Weapons

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Weapons

Equipment

Rifts Earth is a dangerous place. Only the foolish brave the wilderness (and most cities) without a weapon or two. Soldiers, mercenaries, and adventurers often employ energy weapons, but the average person relies on ballistic firearms. Some primitive peoples rely on ancient weapons.

Ancient Close Combat Weapons

Type Damage Wt Cost Notes
Bangstick 3d6 2 5 Basically a shotgun shell on a stick used in melee; must be reloaded with a fresh shell
Battle Axe Str+d8 10 300
Billy Club Str+d4 1 10
Great Sword Str+d10 12 400 Parry –1, 2 hands
Hand Axe Str+d6 2 200 Throwing Range 3/6/12
Knife Str+d4 3 50 Throwing Range 3/6/12
Long Sword Str+d8 8 300 Includes scimitars
Maul Str+d8 20 400 AP 2 vs. rigid armor, Parry –1, 2 hands
Short Sword Str+d6 4 200 Includes sabers
Spear Str+d6 5 100 Parry +1, Reach 1, 2 hands, Throwing Range 3/6/12
Warhammer Str+d6 8 250 AP 1 vs. rigid armor

Modern Close Combat Weapons

Type Damage Wt Cost Notes
Chain Greatsword Str+2d10 22 18,500 AP 2, Parry −1, 2 hands
Chain Long Sword Str+2d8 15 14,000 AP 2
Impact Hammer Str+2d6 11 11,000 Raise damage d10
Impact Maul Str+1d8+1d6 24 16,000 Raise damage d10, Parry −1, 2 hands
Neural Mace Str+d6 9 8,000 Touch Attack, victim rolls Vigor, failure = Inc., roll Vigor 1/round to revive to Shaken.
NG-B50 Thunderer Hammer Str+d10+3d6 14 17,000 Mega Damage; See book.
Vibro-Blade Vambraces Str+d8 8 11,000 AP 4, Mega Damage, Parry +1. Requires Agility d8, worn as a pair
Vibro-Knife Str+d6 2 7,000 AP 4, Mega Damage
Vibro-Sword Str+d10 9 11,000 AP 4, Mega Damage
Vibro-Sword, Giant-Sized Str+d12+1 20 18,000 AP 4, Mega Damage

Ancient Ranged Weapons

Type Range Damage RoF AP Shots Wt Str Cost Notes
Bow 12/24/48 2d6 1 3 d6 250
Crossbow 15/30/60 2d6 1 2 10 d6 500 1 action to reload
Long Bow 15/30/60 2d6 1 5 d8 300
Slingshot 4/8/16 Str+d4 1 1 10

Ballistic Pistols

Type Range Damage RoF AP Shots Wt Str Cost Notes
BA Peacemaker 12/24/48 2d6+1 1 1 6 3 200 Revolver, ancient west styling
Derringer 5/10/20 2d6+1 1 1 2 2 150
GA-45 Automatic 12/24/48 2d6+1 1 1 7 4 200 Semi-Auto
GA-6 Revolver 12/24/48 2d6+1 1 1 6 5 250 Revolver
NG-357 Revolver 12/24/48 2d6+1 1 1 6 4 250 Revolver
WI-10 Caseless 12/24/48 2d6 1 1 20 2 250 Semi-Auto

Submachine Guns

Type Range Damage RoF AP Shots Wt Str Cost Notes
NG-5 SMG 12/24/48 2d6 3 1 30 10 300 Auto
WI-23A Caseless SMG 12/24/48 2d6 3 1 100 5 450 Auto

Shotguns

Type Range Damage RoF AP Shots Wt Str Cost Notes
Double-Barrel 12/24/48 1-3d6 1-2 2 11 150 Shotgun, Shooting +2
Pump Action Shotgun 12/24/48 1-3d6 1 6 8 150 Shotgun, Shooting +2
Sawed-Off Double-Barrel 5/10/20 1-3d6 1-2 2 6 150 Shotgun, Shooting +2

Ballistic Rifles

Type Range Damage RoF AP Shots Wt Str Cost Notes
BA-76 Lever-Action 24/48/96 2d8 1 2 15 10 d6 300 Ancient west styling
GA-1 Carbine 24/48/96 2d8 1 2 8 10 d6 300 Semi-Auto
GA-16 Assault Rifle 24/48/96 2d8 3 2 30 8 400 Auto, 3RB
GA-47 Assault Rifle 24/48/96 2d8+1 3 2 30 10 d6 450 Auto
GA-50B Sniper Rifle 50/100/200 2d10 1 4 11 35 d8 750 Snapfire, Mega Damage
GA-9K Bolt-Action 24/48/96 2d8 1 2 5 9 d6 300

Machine Guns

Type Range Damage RoF AP Shots Wt Str Cost Notes
GA-2M (.50 Cal) 50/100/200 2d10 3 4 200 84 1000 Auto, May not move, Mega Damage
GA-19 (.30) 24/48/96 2d8 3 2 250 32 750 May not move
GA-60 (7.62) 30/60/120 2d8+1 3 2 250 33 d8 1000 Snapfire

Ion Weapons

Type Range Damage RoF AP Shots Wt Str Cost Notes
NG-56 Light Ion Pistol 10/20/40 1–3d6 1 12 2 5,000
NG-57 Heavy Ion Blaster 12/24/48 1–3d6+1 1 10 5 18,000
NG-IP7 Ion Pulse Rifle 12/24/48 1–3d6+1 3 30 7 20,000 Semi-Auto, 3RB
TX-30 Ion Pulse Rifle 12/24/48 1–3d8 3 50 7 75,000 Semi-Auto, 3RB
Plasma Weapons
NG-E4 Plasma Ejector 24/48/96 3d10 1 120 20 d10 30,000 Mega Damage
NG-E4A Heavy Plasma Ejector 30/60/120 3d10+3 1 42 50 d12 80,000 Mega Damage

Laser Pistols

Type Range Damage RoF AP Shots Wt Str Cost Notes
NG-33 15/30/60 2d4+1 1 2 20 4 6,500 Semi-Auto
NG-45 Long 15/30/60 2d6+2 1 2 5 8 15,000 Semi-Auto
TX-22 Precision 18/36/72 2d6 1 2 50 3 15,000 Semi-Auto, +1 to Shooting rolls
TX-26 Particle Beam Pistol 10/20/40 2d8+3 1 2 15 5 35,000 Semi-Auto
Wilk’s 227 Pulse 18/36/72 2d6+1 2 2 24 3 18,000 Semi-Auto, 3RB
Wilk’s 237 15/30/60 26d+1 1 4 16 3 24,000 Semi-Auto
Wilk’s 320 18/36/72 2d6 1 2 20 2 11,000 Semi-Auto

Laser Rifles

Type Range Damage RoF AP Shots Wt Str Cost Notes
JA-9 Variable Laser 40/80/160 3d6+1 1 3 30 6 20,000 See book
L-20 Pulse 25/50/100 3d6+1 4 2 40 7 25,000 Semi-Auto, 3RB
NG-L5 25/50/100 3d6 1 2 20 14 d6 16,000 Semi Auto
Wilk’s 447 40/80/160 3d6 1 2 20 5 18,000 Semi-Auto
Wilk’s 457 Pulse 40/80/160 3d6+2 2 3 36 6 40,000 Semi-Auto, 3RB

Grenade Launchers

Type Range Damage RoF AP Shots Wt Str Cost Notes
WI-GL4 Revolving 24/48/96 grenade 24 1 15 d6 50,000
WI-GL20 Automatic 60/120/240 grenade 3 40 75 150,000 Snapfire, RoF is one grenade per shot

Rocket Launchers

Type Range Damage RoF AP Shots Wt Str Cost Notes
Portable 50/100/200 rocket 1 20 1 8 18,000 Snapfire
Mounted 100/200/400 rocket 1 20 2 11 d8 30,000 Snapfire

Grenades & Rockets

Type Range Damage RoF AP Shots Wt Str Cost Notes
Armor Piercing Grenade 5/10/20 3d8 1 8 0.25 700 Mega Damage, SBT
Heavy Fragmentation Grenade 5/10/20 3d8 1 0.25 750 Mega Damage, MBT
Light Fragmentation Grenade 5/10/20 3d6 1 0.25 550 Mega Damage, LBT
Plasma Grenade 5/10/20 3d10 1 0.25 1,800 Mega Damage, SBT
Armor Piercing Rocket 6d6 20 3 600 Mega Damage, SBT
High-Explosive Rocket 8d6 5 3 1,000 Mega Damage, LBT

Special Weapons

Type Range Damage RoF AP Shots Wt Str Cost Notes
JA-11 Energy Rifle 30/60/120 3d6 1 2 60 7 40,000 See book
NG-59 Ion Pistol 10/20/40 1–3d6 1 20 4 15,000 Semi-Auto. Integrated grenade launcher (12/24/48, Damage by grenade, 1 shot)
NG-LG6 Laser Rifle 25/50/100 3d6+2 1 2 20 19 d6 20,000 Semi-Auto. Integrated grenade launcher (Range 18/36/72, Damage grenade 8 shots).
NG Super Laser Pistol 15/30/60 2d6+2 1 2 20 8 21,000 Semi-Auto. Integrated grenade launcher (Range 12/24/48, Damage by grenade, 6 shots).
TX-5 Pump Pistol 15/30/60 2d6+1 1 5 5 10,000 Mega Damage
TX-50 Light Rail Gun 75/150/300 2d8+2 3 4 20 70 d8 50,000 Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.

Techno-Wizardry Weapons

The Shots listed represent how many times a TW ranged weapon can be fired before the wielder has to spend an action pumping 2 Power Points into the gun to “refill” it. Wielders can expend 2 Power Points as a free action to cause Mega Damage for three rounds.

Type Range Damage RoF AP Shots Wt Str Cost Notes
Fireburst Rifle 25/50/100 3d6 3 20 9 150,000 SBT; targets may catch fire
Shard Pistol 15/30/60 2d8+1 3 1 36 4 72,000 3RB; See book
TK Machine Gun 30/60/120 2d8+4 4 2 100 20 75,000 AP 2; See book
TK Submachine Gun 15/30/60 2d6+2 3 2 40 6 50,000 Notes: 3RB; See book
Battle Fury Blade (TW) Str+2d8 17 13 million AP 4, enchanted silver, Mega Damage; See book
Draining Blade (TW) Str+d8 7 3 million See book
Earth Shaker (TW) Str+d6 8 200,000 Mega Damage; See book
Flaming Sword (TW) Str+d10 1 90,000 AP 4, Mega Damage; See book
Light Blade (TW) Str+d6+2 1 20,000 AP 3; See book
Iceblast Shotgun 12/24/48 1–3d6 1–2 8 11 19,000 Shotgun (double-barrel); See book
Lightning Rod 12/24/48 2d8 4 2 12 3 40,000 Provides the armor power (+5 M.D.C. Armor or +10 on a Raise) but only applies to damage from electricity, fire, plasma, lasers, and heat.
TK Revolver 12/24/48 2d6+2 1 4 6 4 10,000 Revolver, can “fan the hammer” (Rapid Attack)
Water Pistol 4/8/16 1d10 1 40 2 20,000 Semi-Auto; only damaging to vampires
Water Rifle 6/12/24 2d10 1 40 6 40,000 3RB; only damaging to vampires

See Also

Technology

Weapons

Rifts Osgood