Sunday, August 28, 2011

Machineguns and stuff (mostly a GM post)

this is a GM post more than anything, although it may give you a good idea of what's changing

Squad Automatic Weapons (generally 15-30lbs)
Q2-30 RFL
NG-101 Railgun
TX-50 Railgun
C-200 Railgun (getting renamed, although the nickname will still be DMR)
...apparently the NE-99 LMG, may have to either move it or lighten it (most likely the latter)

Heavy Machineguns (30-50lbs)
Bandit BB 5000
Bandit 5500 Cactus Juicer
Bandit 6000 MGL
Q5-50 Railgun
Kittani K-500 Railgun
WR-200 Railgun (sort of)
C-40R Railgun
NG-202 Railgun
TX-250 Railgun
Browning M2HB HMG

Extra Heavy Machineguns (really fucking heavy)
TX-500 Railgun (getting errata)
Many integrated railguns including TX-1000

Thursday, August 25, 2011

Techno-Wizard Competition

Because no player has even thought for a minute to analyze the competition, I doubt this post will even get read.


This post supercedes stuff in the BoM and FoM.

Stormspire is the largest TW manufacturer in North America and produce the largest volume of TW armaments anywhere in the world. Stormspire makes millions of sales annually, and they have a reputation for quality.

The Stormspire "Mana Bar" energy magazine is the most innovative TW deployment method yet produced for the mass market. The Mana Bar system eliminates the need for the operator to have magical powers or even knowledge of how to operate TW equipment. The Mana Bar energy magazine can be recharged at a leyline or nexus point, and provides several times the payload of a single charge device.  Usage of a Mana Bar-enabled device is simple, just like any normal firearm. It is this major fact, plus Stormspire's sheer production volume, that makes Stormspire the player that they are. Mana Bar systems are not interchangable with normal TW power, but a Mana Bar can be recharged by any mage, making this a minimal issue.

Stormspire is well-known among the wizard community to be overpriced, but they produce items that are simply unavailable anywhere else.The Mana Bar system allows a mage to power his firearms without sacrificing his personal spell power, a huge benefit to most combat spellcasters.

Stormspire also produces numerous utility and home use TW products but is mostly outdone in this area by other manufacturers. Their prime export is weapons, armor, and vehicles.

Mana Bar cost is 20,000 credits. It's a little larger than a short E-Mag; roughly 1"x1"x6" and can be carried in a short mag ammo pouch.

Shard Pistol
Range: 200ft
Damage: 3d4+2 (piercing, semi-automatic)
Payload: 48 rounds per Mana Bar
Cost: 72,000 credits

Shock Pistol
Range: 120ft
Damage: 2d6 (electric, semi-automatic)
Payload: 60 rounds per Mana Bar
Cost: 35,000 credits

Jammer Pistol
Range: 150ft
Damage: Disables a size 1.5 or smaller electronic device until the end of the round. Can't affect armored items or TW items of any kind.
Payload: 6 rounds per Mana Bar
Cost: 90,000 credits

Starfire Pistol
Range: 800ft
Damage: 3d6+4 (smashing)
Payload: 12 rounds per Mana Bar
Cost: 70,000 credits

Firebolt Rifle
Range: 2000ft
Damage: 4d6 (fire)
Payload: 18 rounds per Mana Bar
Cost: 70,000 credits

Lightning Pulse Rifle
Range: 2000ft
Damage: 2d6 (electric, 3-round burst)
Payload: 50 rounds per Mana Bar
Cost: 95,000 credits

Fireburst Rifle
Range: 1000ft
Damage: 2d6+4 (fire, automatic)
Payload: 40 rounds per Mana Bar
Cost: 150,000 credits

Disruptor Rifle
Range: 2000ft
Damage: Disables any unshielded electronic device until the end of the round. Can't penetrate the armor of RPA or armored vehicles.
Payload: 12 rounds per Mana Bar
Cost: 150,000 credits

Force Rifle
Range: 4000ft
Damage: 1d6*10+4 (smashing)
Payload: 3 rounds per Mana Bar
Cost: 300,000 credits
Note: Unsuitable for firing without bipod or PS 30(n)/18(s). If fired unsupported, recoil inhibits actions on turn after firing. Bipod standard, no standard scope. Stormspire exclusive.

Snare Rifle
Range: 500ft, 5ft radius splash
Damage: Magic net as spell -- one shot per round as always
Payload: 12 rounds per Mana Bar
Cost: 190,000 credits

Windblast Shotgun
Range: 500ft, 10ft radius column
Damage: As Wind Rush; 90 MD KB magnitude. One shot per round.
Payload: 18 rounds per Mana Bar
Cost: 150,000 credits

Starfire Pulse Cannon
Range: 2000ft, 10ft radius splash
Damage: 2d6*10 (smashing)
Payload: 2 rounds per Mana Bar. Holds a total of 8.
Cost: 450,000 credits
Note: Size 2; tripod comes standard. Stormspire exclusive.

TK Light Machine Gun
Range: 2000ft
Damage: 2d4 (smashing, machinegun)
Payload: 100 rounds per Mana Bar
Cost: 160,000 credits
Note: Requires PS 25(n)/15(s) to be used as a shoulder fired firearm due to excessive recoil. Size 1.5. Bipod comes standard.

Dragonfire Flamethrower
Range: 250ft, 5ft radius column
Damage: 1d4*10 (fire, suppressing)
Payload: 2 shots per Mana Bar
Cost: 300,000 credits
Note: Size 1; roughly the size of a short-barrelled shotgun or SMG

Daylight Grenade
Airbursts about 20ft above its thrown point and generates a Globe of Daylight, as the spell, for 12 minutes. Vampires and sun-sensitive undead cannot enter within 50ft of the globe. It is stationary.
Cost: 2000 credits

Rain Flare
Creates a 100ft radius rainstorm underneath the flare for 30 minutes.
Cost: 20,000 credits

Flash Grenade
Literally the same thing as the Spellforge grenade.
Cost: 1000 credits

Fear Grenade
1 minute Fear: HF16 on explosion, 10 foot radius.
Cost: 2000 credits

Fire Grenade
6d6 fire damage to a 10 foot blast radius.
Cost: 5000 credits

Freeze Grenade
Ices everything over in a 10ft radius. The ice is thick, requiring MDC tools to break it. It lasts for 3 minutes.
Cost: 6000 credits

Generic TW Melee

These weapons can be made by a variety of crafters. Expect most TW shops to have some stock of some of these items, most typically flaming sword or dagger hilts. All large TW manufacturers produce most, if not all, of these weapons and generally have some in stock at any given time.

Boomerang Blade
Passively returns when thrown, no mana cost. Has a throwing range of 600ft. Returns on the turn after being thrown; cannot be thrown in successive turns. Must be a knife, large shuriken, tomahawk, bladed boomerang, or chakram.

Damage: 2d6+3
Bonuses: +1 strike and parry
Has 300 MDC, must be repaired by a TW (expensive)

Cost: 100,000 credits

Flaming Dagger
A knife hilt that erupts into flame when activated.
Damage: 2d6 fire when activated
Activation Cost: 5 mana (10 ISP)
Duration: 2 minutes
Cost: 40,000 credits

Flaming Sword
A sword hilt. When activated, turns into a blade that can throw fire bolts.
Damage: 4d6 fire when active, 4d6 firebolts
Activation Cost: 8 mana (16 ISP)
Duration: 2 minutes
Payload: 6 firebolts; if firebolts are expended, active mode ends.
Range: 200 feet (for firebolts)

Cost: 70,000 credits

Ice Blade
Coats itself in ice when activated, dealing cold damage and chilling targets. Victims must make a saving throw vs. magic or suffer -1 init, -1 combat and -10% speed penalty. Spell strength 12. Effects worth through body armor. Can be any long blade weapon (sword, axe, polearm)
Damage: 3d6 cold when activated.
Activation Cost: 10 (20 ISP)
Duration: 2 minutes; cold effect lasts for 1d4 rounds per hit
Cost: 100,000 credits

Lightning Axe
When activated, crackles with electricity and does bonus damage. Does slashing megadamage when not active. If it hits a metal vehicle or other conductive electronic device, the electric damage is doubled and has a 45% chance of causing a minor malfunction. No extra effect against composite armor or shielded systems.
Damage: 2d6 slashing, +2d6 electric when active. Must be an axe, although spiked mace versions are made in some places in the New West.

Activation Cost: 12 mana (24 ISP)
Duration: 30 seconds
Cost: 80,000 credits

Lightning Spear
When activated, crackles with electricity and deals massive damage when thrown. Is frighteningly accurate as a thrown weapon. Must be a spear. Deals megadamage when deactivated. Activating the spear can be done during the throw as a free action. Note: Returning versions of the spear are rumored to exist; roughly equivalent to an Elite weapon.
Damage: 2d6+3 piercing, 1d6*10 electric when thrown while active.
Bonuses: +5 strike when thrown. Travels almost instantly to the target.
Activation Cost: 15 mana (30 ISP)
Range: 2000 feet
Cost: 70,000 credits. Returning versions typically cost 300,000 credits or more.

Elite TW Items

Elite TW weapons can come from any major TW manufacturer. Stormspire and Tolkeen make most of them, but all have a long creation time and are generally made to special order. All costs must be paid up-front if purchased from a major manufacturer. If a smaller manufacturer can produce them, generally half is paid up front, with another half upon delivery.

Battle Fury Blade
When activated, inflicts dramatically increased damage and doublestrikes. Deals mega-damage even when deactivated. Must be a bastard sword, greatsword, claymore, flamberge, slashing polearm, war axe, or great axe. One of the most feared and popular epic TW weapons in the world.
Damage: 6d6 passive, 1d6*10 active (plus doublestrike)
Activation cost: 40 mana (80 ISP)
Active Duration: 3 minutes
Has 200 MDC, regenerates 2d6 per day
Cost: at least 10,000,000 credits

Deals full damage even when deactivated. When active, the wielder takes no damage from non-magic, non-psychic attacks (chi attacks also okay). The wielder's gear (including armor) can still be damaged. The wielder can also shoot a single burst of high-powered force per activation. The wielder may spend the activation cost again to reset the force blast and duration. Activating the Deathbringer while its active is in place is a free action. Must be the same type of weapon as a Battle Fury Blade.
Damage: 1d6*10 slashing, 1d6*10+10 force blast
Bonuses: +1 strike and parry
Activation Cost: 50 mana (100 ISP)
Duration: 1 minute
Has 200 MDC, must be repaired by TWs
Cost: at least 12,000,000 credits

Demon Claws
Deals full damage even when deactivated. When activated, gives the wearer supernatural strength and increases his strength by 8. Gives -2 to strike using firearms, -1 to strike with other melee weapons and -30% on manual dexterity skills when worn.
Damage: 4d6
Bonuses: +1 strike, +2 parry with claws only. Always active.
Activation Cost: 25 mana (50 ISP)
Duration: 15 minutes
Has 450 MDC. Regenerates 10 MDC per day.
Cost: roughly 1,000,000 credits

Draining Blade
When activated, deals megadamage and drains the target as the Life Drain spell. Deals standard damage otherwise. Must be a one-handed sword.
Damage: 4d6 + life drain effect, 2d6 SD when inactive
Activation Cost: 10 mana (20 ISP)
Duration: 30 minutes
Generally under 100 MDC. Must be repaired by TWs.
Cost: At least 2,000,000 credits

When active the wielder inflicts massive knockback and damage with attacks. If used to slam the ground, can apply kb magnitude only to a 10 foot radius circle. Must be a warhammer, mace, maul, gauntlets or other blunt weapon.
Damage: 1d4*10, SD as appropriate for weapon when deactivated. Deals an additional +100 kb magnitude in addition to magnitude from damage.

Activation Cost: 35 mana (70 ISP)
Duration: 1 minute
Cost: 250,000 credits


England TW weapons are generally exclusive to the Camelot military, but it is quite possible to purchase or trade for them.

Plasma Lance
Deals mega-damage even when deactivated. When activated, functions similarly to a flaming sword; can throw firebolts and is surrounded in a flaming aura. Can be couched for charging attacks from a mount.
Damage: 2d6, +4d6 fire when active, 4d6 firebolts
Activation Cost: 8 mana (16 ISP)
Duration: 2 minutes
Payload: 6 firebolts; if firebolts are expended, active mode ends.
Range: 1000 feet (for firebolts)
Cost: 70,000 credits

When active, becomes immune to energy and can shoot lightning bolts. A lightning bolt is also discharged on a successful melee parry at the attacker.
Damage: 3d6 per lightning bolt, deals SD from shield bashes
Activation Cost: 20 mana (40 ISP)
Duration: 5 minutes. Each lightning bolt discharge eats 1 minute from the timer.
Range: 50 feet (for lightning bolts)
Has 100 MDC. Must be repaired by a TW.
Cost: 600,000 credits

Helm of All Seeing
When active, the wearer can see invisible, see aura, gains thermal vision, detect magical concealment and gains +3 to save vs. illusions.
Activation Cost: 12 mana (24 ISP)
Duration: 15 minutes
Cost: 250,000 credits


Tuesday, August 23, 2011

Spellforge Proposed Mercenary Fees

These are the fees proposed by Lion, Brick, and Lyra (who have rode this train before) for mercenary operations. Each merc gets a 20% cut of any service they provide.

10,000 credits for deployment costs.
50 credits per fighter per day of prep or non-combat garrison.
200 credits per fighter per day of combat garrison.
1000 credits per armed fighter, per day of combat.
An additional 500 credits for specialized combat units, per day of combat. Headhunters always count; snipers count if they are tasked with covert operations, but not as line troops.
100 credits per mile of operational transport (this does not include travel to or from HQ to the op zone, only for transporting allied personnel or equipment).
50 credits per person administered basic first-aid treatment.
500 credits per person administered emergency medical treatment (up to heal wounds)
5000 credits per person administered specialized medical treatment, including advanced magic or psionics.
500,000 credits per resto or resurrection (when such treatments are available).

1000 credits per fighter for the use of any Spellforge 40mm TW munitions.
500 credits per fighter in ammunition expenses (E-Mag, SDC, .50cal or railgun ammo)
1000 credits per fighter in armor repair expenses (note: CS armor is more expensive to repair)
1000-2000 credits per fighter for the use of exotic ammunition (75H ammo, etc.)
5000 credits per shoulder-fired rocket or missile.
10,000 credits per vehicle-launched MIM rocket.
20,000 credits per COLOS short-range ballistic missile or light laser-guided bomb.
35,000 credits per laser-guided SRM.
50,000 credits per heat-seeking SRM.

Monday, August 22, 2011

The Spellforge Roster (+allies)

Sir Lee Chen (Cyberknight 6)
Jaqueline Cassidy (Techno-wizard 6)
Blackstream (Night Stalker/Mystic 6)
Sara (RPA Elite 5) (3000c/mo)
T'fon (Shifter 7) (paid on commission)
Gargoyle A (Gargoyle 4)
Gargoyle B (Gargoyle 4)
Lyra (Operator 5) (barely a member as it is)
Brick (Mining Cyborg 5) (5000c/mo)
Lion (Psi-Stalker 5) (5000c/mo)
Olug (Mystic Kuznya 5) (doing his own thing)
Aptaev (Great Horned Dragon/Warlock 4) (paid in spells)
Izeuphy (Succubus 4) (2000c/mo)
Samador Imenth (Techno-wizard 4) (4000c/mo)
Charlie Guillermo (Techno-wizard 2) (3000c/mo)
Veronica Merriweather (Techno-wizard 2) (3000c/mo)
Abkii the Defiant (Chiang-Ku Dragon 4)
Lo Li (Chiang-Ku Dragon 3)
(1) Medic/Healer (Hired Gun 2) (2500c/mo)
(1) Johan Haus (Mind Melter 5) (2500c/mo)
(2) Headhunter 2 (2500c/mo)
(1) Military Sniper (Assassin 2) (2500c/mo)
(1) Spotter (Assassin 2) (2500c/mo)
(1) Wilderness Sniper (Assassin 2) (2500c/mo)
(1) Radioman (Spec Ops 2) (2500c/mo)
(1) Helicopter Pilot (Spec Ops 2) (2500c/mo)
(1) Field Technician (Spec Ops 2) (2500c/mo)
(2) Heavy Weapons Soldier (Spec Ops 2) (2500c/mo)

(total cost of employees 50,000/mo)

Bills: (6000c/mo total)
Power, Kingsdale complex: 0c/mo
Power, Atlantis storefront: 100c/mo
WGS, Kingsdale: 150c/mo
WGS, Atlantis: 150c/mo
Weapons Maintenance: 20c/mo per combatant (400c total)
Maintenance, Wheeled Vehicles: 25c/mo each (100c total)
Maintenance, Hovercycles: 100c/mo each
Maintenance, Helicopters: 500c/mo each
Food, Humans: 150c per person (3300c total)
Food, Monsters: 300c per person (1200c total)


"Crazy" Florentino Villapondo (Crazy 6)
Kingsdale Dragons Captain (Juicer 4)
Julian the First (Mega-Juicer 8)
White Raven (Wilderness Scout 12)
Sgt. Beta (Android 10)
Sir Brakkus (Cyberknight 6)
Darien (Mind Melter 6)
Cale "Tim The Invisible Man" McLeod (Hardware: Mechanical 5)
Stydro (Ancient Great Horned Dragon/Shifter 15)
Richard Harken (Dragonslayer 15)
Terra (Vagabond 3*)
Dragonwright Followers (many)
Sgt. John Slaughter (Juicer 6)
Genem (Divine Knight 16)
Matthias (Chiang-Ku Dragon/Wu Shih 9)
Katrina Sun (Leyline Walker 10?)
Erin Tarn (Rogue Scholar 14)
Winslow Thorpe (Cyberknight 9)
Victor Lazlo (Parapsychologist 12)
Lo Fung (Chiang-Ku Dragon/Chinese Alchemist/Tattoo Master 15)
Sir Galahad (Undead Slayer 9)
Max (Undead Slayer 14)
Planeskipper "Skippy" (Shifter 6)
Rexus the Red (Cyberknight 7)

*Terra has no useful skills, other than language skills, basic math; all of her actual magical powers are racial advantages, similar to BS' inherent racial magic knowledge

This list does not include anyone who hasn't fought with the PCs, including:

Keith Overton
Warlord Sabre Lasar

Mercenary Recruiting

Recruiting Mercs

In order to recruit mercs from an area, you need a contact. Generic mercs can be hired without a contact, just by putting work notices up or by doing the hiring yourself. All generic mercs start out at level 1, while better-trained or experienced mercs must be picked up through contacts and may have higher levels or special abilities.

Recruiting mercs is as simple as asking a contact for a mercenary of X type and Y specialty. I might actually create some random deviation tables, but for right now you're basically getting really generic people with 9-12 in all stats. Characters with dynamic skill selections can have -anything- in those skill slots, unless players specify. "A headhunter that can fly a combat helicopter" is fine (meaning WP: Heavy and Pilot Helicopter), but "An assassin with WP targeting, heavy, and archery" isn't really, unless you give him the weapons specialty.

Recruiting mages is difficult; you can specify either one spell, or the skill specialty, but not both -- except where the two overlap (eg. Rogue with Invis Simple).

Minor psionic characters (2 powers from 1 category) can be recruited, but must generally be out of the "generic mercenary" category and must be hired from a contact with the appropriate connections. A Hired Gun can have any MOS with psychic powers -- so you might ask for "a Hired Gun sensitive grunt."

Specialty mercs, including Samador (the TW), and your Medic and Spymaster, cannot be hired normally. They are one-time recruits. This includes characters with 2 or more skill specialties, major psychics, or characters of higher than normal base experience level. It may also include characters with extremely high stats, eg. an Assassin with Sharpshooting, or characters of normally non-recruitable classes, like Magi (any kind) or RPA Elite pilots.

Unless otherwise stated, NPCs ONLY come with 1 skill specialty by default (Hired Guns and Headhunters come with 0). Some "special" mercs may have more; if you see "max 2" or "max 3," that's what that means.

All characters have a vibro-knife.

Major psionics is 8 powers from one category (GM-determined).

Changes to Spellforge teams

Haus is now a named character
Note: Your Medic is now a level 1 Hired Gun with the Medic MOS, major psychic with healer powers

Tennesee Headhunters

Special Operations Soldier (Level 2)
Radio, Computer, Sensors, Weapon Systems
Literacy, Military Intelligence
RPA Basic, Pilot Tank
Expert Combat
Automatic Pistol, Automatic Rifle
Skill specialty (max 2): Any Military, Any Espionage, Paramedic, Communications, Mechanical, Electrical, Piloting, Rogue, Technical, Weapons, Wilderness
Equipment: Bushman EBA (50 MDC, -10%), NG-IP7 or NG-LC6 (if heavy weapons is known), NG-57
Spellforge wage: 3000c/month

Assassin (Level 2)
Radio, Computer
Literacy, 3 Languages, Military Intelligence
Demolitions, Demo Disposal, Tracking, Prowl, Concealment, Ambush
No Piloting
Assassin Combat
Automatic Pistol, Automatic Rifle, Sniper, +3 WP (possibly sharpshooting)
Skill specialty (max 1): Parachuting, Piloting, Communications, Any Espionage, Rogue, Technical, Weapons, Wilderness
Equipment: Crusader EBA (50 MDC, -5%), JA-11, NG-33
Spellforge wage: 3000/month

Headhunter (Level 2)
Radio, Computer, Sensors, Weapon Systems, ECM
Literacy, 3 Languages, Lore D&M
Navigation, Concealment, Ambush, Tracking, Survival
Pilot Tank, Jetpack, +2
Expert Combat
Automatic Pistol, Automatic Rifle, +3 WP (never sharpshooting)
Skill specialty (max 1): None (specialists may have 1)
Equipment: LE-B1 armor (135 MDC, -15%), Multi-optic eyes, Bionic laser, NG-P7 or L-20 or NG-LC6 (depending on weapon skills), NG-Super
Spellforge wage: 3500/month

Generic Mercenaries

Hired Gun (Level 1)
Radio, Computers, Basic Math
Literacy, 1 Language, Sign Language
Climbing, Running, Athletics
No Piloting
Basic Combat
Knife, Automatic Pistol, Automatic Rifle
MOS Skill specialty (max 1): Basic/Grunt, Medic, Piloting, Heavy Weapons, Scout, EOD, Communications/Computers
Skill Specialty (max 1): None
Equipment: Huntsman EBA (40 MDC, -15%), NG-L5, NG-33
Spellforge wage: Dunno yet!
Notes on MOS: Most of the MOS programs are superior to others
  • Communication includes ewar, sensors, and extra languages
  • Heavy Weapons includes the entire package (including weapon systems)
  • Pilot doesn't include RPA; more "motor T" type character, can include Helo (one of choice)
  • Medic includes MD and prereqs (!)
  • Scout includes most scout-oriented skills including Surveillance, no Tracking though
  • Grunt is generic, gives a pilot, a WP, Nav, and Expert
City Rat (Level 1)
Computers, Basic Math
Literacy, 1 Language
Running, Surveillance, Streetwise
Pilot Automobile, Hovercycle
Basic Combat
Automatic Pistol
Skill Specialty (max 2): Communications, Domestic, Paramedic, Pilot (limited), Rogue, Technical, Weapons (melee/rifles/pistols only).
Equipment: The Bandito (30 MDC, -0%), NG-33
Spellforge wage: Dunno yet!

Generic Mages (Mystic Quarter, Tolkeen, Kingsdale)

Leyline Walker (Level 1)
Basic Math
Literacy, 2 Languages, Lore D&M + 4 Lores
Climbing, Navigation, Survival
Pilot 1 (basic piloting)
Basic Combat
No Weapon Skills
Skill Specialty (max 1): Domestic, Paramedic, Pilot (basic), Pilot Related, Rogue, Science, Combat*, Wilderness
*Combat includes basic weapon skills and an upgrade to Expert
Equipment: The Bandito, NG-33; if Combat is selected, also has an NG-L5
Spells: 3 random from each level 1-4 (12 total)
Spellforge wage: Dunno yet!

Techno-wizard (Level 1)
Radio, Computers (pr), Sensors, Basic Math
Literacy, 2 Languages
Navigation, Electrical/Mechanical/Weapons Engineer, Field Armorer, TWCS
Pilot 2 (basic)
Basic Combat
Knife, Automatic Pistol
Skill Specialty (max 1): None
Equipment: The Bandito, NG-33
Spells: All TW starting spells
Spellforge wage: 6000/mo

Rifts Armor Errata

If you want to buy an armor and it's not in this post, you have to ask first.

The Bandito
As labeled in the gun errata post, it's 30 MDC

Bushman EBA
As labeled in the mercenary post, it's 50 MDC and -10%

Crusader EBA
-5% mobility

Fury Beetle
80 MDC -30% counts as heavy (inhibits casting) 20k
50 MDC -15% 14k

Gladiator EBA
-20% mobility, 45k

40 MDC -10% 8k
65 MDC -20% 12k

no changes (!!)

no changes (!!)

Plastic-Man EBA
no changes (!!)

Urban Warrior EBA

-5% all mobility

-20% all mobility

same stats as CA-1 but is energy resistant, no price noted (I WILL LET YOU KNOW WHEN IT IS BUYABLE)

same stats as CA-2 but is energy resistant, price same as CA-3

-25% mobility, but it's shit

no changes (!!)

Juicer Assassin
now EBA, 28k

MI Vaqueros
70 MDC, EBA, -20%

NG Maverick
Now identical to The Bandito

Standard Features Errata

EBA Standard Features
1: Complete environmental protection. 4 hours of oxygen in hostile environments.
2: Removable visor or faceplate.
3: Integration with radio units (no default radio) with internal speaker.
4: No HUD or optics standard.
5: Multi-optics helmets have HUDs for weapon integration (see power armor) plus all the comm features above.
6: Sound muffler with broadcaster built into standard and multi-optic helmets. Standard conversation decibel range.
7: Standard helmets do not have sonic protection, but do muffle sounds a little.

Powered Armor Standard Features
1: Complete environmental protection. 8 hours of oxygen in hostile environments.
2: Radar. Max range 1 mile. Maximum tracking is 24 targets.
3: Radio. Max transmit range 10 miles. Full encryption, can transmit over wide band frequencies.
4: Heads-up display. Includes the PA's orientation and limb position, compass, active vision mode and communications interface. All HUD elements can be toggled or moved. Also displays combat computer information.
5: Optics -- Passive nightvision, FLIR, and 12x magnification (roughly 2 mile max zoom). Automatic view filter for bright light and filter to operate in high-light situations of any kind (including high infared situations).
6: Combat computer. Automatic crosshair for all integrated weapon systems and auto rangefinding. For non-standard weapon systems, includes USB uplink to external weapon optics (optic system links to HUD). Also includes automatic leading for radar-locked targets (standard, integrated, and self-guided weapons only).
7: Loudspeaker, 80 decibels. Approximately 700 foot range.
8: Self-destruct. Overloads the fusion reactor and destroys the suit. In most cases, this will destroy the suit's internals and slag most of the externals, and deal roughly 10d6 to a 10ft radius, 5d6 in a 30ft radius.

The GM Helps Players Buy Stuff Thread

Consider this a general bit of tactical advice from your various NPCs or something.

CA-1 Heavy
This old-style Coalition suit still sports 80 MDC, but isn't energy-resistant. The only way to get it is salvaged; 50k is kind of expensive, though! The penalty is 20%, not 5% (wtf)

Homemade Medium
60 MDC non-EBA, only 12k. Also 20% penalty. This can be homemade from MDC materials, but takes quite a bit of time.

Plastic-Man EBA
18k for a basic EBA, only 35 MDC. Still, cheapest environmental on the market. -10%.

18k for 50 MDC with no penalties. Not EBA.

Bandito Wild Weasel SAMAS
4.8 million, but it's also a mobile, hands-free ECM suite in a powered armor suit.

CAI-50 Challenger
90k, 120 MDC exoskeleton. No propulsion! How does Cheapwell make these things for so cheap?

FT-005 Flying Titan
Cheapest fully airborne RPA on the US weapons market at 1 million.

NG-X9 Samson
At 850k, it's the most effective combat machine you can get for under a mil.

80k for a 10d6 energy weapon. Ideal for feed into a vehicle power supply. The ammo supply is 12 for a canister. I haven't decided how to work NG energy packs yet.

Bandit BB Shotgun
18k, only 300 foot range, but deals 27-33 MD of knockback magnitude with every shot, basically forcing normal characters hit by it to roll with punch.

Bandit 5000 BB Railgun
50k, fully automatic KB machine.

C-12 Heavy Laser Rifle
20k. The highest damage laser assault rifle with 20 rounds. A 4D6 automatic rifle is nothing to sneeze at, ever. No laser targeting bonus (wtf).

Neural Mace
8k. Affects people in any non-EBA.

M2HB .50 Cal Machinegun
1D6 MD fully automatic weapon, although too large to be hand-wielded by RPA. 5k! The rounds cost about twice as much as railgun rounds, though.

Gargoyle Body Armor
40k (plus import costs), 150 MDC. 10% penalty.

40/50k, 10 shot 4D6 laser with 4000 foot range.

80k for a 6000ft sniper. When it does as much as the 75H, it's hard to beat, period.

40k for a fully automatic plasma cartridge rifle. 1200ft range, but terrifying damage.

8k for one of the highest damage sidearms in the game. 3D6, 10 shots.

20k for an assault rifle + grenade launcher. Basically a C-14, but cheaper.

22k. Really goes without saying.

Wilk's 457
40k. No strike bonus. 3D6+2, 30 rounds! 2000 foot range. Expensive, but one of the best assault rifles in the game, possibly even better than the C-12. Nowhere near as cheap as the C-12, though.

**Modern Vehicles Available from GAW**

So RL vehicles could be picked up from GAW, but what can be picked up? Well, GAW vehicles must be American (no Hind helicopters ;.;), and most things like tanks are not very useful compared to jump troops with Chipwell combat suits and rocket launchers.

Motor T type transport trucks can be picked up for 55k each. Light pickup trucks and SUVs can be picked up for 24k, which have 60 MDC. Cars and jeeps are even cheaper, 16k for 45 MDC.

Helicopters and jets are getting repriced. Jets are getting more expensive, helos are keeping the same lower end but are getting a higher upper end. None will be as expensive as in Merc Ops (where helos are ~1 mil).

A low-cost airstrike option comes in the form of the Bell H-13 Sioux, the cheapest helicopter ever. At 70 MDC and 80k, they represent the cheapest possible air combat option. 3 seats, no weapons, but can be fit with automated laser, ion, or TW weapons with no problem.

Okay, a little better is the UH-1 Huey Vietnam-era helicopter (70 MDC). At 100k, it can be mounted with dual rocket pods (I'll work on that) or dual 3-shot wire-guided missiles. It can also mount dual 7.62 NATO miniguns, which means that while hypervelocity railguns are out, almost any other gun mount is probably okay. It also has a crew of 4 and a cargo capacity for up to 14 people or up to 3.8k lbs of cargo. Weapon options are below:
  • 2x M29 IRHS mini-missile (3 rounds). 500k for both.
  • 2x M157 rocket launcher (7 rounds). 200k for both. Dumbfire rockets only.
  • M2HB .50cal machinegun (500 rounds) + M129 40mm automatic grenade launcher (150 rounds). 185k for the whole system.
  • Any 2 small turret weapons can be mounted (size 2), except guided missile launchers and anything with heavy recoil.
The refitted attack version of the UH-1 is the AH-1 SuperCobra (90 MDC). It dumps the cargo compartment in favor of faster speed (218mph) and four weapon hardpoints. It can mount 4 short range missiles in each hardpoint, in addition to the other hardpoint options for the UH-1. The helicopter's more advanced combat computers give it a highly competitive pricetag at 220k. Hardpoints can be switched with Weapons Engineer checks (but you guys knew that). GAW will not sell this chopper unless it is fitted.
  • 2x SRM racks (air-to-ground, SALH, 4 shots). 500k for 2. Fired singly or in pairs.
  • 2x SRM racks (air-to-air, IRHS, 4 shots). 500k for 2. Fired singly or in pairs.
  • 2x M157 rocket launchers, as above. 200k.
  • 2x M2HB .50cal machineguns, as above. 110k.
  • 2x M129 40mm grenade launchers, as above. 240k.
  • Mounting and fire control systems cost about 40k per hardpoint.
The Chinook helicopter and similar heavy cargo choppers are probably going up in price to 120k, not a big deal. The Chinook is probably the cheapest, along with the Blackhawk (more a troop transport chopper though). Other, rarer choppers are a little more expensive, up to about 180-200k at the most.

The best airstrike option for close air support is the AH-64 Apache. This helicopter is so advanced by modern standards that unlike the Cobra and other choppers, Apache equivalents were manufactured for US and NEMA air combat units up until the Great Cataclysm (more advanced avionics and computers). An unarmed Apache frame with its advanced computer package costs 800k. It has 130 MDC.

The Apache comes standard with an AWACS-type radar unit with a massive 200 mile range (airborne targets) and fire control linking with other attack units. This means that an Apache can fire on enemies target locked by someone else even when its line of sight is obstructed. The target lock generally needs to be radar locked, although it can fire SALH missiles on a painted target without LOS as well. This information can link directly into the feed of a Multi-Optics Helmet or a headjack. Also, the Apache has an onboard optics system with the same features as a MOH as well as auto rangefinding and laser designation equipment.

The Apache comes standard with a powerful onboard computer suite and can transmit other wireless data signals to and from targets within radio range, which is a powerful 300 miles.

The Apache's superior avionics also allows it to soak -10% penalty from any piloting check made to stabilize the vehicle or crash land. It also reduces its crash speed by 30mph with respect to crew damage.

The Apache has two options for its chin gun. This weapon system is operated by the pilot, not the gunner.
  • The first is a NG heavy railgun, dealing 2d4 damage per round with a hefty 4000 round drum (range 4000ft). If the extra fuel tank option is installed, it directly occludes the ammo drum for the chin gun, reducing the payload to 1000 rounds. This option costs 120k.
  • The second is the original armament, the M200 30mm gatling gun. Range is 3000ft. The ammo payload for this weapon is 1200 rounds, or 300 if an extra fuel tank is installed. The cost of this weapon system is 200k.
The Apache also has 4 weapon hardpoints operated by the gunner, much like the Cobra. The gunner pretty much only fires missiles, as the hardpoints don't have the mobility of the UH-1's. The superior electronics of the Apache let it use pretty much any SRM launcher OR large volumes of guided MIMs.
  • 2x M157 rocket launchers, same as UH-1
  • 2x IRHS air-to-air SRM launchers, same as AH-1
  • 2x SALH air-to-ground SRM launchers, same as AH-1
  • 2x SARH multipurpose SRM launchers, 4 shots, 800k
  • 2x ARH multipurpose SRM launchers, 4 shots, 500k
  • 2x IRHS air-to-air MIM launchers, 6 shots, 500k
  • As usual, mounting costs about 40k per hardpoint.
Lastly, GAW will provide a fusion reactor fitted Apache for an additional 1 mil. The reason for this is because they have Golden Age-era Apaches with prefit reactors.

Availability of helicopters: GAW only has a certain number of inventory, but helicopters sell poorly compared to tanks, trucks, and combat robots. Cheap helos like the Bell H-13 (or similar civillian refits) are probably a dime a dozen. Civillian remodeled cargo choppers like the Chinook and Sea Knight are probably also in heavy surplus. The UH-1 equivalents, which are essentially medium transport choppers with weapons, are probably a quick sell, especially if they're fitted with weapons. Attack helicopters of any kind are of limited availability. Being able to pay the ~1 mil to fit an AH-1 with full weapons makes GAW a lot more interested in selling.

NOTE: GAW will not fit a fusion reactor to any helicopter, period; replacing twin turboshaft engines with a fusion reactor is just not something that someone should do. It's probably a good thing Jackie was in a mood when she was doing it -- it's probably a total pain in the ass to do.

As for land vehicles, I have a few that will appear later outside of GAW. These are just some options:

M113 APC
An all-purpose armored vehicle for troop transport and police duty. It can carry up to 11 passengers in addition to its 2 crew members. A wide range of possible weapon refit options can be made, including adding guided MIM or even SRM launchers. Other options include 20mm autocannons or even M61 Vulcan gatling guns, 60 or 105mm mortars. Other modifications can include field armor repair vehicles or field hospitals.
  • Weight: 12.3 tonnes
  • Speed: 67.6 km/h (42mph)
  • Armor: 50 MDC (heavy armor)
  • Range: 480km
Browning M2HB 12.7mm machinegun (1200 rounds)

Unit cost: 150,000 credits unarmed; the M2 costs 25k, plus ammo (1c per round or 3c per API round)
Up-armor options for the M113 include an upgrade to MDC steel, but this will slow it down by about 25%. It increases the armor to an impressive 300 MDC. The MDC can be raised to 200 MDC with aluminum/CNT alloy (no speed reduction) but this will be much more costly. Up-armoring to MD steel costs 50,000 credits, plus labor (typically 40k). Composite plates and ERA can be added; these have the same speed penalty as steel (it's included) but grant a massive 600 MDC and energy resistance. Composite armor costs a cool million credits; ERA adds another 300k. It comes with a standard 5 mile radio, but no other systems. The maximum radio that can be installed is a backpack radio or AN/MRQ-138.

M60A3 Patton MBT
The Patton is a first-generation MBT, but was upgraded many times over its life to last into the early 21st century. Since then, most Pattons were used in OPFOR as adversary tanks, but a few surplus tanks survived in reserve bunkers elsewhere. The M60A3 comes standard with a pretty advanced electronics suite, onboard thermal imaging, laser rangefinding and a 100 mile radio.
  • Weight: 50.7 tons (46 tonnes)
  • Speed: 48 km/h (30mph)
  • Armor: 240 MDC
  • Range: 500km (300mi)
105mm L7A3 rifled cannon (50 rounds)
Coaxial Browning M2HB .50 caliber machinegun (800 rounds)
Commander's FN MAG 7.62mm machinegun (2000 rounds)

Unit cost: 250,000 credits
The Patton can be heavily up-armored; conversion to MDC steel gives it a massive 1300 MDC with no loss in speed. Composite armor is easily replaced (the Patton A3's armor is very modular), doubling the MDC of this massive tank. Unfortunately, fitting composite armor to a MBT is expensive, costing tens of millions. Upgrading to MDC steel is a reasonable 430k plus 40k installation fee.

New Hardware

This is mostly necessary to justify CS logistics vehicles, as the CS kind of doesn't have any. I'm also solidifying the stats of other non-CS logistics vehicles.

Note: All CS hover cars (Command Car, Scarab, and Skull Patrol Car) no longer exist; they really make no sense.


RPG-7 (or something)
Single-shot 105mm rocket launcher. Uses unguided mini-missile rockets.
Black Market cost: 5000 credits.

Double-Barrel Shotgun
2-shot, break action shotgun. WP: Bolt-Action Rifle required to reload (3 actions with WP, 5 without). Most are in bad shape and need a gunsmith before they will function reliably.
Range: 150 feet (if rifled, up to 900ft for very high quality)
Black Market cost: 50 credits; high quality versions may cost 20,000 credits or more

Coalition States

C-33 Particle Beam Rifle
Basically an authorized knock-off of the NG-P7. Has better ergonomics, but is internally the same gun. Black Market Cost is about 50% more than a P7.

CS Logistics Truck (CTV-015)
This is, functionally speaking, the same trucks used by the Street Kings, now in the hands of Spellforge. It's a tough, workhorse truck good for carrying troops and supplies. It has 6 wheels and can handle in a wide variety of environments.
Weight: 13,050 lbs (6.5 tons)
Crew: 3 in cab.
Cargo: 8' x 12' cargo bed; can house about 20 soldiers with full gear or up to 5000lbs (2.5 tons) of cargo. It can carry up to 5 tons, but the fuel efficiency is reduced.
MDC: 80. Armored refits have 150; this is not considered heavy vehicle armor, but is often energy-resistant. Wheels are 3 MDC (there are 6).
Max Speed: 60mph
Max Range: 650 miles (gasoline, 50 gallon tank).
Weapons: None by default; has two removable pintle mounts for light weapon turrets with roughly (not quite) 360 degree firing arcs.
Refit notes: Refits can replace the light pintle mounts with heavier box mounts for railguns.
Black Market cost: 90,000 without mods. NG and MI both produce armored variant trucks for 150k. Similar unarmored trucks can be purchased from GAW for 55k.

CS Heavy Logistics Truck (CTV-021)
Mostly the same as the CTV-015, this vehicle is not as stable or safe as its 2.5 ton counterpart. Other than the wider drivetrain and suspension, it's more or less the same vehicle, rated for 5 tons of cargo. Operators are -5% to control rolls.
Black market cost: Also 90,000 without mods. This truck is not as popular to knock-off, as most independent mercenaries don't need a five ton cargo truck.

CS Hover Patrol Armored Vehicle
This is the CS all-terrain patrol truck, mounted with a high durability hover propulsion system. They're expensive to produce, but essential to CS ground operations.
Crew: 5, plus rear bed can seat up to four more (six uncomfortably).
Cargo: About half a pickup bed; can handle about a half ton of extra weight
MDC: 250
Max Speed: 90mph
Max Range: Fusion engine with indeterminate life
Weapons: An automated weapons turret controlled from the center backseat can be mounted with any CS-standard heavy weapon, including a Hellfire plasma cannon or C40R railgun. The CTT-P20 (magazine size nerfed) is rare, but can also be used. Energy weapons feed into the fusion engine and have unlimited payloads, while the C40R can be fitted with a 1000 round drum. Other weapons, such as those used by the NGR, may be fitted as per the CS' lend-lease program.
Black Market Cost: 1.2 mil, plus weapon costs

Golden Age Weaponsmiths

GM-60C 60mm Mortar
This is an anti-infantry mortar with a long deployment range.
Weight: 40lbs
Effective range: 9000 ft
Load: 60mm mortar shells; see here for ammo cost breakdown. Note: Mortar rounds must be carried in a bag or satchel and weigh 4-8 lbs depending on explosive load (generally around 5-6lbs).
Cost: 5000c for the mortar.

GM-90S 105mm Mortar
This is a heavier mortar, but is still more of an anti-infantry weapon. It uses mostly the same mounted warheads as rockets (mostly for bookkeeping ease) with mortar propellants rather than rocket propellants.
Weight: 85lbs
Effective range: 13,000 ft
Load: 105mm mortar shells; uses rocket/MiM warheads (see here). Note: rockets and 105mm mortar shells are extremely heavy, around 8-12lbs. A rocket satchel carries two. It can also mount the 60mm chemical warheads, again, for ease of bookkeeping.
Cost: 9000 credits.

Northern Gun

An ultra-high performance laser sniper rifle. This rifle is exceptionally large, with a 29-inch barrel and a wide, high-performance emitter; the weapon's bore is 15.8 mm wide. Comes stock with a bipod and an auto-rangefinding scope. The weapon is very heavy and too long to wield from anything but a supported firing position.
Weight: 30lbs
Effective range: 3500 feet
Payload: 6 rounds per long E-Mag.
Damage: 6D6+6 MD per shot.
Rate of Fire: Single shots only; max of 4 per melee round.
WP: Automatic Rifle
Cost: 60,000 credits

A uniquely designed multi-chamber plasma ejector. It has three plasma chambers that revolve into place, giving the weapon limited automatic firing. The muzzle is slightly wider than a normal plasma ejector for better clearance between the plasma bolt and the electromagnetic rails. This weapon is too heavy to be wielded by normal humans; requires at least PS 25(n)/15(s) to be wielded at all. It can be wielded from a supported position with ease.
Weight: 45lbs
Effective range: 1200 feet
Payload: 12 rounds per long E-Mag, 24 for an E-canister. Both can be installed at the same time.
Damage: 5D6 MD per shot.
Rate of Fire: Single or 3-round burst only.
WP: Automatic Rifle
Cost: 62,000 credits

A large caliber rail rifle. It fires only single shots, but has railgun range and a good sustained rate of fire. It is well-suited to being a precision marksman's weapon, but the recoil is intense. It uses a magnetic feed to chamber each round from its small, 10-round magazine. The round is much larger than a typical railgun bullet (roughly 10x29mm) and costs 3c per round. This weapon should be fired from a supported position and comes with a bipod and a modular scope mount. PS 25(n)/15(s) can fire this weapon unsupported.
Weight: 26lbs
Effective range: 3600 feet
Payload: 10 round magazine. This weapon could be modified for a drum or extended magazine, but only 10-round mags exist.
Damage: 4D6 MD per shot.
Rate of Fire: Single shots only.
WP: Automatic Rifle
Cost: 35,500 credits

Wellington Industries (Manstique Imperium)

WI specializes in high-performance chemically-propelled armaments. Although there are some Wellington energy firearms, the primary tech WI makes is high-quality standard firearms. The rounds used in Triax pump weapons are now 12ga shotgun slugs for standardization, and also because the conventional shotgun is probably the most common MDC weapon in the world. Note that shotguns firing slugs do not get the +1 strike bonus.

Standard 12 Gauge Slug
These slugs are most suitable for training purposes. They are only manufactured to the public by Wellington, and are best used for hunting large game.
Damage: 7d6 SD per shot.
Cost: 20 credits for a box of 200.

Wellington/Triax APDS Depleted Uranium Slug
This nasty, pyrophoric compound offers the best in high energy penetration. It is a saboted projectile that penetrates armor deeply and tends to ignite. Not the best against heavy armor, but it's amazing against light armor and soft targets. Each slug is packaged in a shielded titanium casing to minimize incidental radiation exposure, but Triax and Wellington advise storing them in a radiation-shielded container, and operating them only with environmental battle armor.
Damage: 4d6 MD per shot. Deals double damage against soft targets, and an additional 1d6 fire damage on the next melee round if the slug penetrates and is not extracted. Critical hits on conventional vehicles may ignite fuel or ammunition. Although the rounds are only weakly radioactive, they may have other effects...
Range: Increases shotgun range by 50%.
Cost: 100 credits per round.

Wellington/Triax HE Shotgun Slug
This round is virtually identical to the Triax HE pump round. The standard HE, all-purpose shotgun slug.
Damage: 4d6 MD per shot. Minimal damage to heavy armor.
Cost: 15 credits per round.

Wellington Frag-12 HEAP
The absolute answer for any situation, the HEAP high-velocity slug penetrates light body armor, RPA, and of course, those supernatural menaces.
Damage: 4d6 MD per shot. Has a 6 foot blast radius (1/3 damage).
Range: Improves the range of a shotgun by 50%.
Cost: 50 credits per round.

This is a replica of the Winchester 1897 shotgun, fitted with a rifled bore to shoot Wellington high-velocity slugs. The stock is made from hardwood, while the metal components are often engraved with stylistic Old West designs. The buttstock is engraved with the WI logo, "Winchester 1897" and the weapon's serial number. WI produces only a few thousand every month; they are generally sold via merchant pre-orders where the customer has already paid for the gun. These shotguns are very high demand, due to their Old West-styled appearance.
Weight: 8lbs
Effective range: 600 feet
Payload: 5 round internal tube magazine, feeds 12-gauge shotgun slugs.
Rate of Fire: Single shot, pump-action. WP: Bolt-Action Rifle required, otherwise takes 1 action to cycle the action.
WP: Semi/Fully Automatic Rifle or Bolt-Action Rifle for firing; see note above
Cost: 20,000 credits for the factory model. A personalized, engraved 1897W can cost up to 100,000 credits.
NOTE: WI also sells a lever-action replica of the 1887 Winchester, the 1887W. It is only made via special order, and costs roughly twice as much. The 1887 breaks Aim every time the lever is cycled (unless Sharpshooting is selected), making it all-around less effective, but there are plenty of cowboys out there that do exactly that.

A civillian model pump-action shotgun, made mostly out of high quality polymer components. Wellington often has market deals where they will sell a box of 50 HE shells along with the gun for a very reduced price. A sawn-off version of the S50 costs about 50 credits more and has a 350ft range (but is concealable). Has a scope mount and bayonet lug, but cannot mount most undercarriage devices (due to the pump action). This is Wellington's best selling weapon; they produce and sell over a million units every year.
Weight: 5lbs
Effective range: 600 feet
Payload: 8 round internal tube magazine, feeds 12-gauge shotgun slugs. Holds an additional 1 round in the chamber.
Rate of Fire: Single shot, pump action (same as 1887W).
WP: Semi/Fully or Bolt Action
Cost: 500 credits; 1000 credits with a box of 50 rounds.

A military/police shotgun design with a pistol grip and an internal tube magazine, this recoil-operated weapon has no need for pump-action cycling. WI advertises it as the ultimate home defense and urban combat gun for every man, and with HEAP rounds and a skilled operator, it can take down an enemy armed with a laser rifle one for one. This weapon has a pump action as well, but the action only needs to be cycled if a round fails to eject properly. Has a scope mount and bayonet lug, the lower rails can fit a LAM or laser designator instead of a bayonet.
Weight: 6lbs
Effective range: 600ft
Payload: 10 round internal tube magazine, feeds 12-gauge shotgun slugs. Holds an additional 1 round in the chamber.
Rate of Fire: Semi-automatic; pump action can also be cycled in the case of a failed ejection.
WP: Semi/Fully or Bolt Action
Cost: 3000 credits

The original Wellington shotgun, this weapon bears more than a little resemblance to the old-world AK-47. This ultra-reliable combat shotgun is well-adapted to the modern battlefield and includes a scope and lower rail mount for a variety of add-on functions.
Weight: 7lbs
Effective range: 500ft
Payload: 10 round detachable box magazine, feeds 12-gauge shotgun slugs.
Rate of Fire: Semi-automatic.
WP: Semi/Fully Automatic Rifle
Cost: 11000 credits

A fully automatic slug thrower, this weapon is anything but easy to handle. It can feed either the standard S12 box magazine or a heavy 32-round drum, but the recoil on this gun is hefty and hard to handle. Still, it features heavy, high-explosive firepower and a fully-automatic package.  Comes standard with a holographic reflex sight (no magnification, +1 to strike with Aim), and can fit most undercarriage mounts. The reflex sight can be altered to accomodate an undercarriage grenade launcher. This weapon's construction requires almost zero maintenance, other than occasional maintenance of the weapon's chamber.
Weight: 11lbs
Effective range: 400ft
Payload: 10 round detachable box magazine or 32-round detachable drum. Drum takes 1 action to retain, 2 actions to reload.
Rate of Fire: Fully automatic. Burst firing is -2 without a PS of 15(n) or higher.
WP: Semi/Fully Automatic Rifle
Cost: 55,000 credits

This weapon turns any rifle with an undercarriage mount or removable handguards into a combination rifle/grenade launcher. This weapon requires either a holographic reflex sight or detachable leaf sight in order to aim properly. Installation of the grenade launcher and sight assembly typically takes 1-2 minutes, but, if a weapon has a holographic reflex sight already mounted and a lower rail assembly, it can be mounted on the rail in 4 melee actions. Some experts can mount this weapon at a frightening pace, often faster than 30 seconds, even when the leaf sight is required.
Weight: 3lbs
Effective range: 1200ft
Payload: A single 40mm grenade.
Rate of Fire: Single shot. Trained operators (WP with appropriate rifle and WP: Heavy) can reload in 1 melee action, but doing so breaks Aim. If done slower (2 melee actions), Aim can be retained.
WP: Grenade Launcher
Cost: 3000 credits; kit includes a leaf sight that will mount on most top rails.

Rifts Missiles. OMG.

Explosive weapons vary widely in their expected use. In real life, infantry weapons such as the 40mm grenade are fairly streamlined for use with many firing mechanisms. Real-life missiles are surprisingly similar, although they simply have more launch platforms than given in the books. Man-portable rockets (mini-missiles) vary so widely in scope that they are not on the same wavelength.


Rifle grenades measure 40x51mm, and carry between 50 and 200 grams of explosive charge.

Mini-missiles, or more accurately rockets, have a uniform diameter of 105mm and an overall length of about 800mm. Mini-missiles generally contain around a kilogram (1000 grams) of explosive materiel, although fragmentation rockets use much less. The overall weight of a rocket is generally in the range of 3 kilograms. Mini-missiles are generally unguided. Guided missiles with mini-missile warheads exist and are used as man-portable anti-aircraft weapons. In most cases, mini-missiles are used for anti-infantry, anti-armor (large robot), or anti-structure.

Short range missiles are much larger, measuring roughly 3 meters in length  with a 130mm diameter. SRM warheads typically carry 5-20 kilograms of explosive material. The entire missile is typically around 90-100 kilograms. SRMs are primarily used for taking out small RPA vehicles and/or aircraft. The average SRM's range varies widely - but all are capable of much longer ranges than those found in the GMG.

Medium range missiles are actually short range missiles. OMG! What this actually means is that short range missiles with the proper body (still roughly 3m x 130mm) and guidance systems can be used for BVR combat.

Medium range missiles are heavy surface-to-surface or air-to-surface missiles, with a few notable exceptions. These missiles, like SRMs, vary widely in range, from 12 miles to around 120 miles. They weigh roughly 450 kilograms (with light warheads), with a length of 4 meters and a diameter of 380mm. The warhead, like the missile itself, varies widely in function, from 30 to as much as 150 kilograms in weight.

Long range missiles are high powered cruise missiles capable of completely ruining someone's day. A long range missile is huge, weighing in at over 1000 kilograms. They are generally only fired by dedicated cruise missile launcher launch platforms or by bombers, including vehicles such as the F/A-18 Hornet. Cruise missiles have warheads of around 500 kilograms and are used against hardened military structures, to light a huge area on fire (like 300-900 feet radius), or to blanket a wide area (like the size of Tolkeen) in submunitions. Fact: If these missiles are used on Tolkeen, shit gets real.

So... what does this mean for players?


Mini-missiles are getting nerfed in terms of range. The typical rocket is somewhat implausible for attack outside about 1000 feet (it takes around 2 seconds for the rocket to travel that far). The maximum range of a rocket against a stationary target is around 3000 feet before they run out of fuel, but realistically, a rocket should be used within 1000 feet or less for any real chance at hitting a moving target. As compensation, mini-missiles will be reduced in price. Some mini-missiles will no longer exist and a few new types will be added.

SRMs are getting dramatically buffed in terms of range. Their payload will probably be similar, but the emphasis will be on special-purpose missiles meant to do a particular job, rather than the general purpose missiles present in the rule books. SRM focus is on anti-aircraft and PA, with a few anti-armor weapons. SRM price is going up somewhat.

MRMs are actually roughly staying the same, although most of the missiles will be gone, replaced by a smaller number of more functional weapons. The MRMs used for anti-aircraft are getting a very large range increase. The price is also going up a lot.

LRMs will be going up dramatically in price, and their effective range, damage, and kill radius is going to be dramatically increased. Player acquisition of a long range missile is going to be incredibly unlikely. They will generally not be listed here; estimate 750k minimum for a LRM, plus several mil for a mobile launcher or silo. If you want an actual decent payload like a SFW or ATACMS, expect to pay a lot more.

Another, very significant thing: Anti-personnel explosives deal 1/3 damage to tanks, large robots, and other heavily armored vehicles. This affects only fragmentation and thermobaric weapons. Also, anti-armor weapons deal grievous (triple) damage if they hit a fleshy or lightly armored (aircraft or light powered armor) target.

Mini-Missile functions:

Note: Any weapon carrying Mini-Missiles that is less than 0.8 meters long will either be modified to be a grenade launcher (likely) or will simply not exist anymore. Most MiM weapons will be treated in this fashion.

Note 2: A direct hit from a MiM deals 2d6 MD if the rocket does not immediately explode. This is mainly for the fragmentation and thermobaric weapons, which can have time delay fuzes.

Body, Mini-Missile, Rocket: This is the basic rocket used for mini-missile launches. It is an unguided, fin-stabilized projectile. Uses WP: Rocket Launcher to operate. These cannot be fired from a vehicle rocket launcher or CR-1.
Cost: 300 credits
Effective range: 1000 feet
Maximum range: 3000 feet

Body, Mini-Missile, HYDRA: A cheap, direct fire rocket designed to be launched from aircraft. Often carries HE for general purpose use.
Cost: 1000 credits
Effective range: 26,100ft against stationary targets. Roughly 2000ft against moving targets.
Bonus: -1 to strike past 2500 feet and for every 2000 feet of distance afterwards.

Body, Mini-Missile, IRHS: This is a guided missile using a FLIR module to track an enemy target's heat signature. It is useful against aircraft and even monsters, but can be spoofed by flares, heat decoys, or by the target masking its heat signature. It is ineffective against slow-flying TK-powered TW aircraft, but highly effective against any TW device using thrust or a steam reactor. Weapon Systems skill is required for use.
Cost: 2000 credits
Effective range: 16000 feet (yeah that's over 2 miles)
Bonus: +3 to strike.

Body, Mini-Missile, APKWS: This is a laser-guided munition intended to give more life to the larger Hydra rockets. This can be purchased as a kit to upgrade existing Hydra rockets to semi-active laser-guided missiles. As it implies, these rockets are configured with a frequency on installation, and can be fired from an unguided vehicle-mounted rocket launcher.
Cost: 2000 credits for upgrade kit; typically 5000 credits for a complete unit.
Effective range: 26,100ft
Bonus: Like SALH SRMs, the target must be painted until the missile impacts. The missile travels at roughly 2500ft/s or about 5000ft/turn. Because the guidance system is not as effective, the painter is -2 to strike.

Warhead, Mini-Missile, HEAT: This is a high explosive warhead designed to take out enemy tanks and armor. It can also blow holes in structures, but the area of devastation is rather limited.
Cost: 1000 credits
Damage: 1d6*10 MD to anything hit directly, as well as anyone directly behind a penetrated wall or cover.
Blast radius: 1d6 feet (1d6 MD to anything inside)

Warhead, Mini-Missile, High Explosive: This explosive is designed to be used against aircraft and power armor and fired from a guided missile launcher or Hydra launcher. It is too heavy (3kg) to be fired from a conventional rocket.
Cost: 2000 credits
Damage: 1d4*10 MD. Unlike most explosives, it deals triple damage on a direct hit to aircraft or light powered armor. It deals its full damage on a direct hit to a tank or large robot, but otherwise is subject to the 1/3 damage penalty.
Blast radius: 15 feet

Warhead, Mini-Missile, Fragmentation: This warhead has a timed fuze, and detonates at a distance specified by the weapon systems operator. If the Weapon Systems skill is not known or if the launch mechanism is primitive, the rocket will detonate automatically after about 2 seconds (1000 feet). If mounted on a guided rocket, this munition will typically detonate within a specified distance from the target.
Cost: 500 credits; 1000 credits for guided version.
Damage: 5d6 MD.
Blast radius: 60 feet

Warhead, Mini-Missile, Thermobaric: This advanced weapon has an impact fuze that detects when it has hit an object, and continues to travel for a few fractions of a second in order to attack the interior of a protected building. It can also be configured for a time delay fuze, as the fragmentation rocket. The thermobaric warhead requires Weapon Systems to be used. The explosion creates a huge shockwave of blast overpressure, leveling structures from the inside and decimating infantry. Thermobaric weapons are unsuitable for fighting fast-moving vehicles such as aircraft; the dispersal mechanism has a small (fractions of a second) delay, making hitting a 200-300mph vehicle very unlikely.
Cost: 2000 credits.
Damage: 1d6*10 MD. Deals 1/3 damage to heavy armor. If it detonates inside a closed structure, it deals triple damage to the structure and everything inside it.
Blast radius: 45 feet

Short Range Missile functions:

All SRMs require Weapon Systems to fire.

Any weapon using SRMs that has less than a 3 meter long launch bay will be switched to mini-missiles. Vehicles with ridiculous amounts of missiles will also have their SRM payloads reduced to a number that is plausible.

Body, SRM, IRHS: This is a short range body used for visual-range air-to-air dogfights. It is best used against aircraft or fast moving powered armor or robot targets in close range battles. It includes a FLIR sensor to identify targets by heat signature, and once launched, will estimate the optimal path to the target. This missile can track the heat from airflow coming off of an aircraft, and thus any fast-moving air vehicle (faster than ~100mph) is threatened by this missile. IRHS missiles are impossible to jam with ECM.
Cost: 25,000 credits.
Speed: Mach 4 (11 2/3 miles per melee round)
Range: 12 miles
Bonus: +3 to strike.

Body, SRM, ARH: This is a longer range body used for engaging foes at further than visual range. It is expensive, but highly effective against enemy aircraft. Once an enemy has been located on radar, the missile can be fired and will track the target with its own onboard radar system. As radar accuracy improves as distance decreases, this missile is almost impossible to escape once it is in the air. The only reliable counter is ECM; pilot dodges will only delay the inevitable. Because it has its own radar unit, it can be tracked by passive radar homing missiles.
Cost: 150,000 credits.
Speed: Mach 4 (11 2/3 miles per melee round)
Range: 60 miles
Bonus: +5 to strike, but is relentless and will attack every turn until it hits something.

Body, SRM, SARH: This is very similar to the ARH tracking mechanism, but instead uses the launching vehicle's radar and requires the launching vehicle to maintain a radar lock on the target (within 60 degree radius in front of the launching vehicle; must aim other weapons manually while the missile is in flight) and is not as robust or tenacious as the ARH missile. SARH missiles can also be manually aimed by the pilot by manually aiming the vehicle's radar beam in the direction the pilot wishes the missile to go. Lastly, a SARH missile can be configured to ride an enemy's radar/radio signal to the target. This is one of the most commonly used SRM missile types, since the targets are often ground vehicles and the SARH missile is much cheaper than an active system. SARH missiles confer a -20% to ECM attempts to jam them, and have a 50% chance of ignoring chaff.
Cost: 40,000 credits
Speed: Mach 4 (11 2/3 miles per melee)
Range: 60 miles
Bonus: +3 to strike, or alternatively can use the pilot's WP: Heavy and Weapon Systems bonuses if manually guided.

Body, SRM, SALH: Similar to the SARH missile, the SALH missile relies on a remote signal in order to hit the target. In this case, however, the SALH missile tracks onto a reflected laser designation signal to find the target. The signal may be generated from the launching vehicle or an infantry-operated laser designator, or even another vehicle, as long as the signal is specified at the time of launch. The SALH missile cannot be jammed. The SALH missile can also be fired from a surface-to-surface launcher in a ballistic arc for superior range. Most SALH missiles are pre-configured to operate on a particular frequency; altering this requires a Weapons Engineer roll.
Cost: 10,000 credits
Speed: Mach 1.3 (3.7 miles per melee)
Range: 5 miles (7 if fired in a ballistic arc)
Bonus: Automatically hits whatever is painted. The painting character rolls to hit; use WP: Energy Pistol (for personal designators) or WP: Heavy Energy Weapons (for vehicle designators). Consider it a single shot, with an additional +1 to strike. Remember, +1 per turn spent aiming; if the target is stationary, the missile hits automatically with no strike roll needed (the character still needs to aim the designator, though).

Body, SRM, COLOS: The simplest SRM delivery system, this fires a fin-stabilized, semi-guided ballistic missile. It is best suited for direct fire rocket launches from helicopters or jets at a surface target, or fired from a surface-to-surface rocket launcher. It is fired at a specific trajectory, although the missile can make minor corrections in-flight. In the case of non-LOS-launches, the launching vehicle must have the necessary computing functions for determining the correct angle of attack in order to strike a designated area. Most SRM-firing aircraft are not equipped with these, but most surface-to-surface SRM launchers are. COLOS missiles are impossible to jam, have a very small radar profile when fired in a ballistic arc, and are nigh-impossible to shoot down. The most effective method for stopping them is to destroy the launcher before it fires.
Cost: 6000 credits
Speed: Approximately Mach 1; however, missiles fired in a ballistic arc reach speeds of around Mach 4 when arriving on target
Range: 7 miles
Bonus: Completely ineffective at directly hitting a foe moving faster than 100 mph. No bonus and WP Heavy used for aiming directly from a helicopter or other aircraft. For surface-to-surface launches, these weapons are effectively howitzers, without the reloading issues. If Weapon Systems is known by the spotter, the artillery team is +1 to strike.

Body, SRM, BLU: This is not a missile, but rather an unguided bomb. This must be airdropped by a high-flying aircraft. The accuracy of these are rather low, unless dropped dangerously close to the target. These are not suitable for accurate bombings and if dropped en masse, will cause massive collateral damage. This bomb "body" can be used in any size bomb, small, medium, or large.
Cost: 500 credits
Speed: less than 100 mph
Range: Maximum of 5 miles if dropped from high altitude from a bomber.
Bonus: N/A; mostly a NPC device

Body, SRM, JDAM: This is a laser-guided bomb directed by either the launching vehicle or a friendly painting the target. This weapon is extremely accurate, generally landing within 15-25 feet of its intended target. The bomb uses fins to direct itself in the direction of the designated target, but should be launched from a higher altitude to give more time for correction. This bomb "body" can be used in any size bomb, small, medium, or large.
Cost: 5000 credits
Speed: Less than 150 mph
Range: Maximum of 40 miles if dropped from high altitude.
Bonus: Laser designation must be held until bomb impacts; +1 to strike (max 3) for every round (not turn) spent painting. Weapon Systems bonus only.

Warhead, SRM, HE: This is identical in function to the High Explosive mini-missile warhead in design. It deals triple damage on a direct hit to light PA and vehicles.
Cost: 5000 credits
Damage: 3d4*10 MD
Blast radius: 60 feet

Warhead, SRM, HEAT: Identical to the HEAT mini-missile warhead, it deals triple damage to aircraft and light armored vehicles. The range of the shaped charge is much longer, roughly six meters.
Cost: 5000 credits
Damage: 4d6*10 MD to anything hit directly
Blast radius: 1d6 feet (1d6 MD to anything in the radius)

Warhead, SRM, MAC: Similar in function to the thermobaric rocket, optimized for infantry takedowns. Like the rocket version, a direct hit on a moving vehicle is highly unlikely, but due to its large blast radius, a splash hit is very likely.
Cost: 10,000 credits
Damage: 2d6*10 MD; deals triple damage to a structure and anything inside if it explodes inside
Blast radius: 100 feet

Warhead, SRM, SDB: This light bomb has massive penetrating power, making it ideal for hardened structures or bunkers. It does not have a whole lot of explosive load, so its splash is generally poor. Cannot be loaded onto a missile.
Cost: 10,000 credits
Damage: 6d6*10 MD to any structure hit. Half to anything in the splash radius. Deals triple to any vehicle it hits directly.
Blast radius: 20 feet

Medium Range Missile functions:

All MRMs require Weapon Systems to fire. MRM missiles can mount SRM warheads. MRM "bombs" use the SRM guidance kits.

Body, MRM, IRHS: In general, MRMs are not commonly used in the world of Rifts, but these IR-guided missiles are simply up-scaling of the SRM FLIR system and are very uncommon. The most popular use of this system is from a ground-based SAM platform.
Cost: 60,000 credits
Speed: Approximately Mach 3 (8.75 miles per melee)
Range: 37 miles
Bonus: +3 to strike.

Body, MRM, SARH: The most common MRM in the world, used mainly by Coalition and NGR fighter aircraft. Like the SRM, it is jam-resistant (-20%) and has a 50% chance of ignoring chaff. Also like the SRM version, it requires that a radar lock be maintained on the target in whatever way possible. These missiles have a somewhat poor kill ratio in air-to-air dogfights, since they are not as mobile as the SRM SARH missiles. The standard operating procedure for these missiles is to fire in volleys. This is also the standard theater ballistic missile defense fuselage, a role in which it performs admirably well.
Cost: 80,000 credits
Speed: Mach 4 (11 2/3 miles per melee)
Range: 90 miles
Bonus: +2 to strike.

Body, MRM, ARH: The premier radar-guided, long-range missile system. Expensive to produce, due to its sophisticated electronics and radar equipment, but the lack of ECM among common military units allows this missile to excel in an anti-armor and even anti-aircraft role. Expensive, but cutting edge. As with the SRM version, ECM is the only countermeasure.
Cost: 250,000 credits
Speed: Mach 4 (11 2/3 miles per melee)
Range: 220 miles
Bonus: +5 to strike, but will attack every turn until it hits something

Body, MRM, JSM: The god of all missiles, this weapon system is only manufactured by Bandito Arms and is the ultimate in multipurpose missile systems. This missile requires either a land-based imaging infrared system or a aircraft-mounted IIR pod for appropriate missile designation. It uses sophisticated terrain recognition guidance to skim the Earth's surface to the target, and locks on via infrared imaging obtained from the spotter or IIR pod; in layman's terms, this means flares and other IRCM are not effective. Due to its low speed and unique design, this missile is -30% to detect via Read Sensors.
Cost: 800,000 credits, but only available through select vendors
Speed: Mach 0.8 (2.3 miles per melee)
Range: 125 miles
Bonus: +5 to strike. Also performs evasive action; is +3 to dodge.

Body, MRM, COLOS: These ballistic rockets are mainly designed for area saturation with cluster munitions. COLOS missiles designed for anti-structure or anti-ship are also available for the same price, and are designated COLOS-AS.
Cost: 20,000 credits
Speed: Approximately Mach 1; however, missiles fired in a ballistic arc reach speeds of around Mach 4 when arriving on target
Range: 350 miles
Bonus: Same as COLOS SRMs, used as rocket artillery.

Body, MRM, LGMR: Much like the SALH short-range missile, except these cannot be fired from an aircraft platform. These are direct upgrades to the COLOS system, and are designated via laser aiming module rather than simply a series of coordinates. As a result, they are frighteningly accurate.
Cost: 30,000 credits
Speed: Approximately Mach 1; however, missiles fired in a ballistic arc reach speeds of around Mach 4 when arriving on target
Range: 37 miles
Bonus: Same as SALH SRMs; used as artillery.

Warhead, MRM, HE: There is nothing complex about this warhead; it's little more than 200 pounds of high explosive shape-charged into an anti-structure weapon. It will decimate anything it hits, but the blast radius is relatively small.
Cost: 50,000 credits
Damage: 6d6*10 MD to everything in the splash. Triple to anything hit directly, but this is primarily used as an anti-structure weapon. It can be fitted on any MRM body, though...
Blast radius: 60 feet

Warhead, MRM, DPICM: The most frightening weapon on the battlefield. This weapon has an unparalleled effect radius, as it delivers hundreds of cluster bombs inside the targeted area, dispersed as the missile flies overhead. This hurts any chance of effective countermeasures, as anti-missile systems must target hundreds of DPICM bomblets rather than a single missile. This can only be mounted in the COLOS and LGMR as well as medium-sized JDAM bombs. The best countermeasures currently in place are theater ballistic missile defense, using SARH high-explosive SRMs to intercept the missile before the bomblets are released. This warhead can also be purchased with a configuration for delayed detonation in order to generate a minefield on the fly. It is advised that the forward observer calling for this strike be well outside of deployment range.
Cost: 250,000 credits
Damage: Everything in the effect radius is hit with 2d6 submunitions inflicting 1d4*10 MD. The munitions deal full damage to both light and heavy armor, but triple to soft targets.
Blast radius: 900 feet

misc notes:

BVR-AS mrm range: 350km (~220 mi)
BVR-AA mrm range: 200km (125 mi)
BVR-AA srm range: 48km (30 mi)
WVR-AA srm range: 20km (12 mi)
WVR-AS srm range: 8km (5 mi)

Cost of HE explosive: ~300c per kg
Cost of plastique: ~600c per kg

Gun Errata and Ammo Cost Breakdowns

I'm not errataing every gun in the game, so this shit is on a case by case basis when you ask me for the gun.


Plate, Hybrid Composite (armored vehicle/robot armor): 10,000c per 1sq. ft plate, repairs 40 MD
Plate, Ballistic Steel (body armor/power armor): 500c per 1sq. ft plate, repairs 30 MD
Mesh, Carbon Composite (soft body armor only): 100c per sq. ft, repairs 10 MD
Plate, Hardened Steel (unarmored vehicles): 50c per 1sq. ft plate, repairs 5 MD

Mini E-Mag: 500c each, 50c to recharge
Short E-Mag: 1000c each, 100c to recharge
Long E-Mag: 2000c each, 400c to recharge
Canister E-Mag: 8000c each, 1100c to recharge
Triax FSE-"Clip": Doesn't exist; ignore FSE mag sizes and bonuses

Standard Rail Gun Rounds: 150c for 300 round belt including plastic box and cloth ammo pouch
Triax DU Rail Gun Rounds: Don't exist (DU rounds for chemical propellant guns only)
Bandito BB Light Rounds: 20c per round
Bandito BB Heavy Rounds: 40c per round
Wilk's CFT Rounds: 5c per round

7.62mm NATO Ammunition: 100c for box of 300; mags typically cost about 30c; add an additional 50c for linked ammo (per box of 300) (6d6 SD or 1/2d6 MD)
M1 .50cal Ammunition: 1c per round (1D6)
Wellington API .50cal Ammunition: 3c per round (1D6+1)
Wellington HEAP .50cal Ammunition: 10c per round (2D6+1; can't be fired from automatic weapons)

Wellington/Triax HE Shotgun Slugs: 20c per round (used in all CS and Triax 'pump' guns, 4d6)

GAW 20mm HE: 150c per round
GAW 20mm APDS: 250c per round
GAW 30mm HEI: 400c per round
GAW 30mm APDS: 500c per round

Primer, mortar (1000ft): 50c each

Grenade, Smoke: 50c each
Grenade, Tear Gas: 15c each
Grenade, Flashbang: 100c each
Grenade, Frag: 200c each
Grenade, Plasma: 500c each
Grenade, Dual-Purpose: 500c each
Grenade, Micro-Fusion: 800c each
Grenade, Naruni Fragmentation: 500c each
Grenade, Naruni HE: 800c each

Mortar, 60mm HE: 500c each
Mortar, 60mm Smoke: 100c each

Naruni Slimline Plasma Cartridges (3d6 MD) : 25c per round
Naruni Light Plasma Cartridges (5d6 MD): 45c per round, 100c for mag (9rd or 30rd, same price)
Naruni Standard Plasma Cartridges (10d4 MD): 80c per round, 100c for mag (20rd)
Naruni Heavy Plasma Cartridges (10d6 MD): 120c per round
Naruni Superheavy Plasma Cartridges (20d4 MD): 200c per round, 500c for mag (8rd)

*if Smart, add 10k to price


Scopes: In a bizaare twist of rule breaking awesome, scopes lower target numbers to hit things. They are not cumulative with laser aiming modules or front grips. Note that any aiming device MUST be adjusted and can be knocked loose from any hard fall, including being paradropped, getting crit, or any knockdown. If used after being knocked loose, the weapon suffers automatic misses (natural 20 still hits).

Calibrating a scope requires at least 3 aimed shots (at least +1 aim) at any target where a hit location can be judged. The exception is the JA-12 (and similar guns) which has a painting laser setting and can be calibrated with one painting laser "shot," even without Aim.

-2.5x zoom lowers 50ft-1000ft target number by 4.
-4x zoom lowers 1000ft-2000ft target number by 4.
-A conventional adjustable glass 2-6x scope of high quality (don't buy a bad quality scope, you will pay for it) costs roughly 1500c. The same price can also buy a 3-9x scope, if very long distance shooting (~1500m) is a big issue. Since lasers don't actually shoot that far, my guess is probably not.
-Super high quality (+1 to strike with aim) doubles price. Somewhat uncommon.
-A wide angle, extended eye relief glass scope adds 1000c to the price. This is mandatory for people with elongated facial structures.
-Reinforced glass lenses cost an additional 1000c but are much less likely to be knocked loose if damaged. This does not necessarily stop the scope coming loose from its mount after a drop.

-Numerous manufacturers make an automatic digital rangefinding scope similar to a digital camera. These provide no special bonuses to strike, but range the field of view as needed for the shooter. They also have an electronic zeroing method, must be dialed in by hand. 5000c. These scopes are more suitable for sniping than for combat, and may lose their zero or even break if the weapon takes a hard fall.
-Numerous manufacturers also make nightvision and infared scopes. NV scopes typically range in the 6000-7000c range, while thermal scopes range around 15k to as much as 30k. All have auto rangefinding as above.

Laser Aiming Module: Requires an undercarriage slot. Gives a +1 to strike when using Aim (intial aim +2, subsequent aim +3, +4). 1000c.

Reflex Sight: Requires a scope mount, but gives the same bonus as a LAM. 1000c for a red dot. A holographic reflex sight costs much, much more, but has gyroscopic stabilization, so if it is knocked loose it will automatically adjust. 25,000c.

Front Grip: Requires an undercarriage slot on a rifle-sized weapon. Gives +1 to strike when not using Aim. 100c.

Bipod: Requires an undercarriage slot on a rifle-sized weapon. Gives a flexible supported firing position. If used properly, allows for machinegun-sized bursts. +1 to strike when deployed and in use. 100c.

Tripod: Required for large weapons to be able to fire. Most large weapons cannot be used without a tripod. Even if they are, be aware that machinegun-sized bursts require a supported position. 500c.

Vehicle Mount: If a vehicle doesn't have a weapon mount (such as a civillian truck) a mount will need to be added for a weapon emplacement to be usable. 500c. Space is needed, ask before you assume things.


Remember, all handguns are half range.


Hand Grenades: All grenades have a 70 foot + 2 * PS effective throwing range. Double this distance if using Supernatural/Robot PS.
Rifle Grenades: All rifle grenades have a 1200ft effective range.
Rifle Grenade Launchers: Most are limited to 1 shot.

Grenade, Frag: 3d6 MD, 60 foot radius (note: Armorers and Demolitionists can make frag grenades with 120ft kill radii, same dmg)
Grenade, Plasma: 5d6 MD, 30 foot radius
Grenade, Dual-Purpose: 6d6 MD, 20 foot radius (rifle grenade only)
Grenade, Micro-Fusion CS: 6d6 MD, 45 foot radius
Grenade, Naruni Fragmentation: 4d6, 60 foot radius (note: if K-HEX is available, custom 120ft radius grenades are possible)
Grenade, Naruni HE: 6d6, 45 foot radius

Note: Naruni grenades must be purchased separately for hand or rifle; they do not do double duty

Autocannon, 20mm HE: 4d6 per round, half to 20ft splash radius
Autocannon, 20mm APDS: 4d6 per round, deals full to heavy armor
Autocannon, 30mm HEI: 6d6 per round, 60ft splash radius; deals fire damage
Autocannon, 30mm APDS: 5d6 per round, deals full to heavy armor

Mortar, 60mm HE: 4d6 MD, 60 foot radius


Missiles deal the normal point blank explosive damage on direct hits (ow!)
Missiles deal full damage to everything in the splash


-Mag size reduced to 12 (huge nerf!!)
-3-round burst damage still deals triple
-Range reduced to 1200ft

Bandito Arms

The Bandito
-MDC changed to 30

Bandito BB Light Rounds: Deals 15 MD of effective knockback magnitude in addition to listed damage (15+1d6)
Bandito BB Heavy Rounds: Deals 25 MD of effective knockback magnitude in addition to listed damage (25+2d4)
Note: This KB magnitude is cumulative with multiple hits in the same attack

Bandit IP-10 Ion Pistol
-No strike bonus

Bandit LP1 Laser Pistol
-Range reduced to 300 feet
-Payload is still 20 rounds
-No strike bonus

Bandit BB Revolver
-Uses BB light rounds
-No HF

Bandit BB Sawed-Off
-Cannot be fired one-handed, ever
-Uses BB heavy rounds
-No drum version (buy the BB Shotgun)
-No HF

Bandit BB Shotgun
-Cannot be fired one-handed, ever
-Uses BB heavy rounds
-No double-barreled version (buy the BB sawed-off)
-12 round internal magazine, hand-loaded (1 APM per round)
-No HF

Bandit 5000 BB Rail Gun
-Uses BB light rounds
-Causes KB as BB light rounds
-Comes with bipod standard; if fired supported, high PS is not needed
-1d6 damage per round, normal machinegun burst sizes allowed
-Can be fed with the standard 60 round drum or a 300 round belt
-No laser targeting

Bandit 5500 Rail Gun
-Uses standard railgun rounds
-Comes with bipod standard; if fired supported, high PS is not needed
-1d4 damage per round, normal machinegun burst sizes allowed

Bandit 6000 Grenade Launcher
-Uses standard rifle grenades
-Normal burst sizes
-Bursts deal full damage per grenade to everything in the area of the attack
-Both WP: Heavy AND WP: Machinegun are required to use large sized bursts
-36 round drum
-Reloading drum is dependent on availability of replacement drum; 4 actions if it is immediately present near the gun, more if it must be retrieved from a backpack
-Half range (1000ft)
-No laser targeting available (wtf palladium)

Chipwell Armaments

Chipwell RPA does not get RPA Combat skill bonuses. In the event that someone actually has RPA Elite for a Chipwell design, I suppose we could give them Basic for their trouble. A massive overhaul of a Chipwell to allow for RPA Basic to function is basically impossible (complete replacement of all motor systems AND thousands of man-hours of computer programming for scripted RPA movement routines). Due to their clunky operation, Chipwell machines are -3 to parry and dodge unless the RPA Combat Basic skill is known.

Chipwell RPA ALL use Long E-Mags as power supplies. 2 Long E-Mags for approximately 24 hours of use. Adding in a fusion reactor is a 750k expenditure (1 mil for a NG reactor) plus installation. This includes the Assault Suit (does not have a stock fusion reactor).

Most unmodded Chipwell tech has reliability issues, especially if crits are scored against them. A character with appropriate repair skills can correct many of these problems. Due to the relatively low level of armor protection, big hits will still cause mechanical failures in a Chipwell suit.

Chipwell RPA is very high demand.

CAI-50 Challenger
- Height increased to 10 feet
- Weight increased to 400lbs
- No longer a true exoskeleton; pilot sits in a very cramped pilot's compartment (similar to the GB pilot compartment)
- Cosmetically a little bulkier, similar to the Samson
- No targeting system; has only a basic HUD with 4x telescopic vision
- Stock radio distance is 1 mile, no encryption

CAI-100 Warmonger
- MDC increased to 80, no longer SDC
- PS reduced to 16R
- Cost reduced to 75k
- MIM launcher has 2 shots (not 6), is slaved to the shoulder, and costs 25k (total cost with launcher still 100k)
- No random environmental failures
- No optics of any kind. If MIM launcher is installed, has a separate HUD of the launcher, has FLIR, and up to 8x zoom. It's clearly a CR-1 knockoff viewfinder that is wired to the HUD in the most ghetto way possible.
- Stock radio distance is 1 mile, no encryption

Coalition States

All CS handguns
- Range reduced to 300ft (instead of 400ft)

-Range reduced to 150ft (instead of 400ft)
-Payload reduced to 3
-Uses 12ga shotgun slugs

-Scope is now a auto-rangefinding electronic scope.

-Uses long E-Mags (normal payload)
-Canister gives an extra double payload (up to 3x normal)

-3-round burst is as listed (does triple)
-Stock LAM

-3-round burst is as listed (does triple)
-No stock LAM


Note: All Kittani energy weapons use Kittani mags, not American ones

- Weight increased to 10lbs
- Damage reduced to 2d6+6
- Burst size standard
- Range reduced to 2000ft

- Changed to a submachine gun
- Burst size standard
- Front grip standard (can be removed if desired)
- Payload increased to 30/long

- Weight increased to 16lbs
- Grenade launcher removed
- Damage increased to 5d6+6
- Range increased to 4000ft
- ROF single shot only
- No standard scope, but electronic auto rangefinding scope is the normal purchase (+5000c)

Naruni Enterprises

Micro-Missiles do not exist, ignore all weapons that use them
Naruni light cartridges are roughly 9x80mm
Naruni standard cartridges are roughly 12.5x110mm
Naruni superheavy cartridges are roughly 30x140mm

- Range reduced to 200ft (instead of 250 for half range)

- Payload reduced to 4 shots (magazines cost the same ~!)

- Uses Naruni slimline cartridges
- Damage reduced to 3d6

- Max ROF 3 shots per round
- 1 action delay between each shot
- No standard scope; this isn't a change, just a reminder

Naruni Wave 2 (in general)
- unless listed here, ask before assuming you can buy it

Naruni Ripper Blades
- Double cost
- Can't be TWed (self destructs if tampered)

- can't load other ammo types (only standard cartridges)


- Weight reduced to 15lbs
- Single or 3-round burst only, standard burst damage (x2)
- Uses NE Light plasma cartridges
- Damage increased to 5d6 MD
- Grenade launcher is single shot (like other rifle grenade launchers)
- Cost reduced to 55,000c

NE Classic Series
- Only available as 6-shot, .45 Colt revolver (typically Colt Single Action)
- Range 150ft
- Uses Naruni light cartridges (5d6 MD)
- Requires WP: Revolver

- renamed to NE-78H
- Range increased to 3000ft
- Payload reduced to 1 shot, chamber-fed, bolt-action
- Cost reduced to 65,000c
- Takes 2 actions to reload with Bolt Action Rifle, 3 otherwise
- Max ROF 3 shots per melee (instead of 2 per 6 min)

- Weight reduced to 45lbs (!)
- PS requirement reduced to 18(n), 8(s) for use as a shoulder-fired weapon
- Fully automatic machinegun (max 20 round bursts, normal burst size). Damage still 2d6
- Naruni energy battery provides 120 rounds as listed, American long E-mag provides 20 rounds as listed
- Range reduced to 2000ft
- No Servo-Rig technology

- Standard automatic laser (up to 5 round bursts)
- Uses American long E-mags (made for US market)
- No undercarriage mount; has a scope mount
- 6-round grenade drum, single shot

- Using unsupported is impossible, MUST be tripod-mounted or on a stable (ideally quadruped) RPA, or possibly a jet fighter
- Uses light plasma cartridges (5d6)
- Ultra-high ROF (40 round burst for x11)
- Maximum payload unlimited via linked belts (+1 credits per round for belted ammo)
- Requires hearing protection
- Range increased to 2000ft

Naruni Thermo-Kinetic Armor
- Doesn't exist

Naruni Forcefields
- Not sold on Earth

New Navy

-Half payload (15 shots)

-Doesn't exist

Northern Gun

-Doesn't exist

-Uses standard railgun rounds
-2d4 MD per round, standard burst sizes apply

-Cost reduced to 1000c, can be reloaded in 3 melee actions

-Half magazine size of laser
-Explosive round launcher uses shotgun rounds, 1 round chamber with pump extractor
-Explosive round damage increased to 4d6
-No bursts allowed for explosive rounds


DU Rounds
...sadly, DU isn't magnetic.

-Range reduced to 150ft
-Payload reduced to 3
-Uses 12ga shotgun slugs
-No 'speed loader' option (wtf)

-Range reduced to 600ft
-No 'speed loader' option
-Uses 12ga shotgun slugs

Wellington Industries

-Doesn't exist

-Doesn't exist

-Medium and Heavy SAWS don't exist
-Light SAWS payload is 2,
-Can be configured for radar, motion detection, with an IR or microwave fence trigger, or guided manually, but must use IRST to lock and fire. IRST cameras can be used to paint an infrared image of the target, that can be tracked by SAWS units. All SAWS can be configured to operate from a single radio-equipped computer terminal (including a vehicle).

Wilk's Laser Technologies

All Wilk's-Remi weapons are semi-auto (not full auto)

Remi 150
-30 round mag

Remi 157
-use standard burst size