I'm going to be using several pieces of equipment found in the Lock-N-Load War Manual from the Battlelords RPG in my Rifts game. In most cases, the equipment can be brought over with no changes. Some can't. The equipment being listed below is what I will allow in my game, however, almost everything in the sourcebook can be used for Rifts. I leave that decision to other GMs.
For the purposes of Rifts, while many of these items could be considered as being local to Rifts Earth, like the SDC Armor, Powder Weapons, Chainguns, and the BBLs, some items would fall outside of ability of local manufacturers to make, like some of the higher end armors and helmets, carousel guns, and some of the lasers. As such, their sources should be considered as being extradimensional, much like Naruni Enterprises. Of course with these extradimensional manufacturers, like Bear Armor Corporation (Mist, Kodiak, Bear, Cub, and Grizzly Armors), Arkatron Industries (All Carousel Guns), Marrson
Optics (Luxxman, Falcon, and Range Hound), Balshrom Science Corporation
(Spectrum, Flashlight, Gamma 4, Lancer, and OC-66), and Able Corporation (Force, OC-1, and Able Ram), their principle interest is in selling their wares, not in taking over the planet. Considering their source then, most of these items would be considered as anything from Rare and Very Rare for the higher end weaponry and armor, to just Hard to Find for the helmets and some of the armors. Many of these items have been specially modified to work under the conditions found on
Rifts Earth, and may not be compatible with other versions that can be found elsewhere in the multiverse.
SDC Armor
Name | Protection | Armor Rating | Weight | Cost (credits) |
AKM Body Suit | 20 SDC | AR: 12 | 22 lbs. | 450 |
Cruiser | 50 SDC | AR: 10 | 5 lbs. | 1,500 |
Combat 1 | 30 SDC | AR: 12 | 18 lbs. | 1,800 |
Street 1 | 10 SDC | AR: 10 | 12 lbs. | 3,000 |
Street 2 | 40 SDC | AR: 11 | 15 lbs. | 9,000 |
Cub | 70 SDC | AR: 12 | 25 lbs. | 2,500 |
AKMB | 40 SDC | AR: 14 | 8 lbs. | 1,400 |
Flex Suit | 50 SDC | AR: 14 | 24 lbs. | 8,000 |
Street 3 | 60 SDC | AR: 14 | 20 lbs. | 15,000 |
Combat 2 | 180 SDC | AR: 14 | 15 lbs. | 12,000 |
Streetwise | 100 SDC | AR: 15 | 15 lbs. | 30,000 |
Combat 3 | 200 SDC | AR: 17 | 18 lbs. | 100,000 |
Notes: These suits are made for city fighting and light SDC combat. As such, they only have a -10% Penalty for Prowling.
MDC Armor
Name | Protection | Weight | Cost (credits) |
Reflection Suit | 25 MDC | 9 lbs. | 100,000 |
Guisarme JumpSuit | 40 MDC | 9 lbs. | 200,000 |
Infiltrator | 80 MDC | 20 lbs. | 250,000 |
Protecon | 80 MDC | 20 lbs. | 65,000 |
Bear | 130 MDC | 25 lbs. | 220,000 |
Opticon | 70 MDC | 15 lbs. | 150,000 |
D2 | 80 MDC | 16 lbs. | 200,000 |
Kodiak | 150 MDC | 25 lbs. | 500,000 |
Spy Master | 100 MDC | 24 lbs. | 650,000 |
Notes: These suits are made for heavy fighting, and don't have as much flexibility as lighter weight armors. They have a -25% penalty to Prowl.
Heavy MDC Armor
Name | Protection | Encumbrance | Weight | Cost (credits) |
CD2 Commando | 120 MDC | 20 lbs. | 40 lbs. | 925,000 |
Hansen | 200 MDC | 20 lbs. | 40 lbs. | 1,500,000 |
Gladiator | 240 MDC | 20 lbs. | 40 lbs. | 2,000,000 |
MX4 | 120 MDC | 17 lbs. | 34 lbs. | 1,450,000 |
Dragoon | 200 MDC | 25 lbs. | 80 lbs. | 2,000,000 |
Mist | 150 MDC | 13 lbs. | 26 lbs. | 2,000,000 |
Repulsor | 80 MDC | 18 lbs. | 36 lbs. | 1,500,000 |
CD-7 | 160 MDC | 10 lbs. | 20 lbs. | 3,500,000 |
Grizzly | 500 MDC | 30 lbs. | 60 lbs. | 4,500,000 |
Tri-mesh | 180 MDC | 16 lbs. | 32 lbs. | 2,900,000 |
Notes: These are truly heavy suits. They use servos and light power amplification to decrease the weight of the armor on the wearer, hence the actual weight and the encumbrance weight (the weight they feel). They also take half damage from lasers and kinetic attacks (Rail Guns, AP Rounds, etc). They have built in batteries which can power the suits for up to 4 days of active use. They are fully self contained and environmentally sealed.
Mechanized Battle Armor
Name | Protection | Encumbrance | Weight | Cost (credits) |
Power Mesh | 400 MDC | 6 lbs. | 240 lbs. | 1 Million |
Assault | 300 MDC | 5 lbs. | 200 lbs. | 1 Million |
Heavy Assault | 500 MDC | 4 lbs. | 260 lbs. | 2.0 Million |
MBA | 700 MDC | 2 lbs. | 460 lbs. | 4.0 Million |
Argus | 350 MDC | 4 lbs. | 200 lbs. | 6.0 Million |
Notes: MBAs are fully powered battle armor. They have all the features of Power Armor. Speed and Strength is the pilot's times 2. Except for the MBA, none have built in weapons; however, they can carry or have installed weapon systems up to the carry weight of the pilot times 2.
Ultra-Armors or Humpty Dumpties
I'm not even going to consider listing the stats for these monstrosities. Imagine a suit of armor 16-35 feet tall, has massive amounts of armor, and carries two main weapon systems. If you consider that a Heavy Point (HP) of armor is the equivalent of 1000 MDC, then the average Humpty has between 4000 and 35000 MDC of armor. They weigh between 2500 and 9000 tons, and move between 50 mph and 116 mph. The main weapon systems can do between 2000 MD and 60000 MD of damage, depending on the system. They also carry several secondary systems. Then to top it off, they carry force shields that can absorb
anywhere between 2000 MDC and 40000 MDC. These death machines would totally dominate any Rifts battlefield they appeared on and would be totally unstoppable except by another Ultra-Armor. Do I need to say more?
The majority of the helmets listed are not MDC capable, and are only good for
stopping SDC rounds. The following helmets are those I consider to be MDC
capable. They are environmentally contained, with up to 2 hours of air.
Name | Protection | Radio Range | Weight | Cost (credits) |
Punkin Head | 40 MDC | 25 Miles | 6 lbs. | 6,000 |
Deshard | 10 MDC | 6 Miles | 5 lbs. | 4,000 |
Tri-Mesh | 12 MDC | 6 Miles | 4 lbs. | 4,200 |
S-1 | 50 MDC | 31 Miles | 6 lbs. | 4,500 |
S-2 | 60 MDC | 31 Miles | 7 lbs. | 4,800 |
MBA | 20 MDC | 28 Miles | 2 lbs. | 6,500 |
MBA Plus | 80 MDC | 28 Miles | 4 lbs. | 8,000 |
Deshard S | 25 MDC | 6 Miles | 5 lbs. | 12,500 |
Range Master | 6 MDC | 69 Miles | 3 lbs. | 5,800 |
Shalkon MS | 25 MDC | 16 Miles | 5 lbs. | 14,000 |
Jousen 3 | 15 MDC | 6 Miles | 3 lbs. | 19,000 |
Deshard X | 20 MDC | 6 Miles | 5 lbs. | 25,000 |
Goliath | 30 MDC | 25 Miles | 5 lbs. | 55,000 |
Defender | 50 MDC | 42.5 Miles | 4 lbs. | 80,000 |
TDA | 8 MDC | 6 Miles | 6 lbs. | 35,500 |
TDA-2 | 8 MDC | 6 Miles | 4 lbs. | 50,000 |
Functions | 50 MDC | 6 Miles | 6 lbs. | 30,000 |
Functions+ | 60 MDC | 6 Miles | 7 lbs. | 40,000 |
MOH 3 | 80 MDC | 63 Miles | 10 lbs. | 100,000 |
Skull | 140 MDC | 25 Miles | 100 lbs. | 300,000 |
Cranium Monster | 200 MDC | 125 Miles | 100 lbs. | 500,000 |
Notes:
Powder Weapons
While the list in the Rifts book is nice, I also like the list included in
this book. If you want the full list, buy the book. I'm only going to list those
weapons I feel would be MD rated or are of special note. Also as an additional
note, if the Rate of Fire (RoF) is listed as more than one, then that is how
many rounds are fired at the target per pull of the trigger. If the Rate of
Fire is more than 3, then the shot is considered a burst and the strike is
rolled as a burst. If the RoF is 3 or less, then the strike can be rolled as
an aimed shot. Damage listed is for the entire burst.
Pistols
Name | Damage | Range | Ammo | RoF | Weight | Cost (credits) |
Night Stalker | 1D4 MD | 460 ft | 10 | 2 | 4 lbs. | 2,400 |
Hammer Fist | 1D4 MD | 460 ft | 40 | 8 | 8 lbs. | 6,000 |
.454 Casull | 1D4-1 MD | 1050 ft | 5 | 1 | 8 lbs. | 10,000 |
Century Model 500 | 2D4-2 MD | 460 ft | 5 | 1 | 10 lbs. | 13,500 |
Notes:
Rifles
Name | Damage | Range | Ammo | RoF | Weight | Cost (credits) |
.700 Nitro Express | 3D6 MD | 980 ft | 2 | 1 | 28 lbs. | 30,000 |
The Nitro Express is a rifle disguised as a shotgun. You need at least a 20
strength to fire this rifle with no penalties (-5 otherwise). It is not possible
to fire this weapon double-barrel. A natural, critical hit of 18 or above can
knock down a man-sized target, even if it is airborne. A successful Dodge or
Roll with damage negates this. Effect of knock down, target loses 1 attack. Ammo
costs 200cr for 5 rounds.
Sniper Rifles
Name | Damage | Range | Ammo | RoF | Weight | Cost |
Barrett 92 | 2D6 MD | 4000 ft | 14+1 | 1 | 20 lbs. | 25,000 |
The Barrett uses a special version of the .50 caliber ammunition round, with 14 rounds in the magazine and 1 in the breach. It has no recoil due to its advanced muzzle brake and tripod system, which gives the Barrett an additional
+2 to hit. The Barrett is designed for Aimed shots, however it can be picked
up and fired from the hip, as if the user were firing Wild.
Note: The Barrett uses a longer version of the .50 caliber round, which is not compatible with .50 caliber machineguns. Attempting to use Barrett ammo in a .50 machinegun will cause the gun to jam each time it is used.
Shotguns
Name | Damage | Range | Ammo | RoF | Weight | Cost (credits) |
RoadBlocker | 1D6x10 SDC | 390 ft | 12 | 1 | 26 lbs. | 7,000 |
Masral Smuggler | 1D6x10 SDC | 500 ft | 5 | 1 | 10 lbs. | 8,000 |
HS Series D | 1D6x10 SDC | 295 ft | 15 | 5 | 12 lbs. | 15,000 |
H&K Bulwark | 1D6x10 SDC | 130 ft | 12 | 4 | 20 lbs. | 15,000 |
With the exception of the RoadBlocker, all of the shotguns are made
from plastics and ceramics. The HS Series D and the H&K Bulwark only
fire in short bursts and follow the standard rules for firing
short bursts.
The standard 10g slug rounds do SDC damage, however, they can be
traded out for High-Explosive MD rounds. Made out of the same explosive
material fusion blocks are made from, these HE MD rounds do 1D4 MD, and
cost 2000 credits for a box of 10. The standard 10g rounds cost 200
credits for a box of 10.
Carousel Guns
Imagine a weapon that fires the same rounds as a railgun, does about the same
damage, but is the size and weight of an automatic rifle. If you can, then you
have a Carousel Gun. While a railgun uses magnetic acceleration along a long
narrow muzzle to accelerate the slugs, a Carousel Gun accelerates the slugs into
a circular orbit around a electro-magnetic core. The longer the slug is in the
acceleration chamber, the faster it accelerates.
It takes 2 actions to fire a carousel gun. The first activates the weapon and puts
the slug into the chamber, the second actually fires the weapon. A minimum of
6 seconds is needed to accelerate the slug to firing speed (1/2 melee round). However,
the user may decide to leave the slug in for longer than 6 seconds to gain
more speed. The max range will increase by 330 feet for each additional second the
slug stays in the chamber, up to 6 seconds for 1970 feet. The damage also
increases for +1 for each additional second, up to 6 seconds.
What this means is that the gun can be activated to fire at the beginning of
the attack round, but won't fire until the middle of the round (6 seconds
later). If the person holds the slug in the chamber for 6 seconds to get more
range and damage, then the slug isn't actually fired until the end of the round.
If a person holds the slug for less than 6 additional seconds, then they can use
the remainder of the round for some other form of attack. No matter what, a
carousel gun can only be fired twice a round for normal shots, or once a round
for extended range and damage shots.
Carousel Guns have one additional penalty. A person firing a carousel gun
cannot move while a round is being accelerated. The only exception to this is if
the gun is vehicle or robot mounted, or the individual has a strength greater
than 18. This is due to fact that once the slug starts accelerating, the person
is being affected by a limited gravity field that holds the person in place
unless they can overcome the effects of the gravity field. Anybody with less
than 18 strength is stuck in place and cannot dodge or roll, or do anything else
physical. Also, because the gun can generally only be fired two-handed, the
person can't parry as well. Beings with strengths between 18 and 25 can move,
but only at half speed, with half their normal bonuses to dodge, parry, or roll
with damage. Beings with strength 25 and above can move as normal.
Besides the standard railgun slug, Carousel Guns can use different types
of slugs with different effects. Each slug type comes in a box of 100 rounds.
Carousel Guns
Name | Damage | Range | Ammo | RoF | Weight | Cost (credits) |
Crusher | 3D6x5 MD | 902 ft | 60 | 1 | 24 lbs. | 175,000 |
Cyclone | 2D4x5 MD | 1800 ft | 30 | 2 | 17 lbs. | 195,000 |
Orbital | 3D6x5 MD | 1970 ft | 50 | 1 | 21 lbs. | 220,000 |
Archer | 3D6x5 MD | 1970 ft | 60 | 1 | 26 lbs. | 280,000 |
Meteor | 2D4x5 MD | 1480 ft | 30 | 3 | 19 lbs. | 320,000 |
Besides the slugs carried in them, Carousel Guns also require power to fire.
This power can be provided by a standard e-clip. A standard e-clip will provide
enough power to fire a number of slugs equal to 1/2 the number of slugs a gun
can carry. So while a Crusher can fire 30 times before requiring a new e-clip, a
Meteor can only fire 5 times before needing a new clip (15 fires / 3 slugs per
fire). Since Carousel Guns store the e-clips in an internal compartment, they
cannot use long e-clips or e-canisters; however, they can be fitted to use the
new E-Packs. An E-Pack will provide enough power to fire a number of slugs equal
to 3 times the number of slugs the gun can fire.
Chainguns
Chainguns are an archaic vehicle mounted weapon system that uses old-fashion
bullets to inflict damage. These electric motor powered weapon systems fire
short bursts that cover a 30 degree arc in front of the weapon. While it is
technically possible for an infantry person to carry a chaingun into battle, the
ammo packs for these weapons weigh almost as much as the weapons themselves. An
ammo pack carries 500 rounds, and weighs either 150lbs for 20mm rounds or 190lbs
for 30mm rounds. Vehicle mounted chainguns use a 2000 round drum that weighs
700lbs for 20mm or 800lbs for 30mm. Ammo packs cost 3500 credits for 20mm rounds
and 5250 credits for 30mm rounds. Ammo drums cost 11,000 credits for 20mm rounds
and 16,000 credits for 30mm rounds. Besides being used for anti-personnel
purposes, chainguns can also be used as anti-missile systems if mounted with a
special radar tracking unit. Damage for chainguns is by burst, not for
individual rounds. Rate of Fire only refers to how many rounds a burst
fires.
Chainguns
Name | Damage | Range | Ammo | RoF | Weight | Cost (credits) |
Allox 20mm | 5D6MD | 4920 ft | 500 | 20 | 220 lbs. | 255,000 |
Vixer 30mm | 6D6MD | 3940 ft | 500 | 25 | 240 lbs. | 310,000 |
Chainsaw Lightning | 8D6MD | 3280 ft | 500 | 50 | 280 lbs. | 375,000 |
BC-Blister 20mm | 6D6MD | 3280 ft | 500 | 30 | 160 lbs. | 480,000 |
All chainguns can be mounted on a special radar-tracking
mount. This fully automatic system tracks incoming missiles and opens fire on
them from 660 feet out. This gives the system time to fire up to 4 bursts at an
incoming missile volley. Damage is applied to one missile at a time, with
washover damage going to the next missile in the volley. While the system is
usually left on automatic fire mode, it can be taken over manually to fire at
infantry or vehicles.
Note: Missiles fired from under 65 feet cannot be seen by the radar system, and will not be
fired on automatically. The guns have to be manually fired to hit missiles fired
at under 65 feet.
The Allox, Vixer, and BC-Blister have a +2 to hit incoming missiles on the
automatic system. The 30mm Chainsaw Lightning is +4 to hit incoming missiles on
the automatic system. The anti-missile radar tracking mount costs 100,000
credits for the radar system, the automatic tracker, and the labor to attach it
to a vehicle.
Beam Weapons
Needless to say, I consider all of the lasers in LNL to be MDC weapons except
for the Bargain Basement Lasers, which are SDC weapons. For the full list buy
the book, I'll just be listing weapons of note.
Bargain Basement Lasers
These are cheap, easily manufactured lasers that do SDC damage. You are
probably wondering what's the use in having SDC lasers, but they can definitely
come in handy when you are in cities that specifically ban the use of MDC
weaponry. It also doesn't hurt that they are made completely out of plastic,
ceramics, and crystals. Something that comes in handy when you are trying to
sneak these past most door scanners and metal detectors. They can also be
effectively used in hunting. All BBLs have internal power packs and do not use
e-clips.
BBL Pistols
Name | Damage | Range | Ammo | RoF | Weight | Cost (credits) |
Luxxman | 1D6 | 130 ft | 16 | 1 | 3 lbs. | 250 |
Spectrum | 2D4 | 660 ft | 16 | 1 | 3 lbs. | 350 |
Spectrum Plus | 2D4 | 660 ft | 20 | 2 | 3 lbs. | 560 |
Marrson Opticon | 4D4 | 330 ft | 30 | 3 | 2 lbs. | 1,000 |
BBL Rifles
Name | Damage | Range | Ammo | RoF | Weight | Cost (credits) |
Budget Gun | 4D4 | 1310 ft | 20 | 2 | 8 lbs. | 750 |
Flashlight | 3D6 | 2130 ft | 60 | 4 | 8 lbs. | 2,500 |
Doomsday | 4D6 | 3940 ft | 60 | 3 | 7 lbs. | 5,000 |
Standard Lasers
While all are considered to be MDC weapons, the ones listed here are special
is some way or another.
Laser Pistols
Name | Damage | Range | Ammo | RoF | Weight | Cost (credits) |
Mirchaum SSLU | 1D6+1 | 280 ft | 1 | 1 | 1 lb. | 200 |
BS-2 Laser Pistol | 2D6+1 | 440 ft | 10 | 2 | 2 lbs. | 1,600 |
Pocket Killer | 4D4 | 160 ft | 1 | 1 | 2 lbs. | 4,000 |
Tenteclex 1 | 1D6 | 390 ft | 20 | 1 | 2 lbs. | 5,000 |
Tenteclex 3 | 2D4 | 390 ft | 20 | 1 | 2 lbs. | 8,000 |
Tenteclex 4 | 2D6 | 400 ft | 20 | 1 | 4 lbs. | 20,000 |
Savage | 4D4 | 1800 ft | 30 | 3 | 8 lbs. | 55,000 |
Laser Rifles and Carbines
Name | Damage | Range | Ammo | RoF | Weight | Cost (credits) |
PK-91 Revolutionary | 2D4x1D6 | 82 ft | 10 | 1 | 12 lbs. | 15,000 |
Micron Carbine | 2D4 | 3450 ft | 25 | 3 | 16 lbs. | 25,000 |
Arrow LOSN | 3D4 | 4200 ft | 15 | 1 | 22 lbs. | 25,000 |
Shalkon Carbine | 2D6 | 800 ft | 25 | 2 | 20 lbs. | 40,000 |
Fundamentalist | 4D4x2D4 | 115 ft | 10 | 1 | 14 lbs. | 125,000 |
Falcon XR-7 | 2D6 | 4265 ft | 75 | 5 | 40 lbs. | 200,000 |
Gamma 4 | 1D8/2D6/3D6 | 4035 ft | 100 | 4 | 30 lbs. | 250,000 |
Balshrom Banshee | 4D6 | 1640 ft | 50 | 5 | 12 lbs. | 600,000 |
With the exception of the Falcon, Gamma, and Balshrom, all weapons listed here use a long e-clip and an e-canister for power. The three listed weapons use the new E-Pack to provide power for firing.
Impact Lasers
Impact Lasers are heavy laser rifles specially designed to blast through
heavy armor. Impact Lasers are designed to do full damage to laser resistant
armor, plus they are considered as armor piercing when it comes to damage type.
As such, they do full damage to all types of armor, even those that would
normally be immune to laser or energy weapons. With the exception of the
Laseras, Lancer, Crusader, Excellcior, and Force, all Impact Lasers are powered
by a combination of an E-Canister and a Long E-Clip. The five listed weapons use
an E-Pack to provide power for firing.
Impact Lasers
Name | Damage | Range | Ammo | RoF | Weight | Cost (credits) |
BC-Violator | 4D4x2 | 1150 ft | 25 | 1 | 8 lbs. | 75,000 |
Angler | 3D4x2 | 1480 ft | 25 | 1 | 8 lbs. | 150,000 |
Range Hound | 4D4x2 | 2300 ft | 25 | 1 | 10 lbs. | 200,000 |
Laseras | 4D6x2 | 210 ft | 50 | 1 | 10 lbs. | 200,000 |
RKM 5000 | 4D4x2 | 1800 ft | 25 | 3 | 15 lbs. | 275,000 |
Drexler | 4D4x2 | 490 ft | 30 | 6 | 10 lbs. | 350,000 |
Lancer | 4D4x2 | 1.7 miles | 50 | 1 | 15 lbs. | 750,000 |
BC-Shock Therapy | 6D6x2 | 330 ft | 20 | 1 | 25 lbs. | 2.0 Million |
Crusader | 6D6x2 | 1.6 miles | 50 | 1 | 15 lbs. | 1.5 Million |
Excellcior | 6D6x2 | 2 miles | 100 | 1 | 25 lbs. | 2.0 Million |
Able Culprit | 4D8x2 | 4600 ft | 20 | 1 | 20 lbs. | 2.0 Million |
BC-Persuader | 4D6x2 | 1070 ft | 20 | 3 | 25 lbs. | 4.4 Million |
Able Dancer | 5D6x2 | 3280 ft | 30 | 3 | 25 lbs. | 2.8 Million |
Force | 10D10x2 | 1800 ft | 30 | 3 | 20 lbs. | 10.0 Million |
Omega Cannons
The Omega Principle allows for the manipulation of an electron's position
around an atom at any given instant, and predicts the creation of an
instantaneous barrier by manipulating the electrons together at one moment.
While this is the scientific principle behind the creation of energy shields, it
is also the principle behind Omega Cannons. Omega Cannons create a force field,
then controlling it through a magnetic flux bottle, fire it through the cannon.
The result is massive concussion damage to a target. It does not affect the
armor protection as the concussion pulse is translated straight through to the
interior of the target in the form of a powerful shock wave. The pulse also
disrupts exposed electronic circuitry, much like an EMP burst. Targets wearing
body armor suffer the listed damage as SDC and hitpoint damage. The external
armor takes no damage other than the built-in electronics shutting down. The
shutdown period lasts for a time period equal, in rounds, to half the damage
done to the wearer. For targets with a reinforced pilot compartment, like
robots, power armor, and vehicles, the compartment takes the damage first. After
the compartment has been destroyed, any personnel inside have a 40% chance of
being hit with the shock wave for SDC and hitpoint damage. MDC creatures take
regular MD damage from Omega Cannons.
Omega Cannons are
also capable of knocking out energy shields, doing maximum damage per hit. This
effect is only against energy shields created by technological means. Magical
and Psionic shields take damage as normal.
Omega Cannons
Name | Damage | Range | Ammo | RoF | Weight | Cost (credits) |
OC-1 | 4D6 | 165 ft | 25 | 1 | 30 lbs. | 70,000 |
Balshrom FC | 4D6 | 165 ft | 25 | 1 | 32 lbs. | 84,000 |
Valley Green Ox | 5D6 | 360 ft | 25 | 1 | 40 lbs. | 110,000 |
Johnson | 8D6 | 50 ft | 25 | 1 | 36 lbs. | 130,000 |
Able 3 | 6D6 | 360 ft | 25 | 1 | 34 lbs. | 200,000 |
LS-21 | 8D6 | 390 ft | 25 | 1 | 28 lbs. | 240,000 |
Able Ram | 7D6 | 425 ft | 40 | 2 | 36 lbs. | 400,000 |
Viper XM1 | 3D8 | 575 ft | 50 | 2 | 40 lbs. | 500,000 |
OC-66 | 6D6 | 425 ft | 50 | 2 | 28 lbs. | 600,000 |
Balshrom 2 | 4D6 | 390 ft | 50 | 3 | 44 lbs. | 600,000 |
Cobra XM2 | 4D6 | 655 ft | 50 | 3 | 40 lbs. | 750,000 |
Python XM3 | 6D10 | 295 ft | 50 | 1 | 50 lbs. | 3.0 Million |
Devastator | 8D10 | 410 ft | 50 | 1 | 45 lbs. | 6.0 Million |
Because of their weight, all Omega Cannon are mounted directly to the user by a body harness. Omega cannons are notoriously inaccurate, even in the short ranges they are effective. As such they suffer a -4 penalty to hit. Omega Cannon are powered by E-Packs.
E-Packs
E-Packs are a brand new power source designed by the Black Market for use in certain heavy weaponry.
E-Packs provide the massive amount of power needed by these heavy weapons, in an
easy to carry backpack that can be strapped on overtop of body armor. Power is
provided to the weapon by an armored power attachment (10 MDC, -5 to hit) that
connects to a port identical to that for a regular e-clip. However, despite its
using the same power attachment as a regular e-clip, it cannot be used to
replace a regular e-clip or a long e-clip unless the weapon has been designed to
use an e-pack. Any attempted use of a weapon with an e-pack that has not been
designed to use an e-pack, will result in the weapon exploding (85% chance of
this occurring) for damage equal to twice its damage dice (4D6x2 for a C-12,
6D6x2 for a TX-30, etc.). Even if the weapon does not explode, it will be
permanently burned out. E-Packs are armored for use on the battlefield, but if
the armor is depleted, it will explode for 1D6x10 MD to a 10 foot area. Besides
providing the energy needed to fire the heavy weaponry, E-Packs also have
pouches, slots and attachments for carrying other items. The pouches can carry
up to 3 cubic feet of material and the slots and attachments can carry up to 2
lbs. of materials.
Name | Armor | Weight | Recharge Time | Cost (purchase) | Cost (recharge) |
E-Packs | 40 MDC | 12 lbs. | 2 hours | 250,000 | 8,000 |
Besides the weapons listed above, several regular rifles can be modified to use E-Packs for power. The weapons listed are the only currently available weapons that can be modified to use an e-pack. Because of issues of power conversion, size limitations, and compatibility, weapons that carry e-canisters, front-side e-clips (all Triax weapons), pistols, and light energy weapons (any under 10 lbs.) cannot be modified to use e-packs. The only exception is the C-10 since it is an assault rifle, and made tougher than most other weapons. An e-pack provides power equal to 8x that of a regular e-clip. The cost of conversion is roughly 20% of purchase price of the weapon. The current weapons list is as follows:
Name | Payload | Conversion Cost |
C-10 Light Assault | 160 blasts | 3,200 |
C-14 Fire Breather | 160 blasts | 6,000 |
CV-212 Variable Laser | 168 blasts | 10,000 |
WR-19 Plasma Ejector | 80 blasts | 5,600 |
NG-L5 Laser Rifle | 80 blasts | 3,200 |
NG-P7 Particle Beam | 64 blasts | 4,400 |