Mega-Damage:
6D6 M.D. per blast when on a ley line or at a nexus. Range: 3,000 feet
(914 m). Rate of Fire: Equal to the user's number of hand to hand attacks
Payload: 20 blasts. Magically recharged by High Lords,
Techno-Wizards, or at stone pyramids; requires 80 P.P.E. to recharge.
Cost: 150,000 credits; limited availability.
Plasma Sword. A sword that radiates plasma energy for both close
combat and ranged attacks. Weight: 3 Ibs (1.35 kg). Mega-Damage:
2D6 M.D. per sword strike or 4D6 M.D. per plasma blast. Each blast
drains 10 minutes from the power supply. Or 2D6+2 S.D.C. damage
when not energized. Rate of Fire: 60 minutes or less per clip, depending
on the number of plasma blasts fired. A maximum of six plasma
blasts. Range: Close combat or plasma blast of 100 feet (30.5 m). Payload:
60 minutes or less per clip, depending on the number of plasma
blasts fired. Cost: 28,000 credits, good availability in Atlantis.
Slaver's Net Gun (TW). Just as the name suggests, this weapon of
Splugorthian Techno-Wizardry launches a magic net to ensnare its opponent;
same stats as the magic spell. The gun is the large, bulky
weapon depicted on the Rifts® cover; the figure on the right. Range:
180 feet (55 m). Rate of Fire: Two per melee. Payload: 20 nets; must be
magically recharged at about 8,000 credits. Duration: Up to 20 minutes.
Note: Splugorth design. Cost: 250,000 credits.
Kittani Underwater Weapons
The many different Kittani plasma weapons already noted, can be
used underwater with the following modifications and penalties:
Mega-Damage is reduced by 1D6 points. Rate of Fire is equal to the
number of hand to hand attacks of the wielder. Range: Reduce laser
beams by 25%, plasma bolts by 67% (reduced to 33%, so a 100
foot/30.5 m range would be reduced to 33 feet/10.05 m), and throwing
range is reduced by 90%! All other stats are unchanged.
Kittani Energy Trident. It can be used both in hand to hand combat
and as a ranged weapon, when the Trident is energized to fire
blue-green laser beams or charged with energy to inflict Mega-Damage
strikes in close combat. Weight: 12 Ibs (5.4 kg). Mega-Damage: Triple
pulse laser blast 6D6 M.D., energized strike inflicts 4D6 M.D. and
de-energized strike 2D4 M.D. Rate of Fire: Equal to the number of
hand to hand attacks of the wielder. Range: Laser blast: 2000 feet (610
m), thrown: 100 feet (30.5 m), or hand to hand combat. Payload: 30 energy
blasts or close combat blows (every successful strike drains one
charge). Changing E-Clips counts as one melee attack/action. Cost:
55,000 credits.
Kittani Energy Net. This a man-sized net composed of
Mega-Damage fibers stronger than steel. It has 30 M.D.C. and small
weights along the edges to provide weight and control. The net is used
to ensnare fish, animals and humanoid prey. Like the Naut'Yll net,
once prey is ensnared, the net can be activated by remote control to release
an electrical burst to hurt, stun or kill its captive(s). Other than being
made of a different material and having more M.D.C., it is
fundamentally the same as the Naut'Yll energy net described in that
section.
Kittani Rocket Grenades. These are small grenade-like explosives
that are hooked to an ammo-belt or carried in pouches, backpacks or
satchels. They can be dropped from above like depth charges (-2 to
strike and automatically detonate at the depth of one mile/1.6 km), or a
very short-range propeller can be activated with the pull of a pin, to
send the grenade rocketing through the water toward its target. Weight:
One pound (0.45 kg). Damage: High Explosive (HE): 5D6 M.D. with a
four foot (1.2 m) blast diameter. Fragmentation: 3D6 M.D. to a 40 foot
(12.2 m) diameter area. Concussion Grenade: 4D6 M.D. to a 20 foot
(6.1 m) diameter plus 2D6 M.D. to an additional area 40 feet (12.2 m)
in diameter. Furthermore, the concussion grenade has a 01%-35%
chance of stunning humans, Naut'Yll, Amphibs, Lemurians, Dolphins,
and most marine creatures caught in the center of the blast for 1D4 melee
rounds; not effective against giant-sized creatures, most whales,
creatures of magic, supernatural beings, and characters inside power armor,
robots or submersible vehicles. Gill Clog: This grenade releases a
chemical cloud that fills a 20×20×20 feet (6.1×6.1×6.1 m) area. The
cloud clogs the gills and chokes creatures who need gills to breathe.
The following penalties apply to those affected (a saving throw of 16 or
higher means the victim caught in the cloud suffers only half the normal
penalties): -6 on initiative, -6 to strike, parry and dodge, reduce
speed and melee attacks/actions per round by half, and skill performance
is -50%. The penalties of the gill clog cloud will diminish by
half as soon as the creature flees the cloud, but the reduced effects linger
for 2D4 minutes. Those who stay in the cloud for more than a minute
are likely to choke and die; 01-79% chance! The cloud is diluted
and dissipates after 1D4 minutes. Note: All explosive rocket grenades
do half damage and have half the damage radius on dry land and must
be thrown, not jet propelled (they cannot fly). The gill clog grenade has
NO effect on dry land and simply covers a 10 foot (3.0 m) area with a
chemical dust. Rate of Fire: Each use of one, or two grenades launched
simultaneously, counts as one melee attack. Range: Jet propelled: 300
feet (91.5 m). Dropped to float down like a tiny depth charge: One mile
(1.6 km). Detonates the instant it hits anything or reaches a depth of
one mile. Payload: Whatever can be reasonably carried; typically two
to six if strapped to a belt, as many as 12 if carried in a backpack or
large satchel. Cost: 150 credits for fragmentation, 200 for HE and Gill
Clog, and 350 for concussion. Available at Atlantis, Horune Pirates and
from the occasional other pirate, ocean merchant, and some Black Market
outposts along the coast.
Kittani Underwater Rail Gun. A rail gun that is designed to operate
at maximum efficiency underwater. The rounds are either tiny metal
balls or needle-like spikes. Weight: Gun 125 Ibs (56 kg), plus
ammo-drum 45 Ibs (20.25 kg). Mega-Damage: A burst is 40 rounds
and does !D4xlO M.D.; a single round does 1D4 M.D.; same damage
on ground or underwater. Rate of Fire: Standard. Range: 1,000 feet
(305 m) underwater, 2,500 feet (762 m) in an air environment. Payload:
1,120 rounds, 28 short bursts per ammo drum. Cost: 70,000 credits.
Naut'Yll & Other Underwater Weapons. The Splugorth also sell
knock-offs of Naut'Yll particle wave guns, energy nets, energy tridents,
and body armor, as well as items from human and D-Bee nations from
around the world and beyond. The Splugorth import and sell exotic,
tech and magical wares from around the Megaverse; although most are
•are and expensive on Rifts Earth; G.M.s, use your discretion.
147

Weaponry2

How to Survive the Apocalypse & Other Simple Tasks klangg klangg