New Armor and Weapons for Rifts - Others:
Armor:
Cloth Fiber Armor (Kitsune):
This armor is made from special high strength fibers and is in a quilted
design. Inside the quilts are special high strength ceramic plates which
reinforces the armor. It is almost like scale male with the scales inside
the armor. Normally, a hard helmet is worn over the armor for greater protection.
The armor is not considered to be environmental. The cloth armor is available
in most colors but green, blue, and red are the most common.
M.D.C.:
Main Body: 45
Head: 30
Arms (2): 25
Legs (2): 40
Weight: 10 lbs (4.5 kg)
Penalties: Full Mobility, has no penalties to prowl, swim, or
gymnastics
Black Market/Market Cost: 40,000 credits
Melee:
Neural Glove (Kitsune):
This item operates in a similar manner to a neural mace but is in
glove form. Sometimes one is worn while in others cases two are worn.
The glove is insulated so that the wearer in not effected. While the
neural glove has a limited number of charges, it can be connected by
a cable to standard E-Clip worn on the waist or otherwise concealed.
Due to the nature of the neural gloves, they are often used for
clandestine operations. It is extremely popular with bounty hunters
and kidnappers (which are sometimes the same thing on Rifts Earth.)
Rare and expensive due to its covert uses.
Weight: 1.5 lbs (0.68 kg)
Damage; Physical: As per punch
Special: Unconsciousness, -8 to Strike, Parry and Dodge
for 2D4 Melees if save is made (Save 16 or Higher), must save each
time hit, ineffective against full environmental body armor but
effective against non fully environmental Armors.
Range: Hand to Hand
Payload: Six charges without external E-Clip. 200 charges
when connected to a short E-Clip
Cost: 35,000 credits
Neural Whip (Kitsune):
Similar in operation to a neural mace but may be used to entangle as
well attempt to stun an opponent. Electronics on whip are mounted in the
handle of the whip. Whips are available in length of 8 to 12 feet (2.4
to 3.7 meters) and are constructed from mega-damage materials. The weapon
is far less powerful than the Gargoyle version of the Neural Whip.
Weight: 3.1 lbs (1.4 kg)
Damage; Physical: 1D8 SDC + Strength
Special: Unconsciousness, -8 to Strike, Parry and Dodge for
2D4 Melees if save is made (Save 16 or Higher), must save each time hit,
ineffective against full environmental body armor but effective against
non fully environmental Armors.
Range: Hand to Hand
Cost: 20,000 credits
Vibro Arm-Blades (Kitsune):
Weapon looks like a Tonfa with a vibro-blade along the length of
the weapon and extended outwards. Uncommon weapon but popular with
some groups. Often used in pairs
Weight: 2.9 lbs (1.3 kg)
Mega Damage: 2D6
Range: Hand to Hand
Cost: 10,000 credits
Vibro Battleaxe (Kitsune):
Generally two handed heavy weapon but easier to wield than a giant
sword. Being with strengths above PS 21 can use the axe one handed.
Weight: 4.6 lbs (2 kg)
Mega Damage: 3D6
Range: Hand to Hand
Cost: 18,000 credits
Vibro Hand Axe (Kitsune):
One handed Axe. Can be used in hand to hand combat or can thrown up
to 40 feet.
Weight: 3 lbs (1.4 kg)
Mega Damage: 2D4
Range: Hand to Hand or Thrown (40 feet / 12.2 meters)
Cost: 9,000 credits
Vibro-Halberd (Kitsune):
Two handed heavy weapon with a long extended reach.
Weight: 7 lbs (3.2 kg)
Mega Damage: 4D6
Range: Hand to Hand
Cost: 25,000 credits
Pistols:
New Navy M-2011A3 Energy Pistol (Kitsune):
An upgraded version of the standard M-2011 Ion Pistol. While the
M-2011 Ion Pistol is an excellent weapon in many respects, there are
several examples of weapons which inflict greater damage. One of these
is the Wilk's 237 "Backup" Pulse Laser Pistol which fires single shot
or two shot burst. It is believed that a New Navy Seal came up with an
upgrade for the M-2011 which allows it to fire two shot bursts in a
similar manner. The appearance of the weapon is little changed other
than the addition of a second selector switch and a modular rail system
for various equipment including laser targeting, a flashlight, or camera
systems.
Weight: 5 lbs (2.25 kg)
Mega-Damage: Two settings: 3D6 M.D. or 1D4x10 S.D.C.
(6D6 M.D. or 2D4x10 S.D.C. for a double blast)
Rate of Fire: Single Shot or Double Blast
Maximum Effective Range: 800 feet (243.8 meters)
Payload: 20 Shots (10 double blasts) each short E-Clip,
30 Shots (15 double blasts) each long E-Clip.
Cost: 28,000 Credits
Triple Trouble Laser Pistol (Kitsune):
Inspired by the Techno-Wizard Gatling Laser Pistol and the REEF's Tri
Laser pistol, the Triple Trouble is manufactured by the Black Market using
parts of Triax weapons. Triax has learned of the design and is considering
manufacturing the weapon themselves under the designation TX-28. The weapon
uses three TX-20 laser pistol mechanisms for greater damage. The pistol
uses the same frame as the TX-22 laser pistol and can use an FSE clip forward
of the trigger guard or a short E-Clip in the handle.
Weight: 5.5 lbs (2.5 kg)
Mega-Damage: 2D6 for one barrel, 4D6 for two barrels, or 6D6
for all three barrels.
Rate of Fire: Single Shot (one, two, or three barrels)
Maximum Effective Range: 800 feet (243.8 meters)
Payload: 50 shots (25 two barrel shots or 16 three barrel shots)
for an FSE-Clip or 20 Shots (10 two barrel shots or 6 three barrel shots)
from a short E-clip
Cost: 36,000 credits.
Rifles:
Triax TX-30-SX Special Operations Ion Pulse Submachinegun (Kitsune):
This weapon uses any of the same components of the TX-30 Ion pulse
rifle but is designed for special operations. The weapon has a shorter
barrel and has a slightly shorter range but otherwise is functionally identical
to the standard issue rifle. The special feature of the rifle is that it
can be folded up to appear to be a standard metal briefcase or laptop and
is specially shielded to make scanning difficult. It folds up in a similar
fashion to the pre-Rifts ARES submachine-gun. It has no ability to carry
additional material and cannot be used as a laptop computer. The weapon
when folded will hide the weapons E-clip. Because of the frame making the
weapon look like a briefcase, it is slightly heavier than the standard
rifle.
Weight: 8.5 lbs (2.85 kg)
Mega-Damage: 2D6 for Single Shot and 6D6 for 3 simultaneous
blasts.
Rate of Fire: Single shot or three round burst.
Maximum Effective Range: 1,600 ft (488 m)
Payload: 40 Shots each with short E-Clip, 50 Shots each with
FSE-Clip
Bonus: +1 on Aimed Shots
Black Market/Market Cost: 150,000 to 200,000, Rarely available
on the black market and is usually special issue only.
Grenades:
Anti-Laser Prismatic Aerosol Grenades (Kitsune):
These grenades are a bit like smoke grenades in that they do no real
damage but instead they create a cloud of prismatic crystals. The crystals
are in a dust like state and the crystals do causes eye and lung irritation.
In these cases, the person has a penalty of -5 to strike, parry, and dodge.
Any protective gear that protects eyes, nose, and mouth will prevent these
effects. Vision through the cloud is only slightly impaired much like looking
through light to moderate fog. All lasers fired through or into the cloud
have their damage reduced by half and their ranges are reduced by half
as well. Variable frequency lasers cannot be set to compensate for the
Prismatic Aerosol because there are too many random factors. Ion weapons,
Plasma weapons, particle beams all use a laser to ionize a path through
atmosphere before the actual beam is fired. Because of this, the Aerosol
will reduce the weapons ranges in an atmosphere by 25% but not in a vacuum.
The Aerosol does not work in space but will work in enclosed spaces even
if no atmosphere is present. Vehicle fired versions also exist and create
a larger cloud.
Area of Effect: Hand Thrown: Effects a 20 foot (6 meters)
radius with a height of 10 feet (3 meters),
Vehicle Mounted: Effects
a 60 foot (18 meters) radius with a height of 20 feet (6 meters)
Duration: 2D4 Minutes
Maximum Effective Range: About 40 meters when thrown or by grenade
launcher type
Black market Cost: Hand Thrown: 800 credits each Vehicle
Mounted: 2500 credits each
Glue Grenades (Kitsune):
These grenades can be considered in many ways the technological equivalent
of the spell "Carpet of Adhesion." When the grenade explodes, it spreads a
layer of glue which effectively traps anyone within the area of the effect.
The glue requires a strength of 30 or greater to break free in a reasonable
time frame. There are two basic versions of the glue. One requires a special
solvent to dissolve while a second version is designed to dry out and become
brittle and flake off within thirty minutes depending on the needs of the user.
Environment conditions will effect drying times. Both hand thrown and grenade
launcher versions are available.
Area of Effect: Creates a 6.6 foot (2 meter) radius area of glue
Duration: Until Dissolved or 20+3D6 minutes for temporary version
Maximum Effective Range: About 40 meters when thrown or by grenade
launcher type
Black market Cost: 500 credits each
Radar and Thermal Decoy Grenades (Kitsune):
When these grenades explode, a large amount of chaff and flare is released
and is designed to decoy both radar guided and thermally guided weapon
systems. The cloud gives a 40% chance for both radar guided and heat seeking
missiles to miss their target. Smart missiles have a 20% chance of being
decoyed by the chaff and flare materials. As well, all sensor rolls against
targets disguised by the cloud are at -40%. The grenades have no effect
in space but will work in enclosed spaces even if no atmosphere is present.
Vehicle fired versions also exist and create a larger cloud.
Area of Effect: Hand Thrown: Effects a 20 foot (6 meters)
radius with a height of 10 feet (3 meters),
Vehicle Mounted: Effects
a 60 foot (18 meters) radius with a height of 20 feet (6 meters)
Duration: 2D4 Minutes
Maximum Effective Range: About 40 meters when thrown or by grenade
launcher type
Black market Cost: Hand Thrown: 1000 credits each Vehicle
Mounted: 3200 credits each
Special Ammunition Types:
Specialty High-tech Arrow Heads (Kitsune):
Includes both the more common arrow heads copied from Rifts: Sourcebook
One and additional arrow heads as well. These warheads are available for
both normal bows and crossbows. A variety of different companies make these
specialized arrowheads.
Armor Piercing: 4D6 M.D.C. with a 2 foot (0.6 meter) blast radius.
Cost: 800 credits each.
Fragmentation: 2D6 M.D.C. with a 20 foot (6.0 meter) blast radius.
Cost: 750 credits each.
Light Explosive: lD6x10 S.D.C. with a 2 foot (0.6 meter)
blast radius. Cost: 100 credits each.
Medium Explosive: 1D6 M.D.C. with a 4 foot (1.2 meter) blast
radius. Cost: 300 credits each.
Heavy Explosive: 2D6 M.D.C. with a 6 foot (1.8 meter) blast
radius. Cost: 550 credits each.
High Explosive: 3D6 M.D.C. with a 8 foot (2.4 meter) blast radius.
Cost: 900 credits each.
High Explosive (Timer): Instead of exploding when the arrow strikes
a target, the arrowhead has a time with allows the arrow to be set from zero
seconds to four minutes. Damage is 3D6 M.D.C. with a 8 foot (2.4 meter) blast
radius. Cost: 1,000 credits each.
Plasma: 5D6 M.D.C. with a 20 foot (6.0 meter) blast radius.
Cost: 1,000 credits each.
Concussion Arrowhead: The arrowhead explodes but is not designed
for damage so much as to to knock-down and stun targets. When detonated the
arrowhead 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 target of this attack will have ringing ears and
a headache, but only loses one melee action/attack and initiative. If stunned,
the target 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: 150 credits.
Flare: Emits a bright, sparking light; burns for 60 seconds.
Normally launched into the air and is visible during the day as well as
the night. Cost: 10 credits each.
Gas: Arrowhead shatters on impact, releasing a gas that fills
a 10 foot (3 meter) diameter area. Gasses available are tear gas (-6 to
strike, parry, and dodge), tranquilizer gas (Sleep/knockout for 1D6 minutes),
paralysis gas (sleep/knockout for 1D6 minutes),. All gasses get a saving
throw against harmful drugs (15 or better) Costs: 100 for tear gas,
250 for tranquilizer gas, and 400 for paralysis gas
Glue Arrowhead: Explodes and creates a layer of glue with a
radius of 6.6 feet (2.0 meters) which requires a strength of 30 to break
free from. Two versions, one requires a solvent to dissolve while the
other dissolves in 20+3D6 minutes. Cost: 500 credits
Neural Disruptor: Unconsciousness, -8 to Strike, Parry and Dodge
for 2D4 Melees if save is made (Save 16 or Higher), must save each time
hit, ineffective against full environmental body armor but effective against
non fully environmental Armors. rechargeable and reusable 1D6 times before
breaking. Inflicts no other damage. Cost: 400 credits
Smoke: No damage; creates a smoke screen covering a 20 feet
(6 meter) diameter area. Smoke comes in four colors: yellow, red, grey
and black. Cost: 80 credits each;
Stun/Flash: Loud Boom and Sparks, -8 to strike, parry, and dodge,
-1 to initiative, loose one attack for 1D4 melees for people not in body
armor or tinted goggles. Those in armor are distracted for 1D4 seconds
and loose initiative. Cost: 200 credits
Tracer Bug: Transmits a radio signal that can be followed up
to 8 miles (12 km) away. Battery powered, with a limited life of 72 hours
of constant transmission. The arrowhead has an adhesive to stick to the
target. Inflicts normal S.D.C. arrow damage. Cost: 200 credits each.
Video Camera: Arrow is fitted with a video camera which has the
ability to transmit video for around ten minutes. Camera sees in visible
light as well as infrared. Can transmit video to a cybernetic implant
and/or video screen, including a heads up display. Fired vertically with
a parachute to slow the fall of the camera. When fired upwards, has a
maximum altitude of around 1000 feet (304.8 meters) and can see up to a
range of around one mile (1.6 km) Cost: 1,600 credits
Anti-Vampire Weapons:
Anti-Vampire Missiles (Kitsune):
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, 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 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 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 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 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 (Kitsune):
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, 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 (Kitsune):
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 vulnerable to
silver (With reduced regeneration as well)
Black Market/Market Cost: 1,000 credits each
Silver Explosive Arrow Heads (Kitsune):
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 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 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 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 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 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 (Kitsune):
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 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 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 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 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 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 (Kitsune):
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 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 © 1998 - 2002, 2005, 2007, & 2008, Kitsune. All rights reserved.