Lock-N-Load Equipment

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.

Armor Systems

Body Armor

While LNL uses a straight hitpoint system, Rifts does not. Certain armors are definitely SDC only, while others can be construed as MDC armor. I'm going to list them as I see them, others might see it differently. None of the SDC or MDC body armor found in LNL is full environmental. While some will give you protection from gases and toxins, very rarely will they give you any type of radiation protection. In almost all cases, none are powered or offer any kind of air recycling systems.

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?
 

Helmets

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:

Weapon Systems

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.


Special Notes: Chainguns are designed to be used from vehicles, as such, there is a -4 penalty when they are fired from a non-secured location.

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.

Miscellaneous Merchandise

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



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