New Armor and Weapons for Rifts - Anti-Vampire Weapons:
Anti-Vampire "Super Claymore" Mine:
Modified versions of the Wellington mine, which in turn is derived from
the pre-Rifts claymore mine, this weapon is extremely effective against
vampire. It is slightly larger than the original Pre-Rifts Claymore mine
and has 1000 wooden spheres (normally with "Ironwood" cast on them) instead
of steel balls and is backed by two pounds (0.9 kg) of powerful advanced
explosive instead of the original C4 plastic explosive. The Anti-Vampire
"Super Claymore" operates in a similar fashion to the original mine and
creates a fan of projectiles for a 328 foot (100 meter) cone with a 60
degree arc of danger. Unlike the original Claymore, the Anti-Vampire weapon
can be detonated by remote control. The front of the mine is labeled "FRONT"
with "TOWARDS ENEMY" like the original Claymore mine.
Weight: 5.5 pounds (2.5 kg)
Mega Damage: Front 60-degree horizontal Cone: 1D4x10
MDC to Normal Targets and 4D6x10 HP/MDC against vampires and other targets
especially vulnerable to wooden weapons for a 164 foot (50 meter) range,
2D6 MDC to Normal Targets and 1D6x10 HP/MDC against vampires and other
targets especially vulnerable to wooden weapons for a 328 foot (100 meter)
range, and 1D4 MDC to Normal Targets and 4D6 HP/MDC against vampires and
other targets especially vulnerable to wooden weapons for a 820 foot (250
meter) range. Rear and Sides: 2D4 MDC to Normal Targets and 1D6x10
HP/MDC against vampires and other targets especially vulnerable to wooden
weapons for a 328 foot (100 meter) range.
Rate of Fire: Single use only.
Maximum Effective Range: 820 feet (250 meters)
Payload: One Use
Black Market Cost: 5500 Credits
Anti-Vampire Land Mines:
These land mines are similar to standard land mines in basic operation.
Where they differ is that the basic steel casing is replaced by silver
sheet covered wooden casing. Usually the wood is enchanted with the spell
of "Ironwood." Because of the use of wood instead of high tech composites
and alloys, the mine is less expensive than it might be expected to be.
When the missile explodes, it throws shards of wood all over the blast
radius and inflicts heavy damage against vampires. Roll a die 20 for every
vampire within the blast radius. Any strike of a natural 18 to 20 means
that a shard travels into the heart of the vampire. Roll multiple times
for multiple missile strikes. Other information is identical to standard
Anti-Personnel Land Mines. Wellington SAW Mines can also be loaded with
anti-vampire missiles.
Trigger: Most Mines are set up to be triggered by either weight
(100 lbs / 45 kg or more - can be set lower) or through trip lines. Also
available with high tech sensors which will sense a humanoid sized target
at 6 feet (1.8 meters) away or a light vehicle, cyborg, or power armor
at 12 feet (3.6 meters) away.
Damage: 2D6 MDC to Normal Targets and 1D6x10 HP/MDC against
vampires and other targets especially vulnerable to wooden weapons. Blast
radius: 40 feet (12 meters).
Black Market/Market Cost: Standard: 700 Credits, Sensor
Mine: 1300 credits.
Anti-Vampire Missiles:
These missile warheads are basically modified fragmentation warheads.
The steel warhead casing is replaced by a silver sheet covered wood casing.
Because the warhead is mostly wood (Ironwood is usually cast on the wood),
it is less expensive than might be expected. It has the standard explosive
of a fragmentation warhead. When the missile explodes, it throws shards
of wood all over the blast radius and inflicts heavy damage against vampires.
Roll a die 20 for every vampire within the blast radius. Any strike of
a natural 18 to 20 means that a shard travels into the heart of the vampire.
Roll multiple times for multiple missile strikes. Range and all other information
is the same as normal fragmentation missiles. See revised missile table
for more details.
Damage:
Mini Missile: 2D6 MDC to Normal Targets and 1D6x10 HP/MDC against
vampires and other targets especially vulnerable to wooden weapons. Blast
radius: 12 feet (3.7 meters).
Short Range Missile: 4D6 MDC to Normal Targets and 2D6x10 HP/MDC
against vampires and other targets especially vulnerable to wooden weapons.
Blast radius: 20 feet (6.1 meters).
Medium Range Missiles: 1D4x10 MDC to Normal Targets and 4D6x10
HP/MDC against vampires and other targets especially vulnerable to wooden
weapons. Blast radius: 35 feet (10.7 meters).
Long Range Missiles: 1D6x10 MDC to Normal Targets and 6D6x10
HP/MDC against vampires and other targets especially vulnerable to wooden
weapons. Blast radius: 60 feet (18.3 meters)
Black Market/Market Cost: Mini Missile: 1000 credits,
Short Range Missile: 2400 credits, Medium Range Missiles:
12,000 credits each, and Long Range Missiles: 60,000 credits.
Anti-Vampire Mortar Rounds:
Similar in general design to Anti-Vampire Missiles and are basically
modified fragmentation mortar rounds. So far only 60 mm and 81 mm mortar
rounds are produced. The steel warhead casing is replaced by a silver sheet
covered wood casing. Because the warhead is mostly wood (Ironwood is usually
cast on the wood), it is less expensive than might be expected and is less
expensive than missiles are. It has the standard explosive of a fragmentation
warhead. When the mortar round explodes, it throws shards of wood all over
the blast radius and inflicts heavy damage against vampires. Roll a die
20 for every vampire within the blast radius. Any strike of a natural 18
to 20 means that a shard travels into the heart of the vampire. Roll multiple
times for multiple mortar round strikes. Range is as per normal mortar
range and can be guided or unguided.
Damage:
60 mm Mortar Round: 2D6 MDC to Normal Targets and 1D6x10 HP/MDC
against vampires and other targets especially vulnerable to wooden weapons.
Blast radius: 12 feet (3.7 meters).
81 mm Mortar Round: 3D6 MDC to Normal Targets and 2D4x10 HP/MDC
against vampires and other targets especially vulnerable to wooden weapons.
Blast radius: 16 feet (4.9 meters).
Black Market/Market Cost: 60 mm Mortar Round: 400 credits,
81 mm Mortar Round: 600 credits.
Silver Injecting Projectile:
This weapon is designed to be used in low velocity launchers such as
a grenade launcher or in a bow. This weapon is designed to be used against
opponents that are especially vulnerable to silver weapons. The projectile
flies like a dart and the variant launched from a grenade launchers has
fins that extend once launched to stabilize the projectile. The projectile
is tipped with a reinforced silver needle. When it hits a target, it injects
a fine silver powder suspended in a jell. This weapon inflicts damage direct
to hit points to creatures specifically effected by silver. As well, the
creatures regeneration of the damage is greatly reduced. If the creature
heal damage per melee (15 seconds) the regeneration becomes for every 15
minute period. If the creature heals damage per minute, it becomes per
hour. If the creature heals per hour, it becomes per day. This weapon has
no special effect to creatures not vulnerable to silver. The dust is too
small for vampires to use turning to mist to lose the dust. It can also
be imbedded into the heart of a vampire like normal silver weapons.
Damage: 6D6 Hit Points or M.D.C. to creatures especially vulnerable
to silver (With reduced regeneration as well)
Black Market/Market Cost: 1,000 credits each
Silver Explosive Arrow Heads:
Similar to common explosive arrow heads, these arrow heads have a silver
casing instead of an alloy casing. When it hits the target, it fragments
into silver shards which usually penetrate into the target. The round is
effective against creatures that are vulnerable to silver weapons including
vampires and werewolves. When used against a vampire, it reduces rolled
needed for called shots to the heart by two.
Damage:
Armor Piercing: 2D6 M.D.C. to normal targets and 8D6 Hit Points
or M.D.C. to creatures especially vulnerable to silver with a 2 foot (0.6
meter) blast radius.
Fragmentation: 1D6 M.D.C. to normal targets and 4D6 Hit Points
or M.D.C. to creatures especially vulnerable to silver with a 20 foot (6.0
meter) blast radius.
Medium Explosive: 1D4 M.D.C. to normal targets and 4D4
Hit Points or M.D.C. to creatures especially vulnerable to silver with
a 4 foot (1.2 meter) blast radius.
Heavy Explosive: 1D6 M.D.C. to normal targets and 4D6 Hit Points
or M.D.C. to creatures especially vulnerable to silver with a 6 foot (1.8
meter) blast radius.
High Explosive: 2D4 M.D.C. to normal targets and 6D6 Hit Points
or M.D.C. to creatures especially vulnerable to silver with a 8 foot (2.4
meter) blast radius.
Black Market/Market Cost: Armor Piercing: 1,000 credits
each, Fragmentation: 900 credits each,
Medium Explosive:
450 credits each, Heavy Explosive: 700 credits each, High Explosive:
1,100 credits each.
Silver Explosive Grenades:
Silver explosive grenades are available as either thrown grenades and
as grenade launcher style grenades. Special grenades are also available
for the Wellington grenade launcher. Similar to common explosive grenades,
these grenades have a silver casing instead of an alloy casing. When it
hits the target, it fragments into silver shards which usually penetrate
into the target. The round is effective against creatures that are vulnerable
to silver weapons including vampires and werewolves. When used against
a vampire, it reduces rolled needed for called shots to the heart by two.
Silver shotgun shell cartridges are also available for the grenade launcher
but are treated like standard silver grenade launcher ammunition (Inflict
4D6x10 at close range).
Damage:
Standard Armor Piercing: 2D6 M.D.C. to normal targets and 8D6
Hit Points or M.D.C. to creatures especially vulnerable to silver with
a 2 foot (0.6 meter) blast radius.
Standard Fragmentation: 1D6 M.D.C. to normal targets and 4D6
Hit Points or M.D.C. to creatures especially vulnerable to silver with
a 20 foot (6.0 meter) blast radius.
Standard High Explosive: 2D4 M.D.C. to normal targets and 6D6
Hit Points or M.D.C. to creatures especially vulnerable to silver with
a 8 foot (2.4 meter) blast radius.
Wellington Armor Piercing: 4D6 M.D.C. to normal targets and
2D4x10 Hit Points or M.D.C. to creatures especially vulnerable to silver
with a 3 foot (0.9 meter) blast radius.
Wellington Fragmentation: 2D6 M.D.C. to normal targets and 8D6
Hit Points or M.D.C. to creatures especially vulnerable to silver with
a 12 foot (3.0 meter) blast radius.
Black Market/Market Cost: Standard Armor Piercing: 1,000
credits each, Standard Fragmentation: 900 credits each, Standard
High Explosive: 700 credits each Wellington Armor Piercing:
1,200 Credits each, and Wellington Fragmentation: 1,100 each
Silver Pump Pistol Cartridges:
This is a special projectile for the Triax pump pistol and weapons
that use the same cartridge. The weapon carries a high explosive warhead
but instead of an alloy casing, the rounds casing is silver. When it hits
the target, it fragments into silver shards which usually penetrate into
the target. The round is effective against creatures that are vulnerable
to silver weapons including vampires and werewolves. When used against
a vampire, it reduces rolled needed for called shots to the heart by two.
Silver shotgun shell cartridges are also available for the Pump Pistol
but are treated like standard silver 20 gauge ammunition (Inflict 2D4x10
at close range).
Damage: 2D6 M.D.C. to normal targets and 8D6 Hit Points or M.D.C.
to creatures especially vulnerable to silver
Black Market/Market Cost: 800 credits per round.
[Kittani TM, Sunaj TM, Wellington Industries, and WI are trademarks owned by Kevin Siembieda and
Palladium Books Inc. ]
[ Rifts® is a registered trademark owned by Kevin Siembieda and
Palladium Books Inc.]
By Kitsune (E-Mail Kitsune).
Copyright © 2008, Kitsune. All rights reserved.