New Armor, Weapons, and Ammo for Phase World:
Armor:
Skin Suit:
An extremely light weight version of a vacuum suit and gives some limited
protection against damage as well. The suit is available for sale virtually
anywhere in the Three Galaxies including most repressive governments. In
many ships, crews will wear these suits to protect themselves against decompression
The suit is very thin and can be worn as clothing with no discomfort or
can be worn under clothing. The suit can use normal helmets but is fitted
with a special clear hood fitted into the collar of the suit that is thrown
over the head in case of emergency. The suit also has gloves in a special
pocket. The suit will provide 2 hours of breathable atmosphere by recycling
the air but can be fitted with standard tanks on the back of the suit to
extend the duration. The suit has no sanitary facilities so the duration
in the suit under hostile conditions is limited.
M.D.C.:
Main Body: 12
Head: 10
Arms (2): 6
Legs (2): 8
Weight: 4 lbs (2 Kg)
Penalties: Full Mobility, has no penalties to prowl, swim, or
gymnastics
Market Cost: 7,500 credits
Melee:
Bushido Industries Power Katana:
This weapon is a new creation from Bushido Industries and is a smaller
version of the power halberd. The weapon uses advanced miniaturization
to enable the weapon to be as small as it is. While the weapon is about
the same size and looks like a science fiction version of standard Katana,
the weapon weighs more than a standard Katana. Due to the extra weight,
the weapon is -1 to Strike and parry unless the individual has a strength
of 15 or the equivalent supernatural or robotic strength. The weapon is
available with highly decorate hilts for extra cost and has quickly become
very popular. There was an attempt at designing a Power Wakizashi but so
far the design has been unsuccessful.
Weight: 8.5 lbs (3.9 kg).
Mega Damage: 6D6 (Bonuses for Supernatural Strength are applicable)
when powered up. 3D6 SDC otherwise
Maximum Effective Range: Hand to Hand only
Payload: Powered by 2 long E-Clips for 2 hours of continual
use.
Market Cost: 35,000 credits (Standard, decorate versions can
cost far more)
Pistols:
C.A.F. XR-120 Heavy X-Ray Laser Pistol:
A pistol that is slowly replacing the CAF HI-10 Heavy Laser Pistol
and looks much like it. Instead of using a high intensity laser beam, it
uses a powerful X-Ray laser beam. The main advantage of this is that the
weapon is still silent unlike particle beams and plasma weaponry yet does
full damage to laser resistant materials and through anti-laser aerosols.
The beam is also invisible without special equipment. The pistol can fire
in single shot or two round burst. This weapon is only being used to CAF
Fleet Personnel and is not being given to Independent Defense Forces. Unlike
original X-ray laser weapons, this weapon does not require a nuclear explosion
to generate the X-Rays
Weight: 3.5 lbs (1.6 kg)
Mega Damage: 3D6+3 per single shot or 6D6+6 for a rapid fire
two shot burst
Rate of Fire: Single Shot or Two Round Burst
Maximum Effective Range: 1,000 feet (305 meters)
Payload: 12 shots per short E-Clip or 18 shots per long E-Clip
Black Market Cost: 42,000 credits
Naruni NE-2200 Fusion Pistol:
This is one of the most powerful energy weapons ever constructed and
is very popular. Fusion weapons are not available on Rifts Earth. The Naruni
Fusion Weapons work much like plasma weapons but the material is even hotter.
The spell impervious to fire will protect the target from the weapon but
the weapon inflicts full damage against heat resistant materials. The gun
uses powerful magnetic fields to contain and collapse the plasma until
it reaches fusion. It then releases as a powerful bolt of particles. In
an atmosphere, the beam travels down a path burned by a low powered laser.
Weight: 5.5 lbs (2.5 kg)
Mega Damage: 6D6+6 per single shot
Rate of Fire: Single Shot only (No bursts)
Maximum Effective Range: 800 feet (244 meters)
Payload: 8 shots per short E-Clip or 12 shots per long E-Clip
Market Cost: 35,000 credits
Rifles:
C.A.F. GR-25-ER Support Gravity Rail Rifle:
Rifle similar in basic design to the GR-15AR Gravity Rail Gun but
designed for extended range use and fills a similar role to the M-60
rifle used by the United States in the latter part of the Twentieth
Century. It is a bit larger and heavier than its GR-15AR cousin. Uses
the same standard magazine but has larger extended magazines and belts.
It is used by multiple militaries within the Three Galaxies. The weapon
can fire single shot, three round burst, or even ten round bursts. It
does not have a setting for fully automatic.
Weight: 24 lbs (10.88 kg)
Mega Damage: Inflicts 3D4 M.D. for one round, a three round
burst inflicts 1D4x10 M.D., and a 10 round burst inflicts 2D4x10 M.D.
Rate of Fire: Single Shot, Three Round Burst, and Ten Round Bursts.
Maximum Effective Range: 4,000 feet (1220 meters).
Payload: 30 Round Standard Magazines, 60 Round Extended Magazine,
and 100 and 200 Round Belts.
Market Cost: 50,000 credits
C.A.F. HI-300 Infantry Support Laser Rifle:
A powerful weapon that is used in roughly the same role as the M-60
used by the United States. It is larger than the HI-80 rifle is. It used
by many militaries within the Three Galaxies. The weapon can fire single
shot, three round burst, or can fire fully automatic. Weapon is normally
hooked up to a power backpack.
Weight: 18.5 lbs (8.4 kg).
Mega Damage: 6D6+6 per single shot, 2D6x10+20 for a rapid fire
three shot burst, or use machine gun burst rules for higher burst setting.
Rate of Fire: Single Shot, Three Round Burst, and Extended Bursts
(Use Machine Gun burst rules).
Maximum Effective Range: 4,000 feet (1220 meters).
Payload: 15 shots per short E-Clip, 21 shots per long E-Clip,
or 210 with a CAF power backpack.
Market Cost: 80,000 credits.
C.A.F. XR-250 Combat X-Ray Laser Rifle:
This rifle is entering service in the CAF and is going to replace the
HI-80 Combat Laser Rifle over the next few years. It is designed using
the same casing as the HI-80. Unlike the HI-80, this weapon is not going
to be made available to Independent Defense Forces. Instead of using a
high intensity laser beam, it uses a powerful X-Ray laser beam. The beam
is not generated by a Nuclear explosion. The main advantage of the weapon
is that it inflicts full damage to laser resistant materials and through
anti-laser aerosols. The weapon is silent and beam is invisible without
the use of special equipment. The weapon retains the three round burst
option of the HI-80 but also can fire in long and extended bursts
Weight: 7.8 lbs (3.5 kg)
Mega Damage: 4D6+6 per single shot, 2D4x10+10 for a rapid fire
three shot burst, or use burst rules for higher burst setting
Rate of Fire: Single Shot, Three Round Burst, and Extended Bursts
(Use Standard burst rules).
Maximum Effective Range: 2,000 feet (610 meters)
Payload: 24 shots per short E-Clip or 36 shots per long E-Clip
Black Market Cost: 105,000 credits
C.A.F. XR-1050 Infantry Support X-Ray Laser Rifle:
X-Ray Laser version of the HI-300 Infantry Support Laser Rifle and
it uses the same casing as the HI-300 as well. It is restricted in the
same fashion as other C.A.F. X-Ray laser weaponry are and will not be made
available to Independent Defense Forces. Instead of using the standard
high intensity laser beam, it uses a powerful X-Ray laser beam. The beam
is not generated by a Nuclear explosion. The main advantage of the weapon
is that it inflicts full damage to laser resistant materials and through
anti-laser aerosols. The weapon is silent and beam is invisible without
the use of special equipment. The weapon can fire single shot, three round
burst, or can fire fully automatic. Weapon is normally hooked up to a power
backpack.
Weight: 21.3 lbs (9.7 kg)
Mega Damage: 6D6+6 per single shot, 2D6x10+20 for a rapid fire
three shot burst, or use machine gun burst rules for higher burst setting
Rate of Fire: Single Shot, Three Round Burst, and Extended Bursts
(Use Machine Gun burst rules).
Maximum Effective Range: 4,000 feet (1220 meters)
Payload: 12 shots per short E-Clip, 18 shots per long E-Clip,
or 180 with a CAF power backpack
Black Market Cost: 140,000 credits
Naruni NE-2800 Fusion Rifle:
The Fusion Rifle is based on the frame of the NE-1000 Plasma Ejector
Rifle. . Fusion weapons are not available on Rifts Earth. The Naruni Fusion
Weapons work much like plasma weapons but the material is even hotter.
The spell impervious to fire will protect the target from the weapon but
the weapon inflicts full damage against heat resistant materials. The gun
uses powerful magnetic fields to contain and collapse the plasma until
it reaches fusion. It then releases as a powerful bolt of particles. In
an atmosphere, the beam travels down a path burned by a low powered laser.
Weight: 21 lbs (9.5 kg)
Mega Damage: 2D4x10+20 per single shot
Rate of Fire: Single Shot only (No bursts)
Maximum Effective Range: 2,000 feet (610 meters)
Payload: 20 shots per short E-Clip or 30 shots per long E-Clip
Market Cost: 65,000 credits.
Machine guns:
Naruni NE-400 Heavy Plasma Cartridge Machine-gun:
This is the big brother of the NE-200 Plasma Cartridge Machine-gun
which fires the larger cartridge developed for the NE-75H "Shoulder Cannon."
Like the weapon's smaller cousin, the weapon is belt fed and is incredibly
powerful. The weapon has the added feature of being able to fire three
round bursts to conserve ammunition. The weapon is designed to be vehicle
or tripod mounted and has an incredible recoil. Under development is a
rifle version of the machine-gun which requires a strength of 30 or higher
to handle. This version is not yet on the market and will most likely be
marketed towards power armors, cyborg troops, and creatures with supernatural
strength.
Weight: Machine-gun: 125 lbs (56.7 kg), Magazine:
12 lbs (5.4 kg), and 200 Round Belt: 50 lbs (22.7 kg)
Mega Damage: 2D4x10+20 per single shot, 4D4x10+40 for a rapid
fire three shot burst, and 6D6x10+120 for a ten shot burst.
Rate of Fire: Single Shot, Three Round Burst, and Ten Round
Bursts.
Maximum Effective Range: 6,000 feet (1,830 meters)
Payload: 40 Round Magazine or 200 Round Belt.
Market Cost: 350,000 Credits. Each oversized cartridge costs
50 cartridges (A full magazine costs 2,000 credits and a belt costs 10,000
credits)
Heavy Weapons:
Naruni NE-35R Naruni Under Rifle Micro-Missile Launcher:
Similar in design to the M-203 grenade launcher mounted under the M-16
rifle. The micro-missile launcher is designed to be able to be mounted
under most rifles. Due to the heat of the micro-missiles, the user of the
rifle should be in body armor or will take 5D6 S.D.C. The weapon is a favorite
among mercenaries and has a much greater range than grenades fired from
grenade launchers.
Weight: 7.05 lbs (3.2 kg)
Mega Damage: 6D6 per micro-missile
Rate of Fire: Single Shot only (Equal to hand to hand attacks)
Maximum Effective Range: As per micro-missile type (1 mile [1.6
km] for unguided micro-missiles or 2 miles [3.2 km] for guided micro-missiles).
Using modified rules, multiply ranges by 8 times in space
Payload: 4 Micro-Missiles
Market Cost: 25,000 Credits
Naruni NE-500R Naruni Claymore Box Micro-Missile Launcher:
Naruni Industries designers have been looking into the potential uses
of their new micro-missiles. One ideas was to put them in a directional
box launcher similar to the old Claymore mine which could be set up in
front of attacking troops and could be fired. The advantages of the micro-missiles
is that, if smart missiles are used, each missile can be guided to their
targets. Of course, the mine system can fire unguided missiles as well.
While originally designed as an anti-personnel weapon, it was found to
be an effective anti-armor weapon when firing large swarms and to be an
effective anti-missile defense as well. Because of this, some designers
have begun mounting the launchers on vehicles. The launcher comes in three
basic sizes, twelve missiles, twenty four missiles, or forty eight missiles.
The launcher mounts the missiles in rows of six missiles each.
Weight: Twelve Missile: 12 lbs (5.4 kg), Twenty-Four
Missile: 24 lbs (10.8 kg), and Forty-Eight Missiles: 48 lbs
(21.8 kg.) Weights are for loaded launchers.
Mega Damage: 6D6 per micro-missile
Rate of Fire: One at a time or in volley of two, four, eight,
twelve, twenty-four, or forty-eight depending on capacity of launcher.
Maximum Effective Range: As per micro-missile type (1 mile [1.6
km] for unguided micro-missiles or 2 miles [3.2 km] for guided micro-missiles).
Using modified rules, multiply ranges by 8 times in space
Payload: 12, 24, or 48 micro-missiles depending on launcher
type.
Market Cost: Twelve Missile: 50,000 credits, Twenty-Four
Missile: 75,000 credits, and Forty-Eight Missiles: 100,000 credits.
Costs are for unloaded launcher, each unguided micro-missile costs 1,600
credits and each guided micro-missile costs 8,000 credits.
Phoenix Armory PA-GRGL-12 Gravity Under Rifle Grenade Launcher:
Grenade launchers like those produced by Wellington Industries are
quite popular in the Three Galaxies even though considered comparatively
primitive technology. Several companies produce virtual copies of the weapon.
As well, there are several companies who produce gravity driven and electro-magnetic
driven versions of the grenade launchers. The versions produced by Phoenix
is similar to other models of gravity driven grenade launchers and are
quite popular. The advantage of being gravity driven instead of using conventionally
propelled ammunition is that the weapon can be made lighter, can carry
two additional rounds, and has increased range compared to conventional
versions of the weapon. Power is pulled from the e-clip of the rifle which
the grenade launcher is mounted under and uses a special fitting. The grenade
launcher is designed to fit on virtually any rifle with the appropriate
fittings but in some cases the rifle will need to be modified slightly.
A special guided grenade is available although the round costs twice normal
(Round gives +2 to hit)
Weight: 5.5 lbs (2.5 kg)
Mega Damage: 4D6 for Fragmentation with a blast area of 12 feet
(3 meters), 1D4x10 for Armor Piercing with a blast area of 3 feet (0.9
meters), and 1D6x10 for plasma rounds with a blast area of 20 feet (6.1
meters). The launcher can also fire K-Hex rounds, smoke, illumination,
and chemical rounds.
Rate of Fire: Single Shot only (Equal to hand to hand attacks)
Maximum Effective Range: 1600 feet (488 meters)
Payload: 6, takes 15 seconds (one melee) to reload launcher.
One short E-Clip provides 40 firings and one long e-clip provides 80 firings.
Black Market Cost: The launcher costs 50,000 credits, grenades
cost extra
Phoenix Armory PA-GRGL-14 Gravity Revolving Grenade Launcher:
Grenade launchers like those produced by Wellington Industries are
quite popular in the Three Galaxies even though considered comparatively
primitive technology. Several companies produce virtual copies of the weapon.
As well, there are several companies who produce gravity driven and electro-magnetic
driven versions of the grenade launchers. The versions produced by Phoenix
is similar to other models of gravity driven grenade launchers and are
quite popular. The advantage of being gravity driven instead of using conventionally
propelled ammunition is that the weapon can be made lighter, can carry
four additional rounds, and has increased range compared to conventional
versions of the weapon. Unlike the weapons cousin designed for use under
a rifle, the weapons has its own e-clip. The weapon has a better recoil
system than the WI-GL4 and requires a strength of 14 instead of 20 without
having a -1 penalty. A special guided grenade is available although the
round costs twice normal (Round gives +2 to hit)
Weight: 14 lbs (6.4 kg)
Mega Damage: 4D6 for Fragmentation with a blast area of 12 feet
(3 meters), 1D4x10 for Armor Piercing with a blast area of 3 feet (0.9
meters), and 1D6x10 for plasma rounds with a blast area of 20 feet (6.1
meters). The launcher can also fire K-Hex rounds, smoke, illumination,
and chemical rounds.
Rate of Fire: Single Shot only (Equal to hand to hand attacks)
Maximum Effective Range: 1600 feet (488 meters)
Payload: 28, takes 15 seconds (one melee) to reload launcher.
One short E-Clip provides 40 firings and one long e-clip provides 80 firings.
Black Market Cost: The launcher costs 90,000 credits, grenades
cost extra
Phoenix Armory PA-GRGL-14 Gravity Automatic Grenade Launcher:
Grenade launchers like those produced by Wellington Industries are
quite popular in the Three Galaxies even though considered comparatively
primitive technology. Several companies produce virtual copies of the weapon.
As well, there are several companies who produce gravity driven and electro-magnetic
driven versions of the grenade launchers. The versions produced by Phoenix
is similar to other models of gravity driven grenade launchers and are
quite popular. The advantage of being gravity driven instead of using conventionally
propelled ammunition is that the weapon can be made lighter, can carry
ten additional rounds in a magazine, and has increased range compared to
conventional versions of the weapon. Unlike other gravity grenade launchers,
the "14" can fire large bursts and can be fitted with 250 round belts.
It is also fitted with a mounting which allows two e-clips to be used simultaneously.
The weapon can also be plugged into external power sources for indefinite
shots. Weapon requires an -18 strength of has a -1 to strike with weapon.
A special guided grenade is available although the round costs twice normal
(Round gives +2 to hit)
Weight: 80 lbs (36.3 kg)
Mega Damage: 4D6 for Fragmentation with a blast area of 12 feet
(3.7 meters), 1D4x10 for Armor Piercing with a blast area of 3 feet (0.9
meters), and 1D6x10 for Plasma rounds with a blast area of 20 feet (6.1
meters). A Burst of 10 rounds does 2D6x10 for Fragmentation with a blast
area of 40 feet (12.2 meters), 3D6x10 for Armor Piercing with a blast area
of 8 feet (2.4 meters), and 4D6x10x10 Plasma rounds with a blast area of
60 feet (27.2 meters). The launcher can also fire K-Hex rounds, smoke,
illumination, and chemical rounds.
Rate of Fire: Single Shot or ten round bursts (Equal to hand
to hand attacks)
Maximum Effective Range: 4,000 feet (1,200 meters)
Payload: 50 round magazine or 250 round belts, takes one melee
round to load a magazine into the automatic launcher. One short E-Clip
provides 40 firings and one long e-clip provides 80 firings (a pair of
short e-clips give 80 shots and 160 with a pair of long-e-clips), often
plugged into external power supplies for an indefinite charge.
Black Market Cost: The launcher costs 225,000 credits, grenades
cost extra
ZI-950 Sniping Rail Gun:
The ZI-950 is the latest development in long range strike capability,
its only drawback as a front line unit is its extremely low rate of fire.
Payload consists of the magazine for the rounds and a e-pack to power the
weapon.
Weight: 54 pounds (24.5 kg)
Mega-Damage: 2D4x10+40
Rate of Fire: Maximum of three times per melee, once every 5
seconds.
Maximum Effective Range: 10,500 feet (3200 m)
Payload: 10 shots per mag, 50 charges per e-pack
Market Price: 215,000 credits, +60,000 with the comp-tracker.
Bonuses/Penalties: +2 to strike with scope, +4 to strike with
scope and stabilizer rack, + 8 to strike (no weapon proficiency bonuses)
using an comp-tracker stand.
Ammo Types:
K-Hex
K-Hex TX-5 Ammo:
Many companies on Phase World and in the Three Galaxies make copies
of the Triax TX-5 Pistol and the weapon family. Naruni has designed ammo
for the weapons that uses their new K-Hex explosive. A few cases of this
ammo have found their way to Rifts Earth and are sold by Metalworks Incorporated.
Mega-Damage: 5D6 per round
Cost: 500 each round
K-Hex WI-GL Ammo:
While not as common as the copies of the Triax TX-5 Pistol and family,
some companies in the Three Galaxies and on Phase World itself makes copies
of the WI-GL4, WI-GL20, and WI-GL21 grenade launchers. Naruni has created
ammo for these weapons as well as for the TX-5 Series. Available is both
fragmentation and armor piercing rounds.
Mega-Damage: Fragmentation: 5D6 with a blast radius of
12 feet (3.6 m) for one round and 4D4x10 with a blast radius of 40 feet
(12 m) for a burst of ten rounds. Armor Piercing: 1D6x10 with a
blast radius of 3 feet (0.9 m) for one round and 4D6x10 with a blast radius
of 8 feet (2.4) for a burst of ten rounds
Cost: Fragmentation: 600 each round. Armor Piercing:
800 each round.
Specialty Grenades:
Contra-Grav Sensor Grenades:
Instead of using a parachute like lower tech versions, these grenades use
a contra-grav flight system and can hover almost indefinitely. Tiny targets,
these grenades are extremely hard to detect due to using stealth materials.
Can be fired upwards or horizontal. When the missile reaches the end of its
flight, it hovers as programed. This can be high up in the air or just above
the ground. The grenade has a variety of sensors including most of those in a
power armor. Can transmit sensor data to a cybernetic implant and/or video
screen, including a heads up display. Duration of power system for sensor
system and hover system is six hours. The grenade is also fitted with a self
district system. Cost: 2,500 credits
[ Phase World TM, CAF TM, Nurani TM, K-Hex TM, and Triax TM are trademarks owned
by Kevin Siembieda and Palladium Books Inc. ]
[ Rifts® is a registered trademark owned by Kevin Siembieda and
Palladium Books Inc.]
ZI-950 Sniping Rail Gun by Ki-Tarn Zilkia (Zilkia@juno.com).
All others by Kitsune (E-Mail Kitsune).
ZI-950 Sniping Rail Gun Copyright © 1999, Ki-tarn. All rights reserved.
All others Copyright © 1998, 1999, 2000, 2004, 2005, 2007, & 2008 Kitsune. All rights reserved.