New Equipment
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This is a small list of creations designed for Rifts®
though they could certainly be altered to work in another game genre.
Equipment List:
Clipswitcher, created by Brett Hegr
Common Shields, created by Brett Hegr
Data Scrambler, created by Brett Hegr
HD Wear, created by Brett Hegr
Wilk's Power Harness, created by Brett Hegr
These clever devices are strapped onto the leg of a gunslinger, up to
one per thigh, and allow him to switch E- clips via a micro- robotic arm
on the ClipSwitcher. A velcro strap can be affixed to the firearm -
it has a small button on it that can be pushed to activate the arm, plus
there is also a small wire strap to assist in orientation of the clip-
exchanging robotic arm. The straps and wire are small enough such that
a pair of each could be put onto one firearm, and two Clipswitchers could
provide double the rate of automatic clip switching - but only on one
weapon.
The clip exchange is automatic, but the user of the switchers and
weapon must perform some other action other than using the weapon to be
refilled. Whether that action is a kick, punch, body block, or the firing
of another weapon the action cannot involve the use of the firearm
being reloaded by the ClipSwitcher.
Weight: 1lb, 2lbs when loaded with three E-clips.
Mega-Damagetm Capacity: 10,
but even destroying 5 of it will render the ClipSwitcher inoperable.
Penalty when Targeted: A ClipSwitcher is -5 to be struck
when targeted by a called shot.
Rate of Use: Can exchange one clip per melee (two switchers
could be used to double this but could only work upon a single firearm,
or instead two switcher could work on two guns).
Effective Range: Worn and one or two guns.
Payload: One ClipSwitcher holds three standard or long E-Clips
on the storage panels, but for 2,000 credits it can be modified to hold
a maximum of two heavy energy weapon clips (possibly two E-Canisters or
two clips for rail gun weaponry).
Black Market Cost: 10,000 each, clips sold separately!
Avaliability is high and so is demand.
Common Shields
These are the statistics of the most common shields found in the North
American area. Other parts of the world probably have comparable shields.
High tech places, like Atlantis and Japan, would certainly have models
with more damage capacity and/or a lighter weight (about a 15%-25%
improvement). Be sure to look at this
Information on Shields that I've put together.
Small Shield
This shield is about a foot and a half in diameter, lightweight, and
held by the hand. It is basically a buckler, and provides excellent
parrying ability. However, the shield does not have a great amount of
M.D.C.tm On a bashing or throwing attack,
it does 1d4 S.D.C.tm damage plus the P.S.
bonus of the attacker. Those with supernatural inflict an additional +1
M.D.tm to their punch damage instead.
Weight: 4 lbs
M.D.C.tm: 20
Bonuses: +1 to parry
Penalties: -3% to Prowl, -5% to Climbing, and -10% to
Swimming if held.
Black Market Cost: 4500 credits
Standard Shield
This shield has a radius of one to two feet and is strapped to the
arm. It is useful in enclosed areas and in melee combat, as it can
absorb a fair amount of damage and is large enough to provide a good
means of defense. On a bashing or throwing attack, it does 1d4
S.D.C.tm damage plus the P.S. bonus
of the attacker. Those with supernatural inflict an additional +1
M.D.tm to their punch damage instead.
Weight: 7 lbs
M.D.C.tm: 30 (up to an extra
10 can be added).
Bonuses: +2 to parry
Penalties: -7% to Prowl, -15% to Climbing, and -35% to
Swimming if held.
Black Market Cost: 8000 credits
Riot Shield
This shield is essentially the same as a standard shield, but it has
a little more M.D.C.tm and has the
added bonus of having a clear portion (about 25% of the shield's
surface) that allows the bearer to look through without catching a
bullet in the head. It is also a little more durable. On a bashing
or throwing attack, it does 1d4 S.D.C.tm
damage plus the P.S. bonus of the attacker. Those with supernatural
inflict an additional +1 M.D.tm to
their punch damage instead.
Weight: 7 lbs
M.D.C.tm: 40 (up to an extra
20 can be added).
Bonuses: +2 to parry
Penalties: -7% to Prowl, -15% to Climbing, and -35% to
Swimming if held.
Black Market Cost: 11,000 credits
Body Shield
These are large shields, typically four feet tall by two feet wide, that
provide almost total coverage of the body. On a bashing attack, it does
1d6 S.D.C.tm damage plus the P.S. bonus of
the attacker. Those with supernatural inflict an additional +2
M.D.tm to their punch damage instead.
These shields cannot be thrown much farther than 20ft, and only do damage
equal to a punch from the shield thrower.
Weight: 12 lbs
M.D.C.tm: 60 (up to an extra
20 can be added).
Bonuses: +4 to parry
Penalties: -20% to Prowl, -45% to Climbing, and Swimming is
impossible if held. Also cut running speed by 20%, due to the size.
Black Market Cost: 14,000 credits
This is a full body shield with some special features that enhance
it's use in a heavy combat situation. There is a M.D.tm
plexiglass viewing area with a light tint to improve visibility. There
are also two gun ports about two inches wide to the lower left and lower
right of the rectangular viewing area. These gun ports can be opened
and closed with the touch of a button on the inside of the shield.
The bearer can hide behind the large shield and fire at targets from
a well- protected area with only a -3 penalty to strike. Anyone with
a Weapon Interface (found here)
suffers only a -1 penalty.
The shield even comes with several straps attached to the inside edge,
allowing a warrior to store a couple E-Clips and any weapon smaller
than a rifle on the inside. The viewing area also has a thermo-imager
integrated into it (2000ft range), allowing a gunner to fire in the
dark or in most forms of smoke. A different optic enhancement (only one)
can be substituted for 2000 extra credits, and takes an extra two days
to get the shield modified or sent. On a bashing or throwing attack, it
does 1d6 S.D.C.tm damage plus the P.S.
bonus of the attacker. Those with supernatural inflict an additional
+2 M.D.tm to their punch damage instead.
Weight: 14 lbs
M.D.C.tm: 60 (up to an extra
20 can be added).
Bonuses: +4 to parry
Penalties: -20% to Prowl, -45% to Climbing, and Swimming is
impossible if held. Also cut running speed by 20%, due to the size.
Black Market Cost: 22,000 credits
Plasma Shield
This is another specialized shield for combat, that has an added
attack function. Two to six convex circles (plasma ports) are situated
on the outside surface of the shield. Inside is an E-Clip port and a
trigger. Pulling on the trigger makes the plasma ports fire a strong,
short range blast of plasma energy that affects an immediate area.
The problem is just that - the blast can't be focused and concentrated
like it can with a firearm. However, it is still a popular item.
Techno-wizardstm get a kick out of
altering or replacing the attack function with something different,
like an energy charge or a defensive spell.
This shield is the size of a standard one. On a bashing or throwing
attack, it does 1d4 S.D.C.tm damage
plus the P.S. bonus of the attacker. Those with supernatural inflict
an additional +1 M.D.tm to their
punch damage instead. If the shield drops down to under 10 M.D.C.tm,
the plasma attack system ceases to function, and it will cost
2d4x1000 additional credits to get it working again.
Weight: 9 lbs
M.D.C.tm: 50 (up to an extra
25 can be added).
Mega-Damagetm: 6d6
Rate of Fire: Can be fired up to twice per melee
Effective Range: Affects an area about six feet
wide and ten feet long in front of the shield.
Payload: 10 blasts from a standard E-Clip, or 15 from a long
one.
Bonuses: +2 to parry
The plasma blast hits everything in its attack area, so don't
roll to strike.
Penalties: -7% to Prowl, -15% to Climbing, and -35% to
Swimming if held.
Black Market Cost: 18,000 credits
Vibro-Shield
This is a standard shield with a sharp (sometimes jagged) rim. This
allows the bearer to use the shield in a slashing or stabbing attack,
to cause mega- damagetm. The shields
come in two forms - kite and circular. The circular shields can be
thrown farther and more accurately but don't have the same attack
capability as a kite shield, which has a pointed edge useful for
striking.
On a bashing attack, it does 1d4 S.D.C.tm
damage plus the P.S. bonus of the attacker. Those with supernatural
strength inflict an additional +1 M.D.tm
to their punch damage instead.
Weight: 6 lbs
M.D.C.tm: 40 (up to an extra
20 can be added).
Mega-Damagetm: 2d4 on a slash or
throw. For a kite shield, add an extra +1d4 to the slash damage. Circular
shields do an extra +1d4 on a throwing attack.
Bonuses: +2 to parry and +1 to strike. Circular shields are
+1 to strike when thrown (they're aerodynamic).
Penalties: -7% to Prowl, -15% to Climbing, and -35% to
Swimming if held.
Black Market Cost: 16,000 credits for either kind (circular or
kite).
Data Scrambler
A data scrambler can be used for several purposes. The two most common uses
are to disable enemy machines and to cover a hacker's tracks in a computer
system. The scramblers use randomizing algorithms and electromagnetic
energy to thoroughly wipe out the stored information in electronic devices.
Scramblers provide a means of neutralizing enemy machinery without causing
permanent damage to the devices. It takes a small amount of effort to
restore the device to working order, but all data stored previous to the
use of a scrambler is lost (so a hacker's infiltration is nearly
impossible to detect).
Once the information in a computer system or machine is scrambled, it
will cost 1d6+4 percent of the device's black market cost to restore to
working order. Restoration of the operating system and data storage
normally takes 1d4 days, and must be performed by someone experienced
in computer programming and repair. A good hacker, operator, or someone
with the Telemechanics psi-ability can partially reconstruct 1d4x10% of
the files in a scrambled computer core with a couple days of work. No
technician can never totally restore functionality without 4d4x1000
credits in tools and labor. It also costs that same amount to return a
borg or robot to full working capacity.
Scramblers are palm- size micro- computers with their own internal energy
supply. They have a light electromagnetic clamp, so they can be attached
to virtually any surface. The devices must be placed near the infomation
center of the machine to be effective. They need to be placed on the
main body of a robot vehicle or power armor, or on the frontal area of
a transport vehicle. Large vehicles/ robots might necessitate the internal
placement of a scrambler.
Weight: 2 lbs
Effective Range: Six inches
Duration: The data scrambling is permanent until repaired. The
effects normally take place within 2d4 melees. Borgs and aritificial
intelligences partially recover, and function with the listed penalties
after a 2d4 hour period of inactivity.
Save Throw: Roll a save throw with a difficulty of 12 or better.
However, the affected machine must save until it fails - the scrambler is
persistent and remains active for 2d4+2 melees. Once the machine fails, it
ceases all operation. Borgs and intelligent machines get a +3 save
throw bonus.
Penalties: Any scrambled device is totally non- functional. While
rolling save throws, a computer is -30% to be operated, programmed, and
hacked. It also takes twice the normal time to load and execute programs.
Robot vehicles, power armor, and other combat machines lose two attacks
per melee, have no initiative, have a -6 on all combat rolls, do half
damage on all attacks, and have a -30% on skill performance (if an
artificial intelligence).
Black Market Cost: 3000 credits
This is different from normal body armor and normal mega-damagetm
clothing in that it is a bridge between both. It is lightweight,
comfortable, inconspicuous, and effective. A full suit of heavy
HD Wear plus an environmental seal bodysuit (ESB) can provide
a total of 107 mega-damagetm
at a cost of 39,000 credits. A full suit of light HD Wear without
the helmet or ESB (but with gloves and boots) provides
a total of 46 mega-damagetm
at a cost of 16,000 credits. It becomes possible to equip large
miltary forces with armor suited to the situation, and replacement
is easier to deal with also.
The term "Light HD Wear" applies to things like mega- damagetm
karate gis (the loose- fitting jacket and pants you always
see), bomber jackets, sweatpants- appearing trousers, military fatigues,
company/ royal/ gang/ squadron uniforms, and similar things. Heavy
wear applies to parkas, overalls, armored jackets, armored fatigues,
and also to special uniforms as with light wear.
The only drawback is that the armor isn't normally environmentally
sealed - a large part of the cost of conventional body armor. But
then, if a kingdom doesn't often run into nuclear, biological, and
chemical (NBC) contaminants that often it is economically sound
to equip soldiers with ESBs on a need- to- have basis.
Armor Rating: To the base A.R. of the unclothed character
(a 4 normally) add a +1 for gloves, +1 for boots, +2 for a helmet,
+4 for pants, and +6 for a jacket. A roll under or tying the boosted
A.R. means the HD Wear takes the damage - a roll over means the wearer
takes it! HD Wear can be worn over most forms of body armor (just buy
a size or two larger!) to supplement damaged armor or to provide a
lightweight, low- cost alternative to armor enhancement.
Consider this armor separate from natural body armor - and apply only
the higher of the two A.R.'s in this case or any similar one. If a HD
Wear item is destroyed, its bonus obviously can't be added to the A.R.
And only get into the details of which armor is destroyed when really
necessary - rules for hit location and partial armor are never as good
as a sound GM judgement call.
Repair: Standard rates at a -10% discount. Unfortunately,
HD Wear takes special equipment to repair/ tailor, so only a few
shops will have the capacity for this. They will usually be able to
exchange comparable items for replacements while damaged items are
sent away for repairs (usually costs another -10% less for the
inconvenience) but if the "loaner" is destroyed the shop usually
charges the normal repair rate (no discounts) +20% as the replacement
fee (but you still get your jacket back!)
Weight: Avg. of 4 pounds per light item and
8 per heavy item (halve those for footwear and helmets - gloves have
negligible weight).
Mega-Damagetm: 15 for light,
25 for heavy, -5 for footwear and helmets (light HD boots have 10, etc.),
light gloves have 3 each, heavy gloves have 6 each, and an environmental
seal bodysuit has 5 (but is always protected by more HD Wear).
Bonuses: +1 to roll with punch/ fall/ impact when a light
HD Wear jacket or pants is worn and +2 when a heavy one is worn. Do
not increase the bonus for multiple items and only use the highest
bonus (absolute limit of +1 or +2).
Penalties: No Prowl penalty for a light item, helmet, gloves,
or the bodysuit, -2% to Prowl for a heavy item, -1% to Prowl for light
footwear, and -2% to Prowl for heavy footwear.
Black Market Cost: Light HD clothing items cost 4,000
credits and heavy ones cost 8,000 (knock off 1,000 credits for
helmets and add 2,000 credits for footwear), and gloves run 2,000
credits. A ESB costs 10,000 credits and (combined with a helmet
and air supply or air filter) will provide complete protection against
NBC agents. Add +5% to +30% to the cost for fashionable, customization,
and/or good tailoring.
For Contemporary Games: Wanna use this in Nightbanetm?
Double the credits cost to get the price in dollars, and also double
the mega-damagetm to get the protection
in S.D.C.tm
Wilk's Power Harness
Wilk's has developed their own power system to combat the popularity of
the Northern Guntm self- charging power pack.
This is a combat vest that has four slots in the front and six in the
back for E-Clips. There are also two power cables and dummy clips included
with the sale, for the convenience of powering two weapons at once. The
dummy clips are put into weapons in place of the E-Clips, and the power
cables are attached to the vest near the hips of the wearer. The result
is that up to two weapons can be rigged to use the energy of a total of
10 E-Clips.
Though it doesn't regenerate energy, the vest has the luxury of using a
power source that is easy to replace. The vest also has a small readout
that displays the energy level of each of the E-Clips. Removing an
E-Clip from the vest takes one melee action, as does removing the vest
(it is rigged with a quick-shed system). The vest also has 15 M.D.C.tm
and is -2 to strike on a called shot, while the power cables and dummy
clips have 4 M.D.C.tm and are -8 to strike
on a called shot. If the vest takes damage, it can function down to 6
M.D.C.tm Lastly, the vest comes in black,
white, and several camouflage colors.
Weight: 4 lbs unloaded, 6 lbs fully loaded with clips.
Payload: Up to 10 standard E-Clips can be put into the slots.
The number of shots provided to weapons depends on the weapons themselves.
Penalties: Causes a -5% penalty to Prowl.
Black Market Cost: 18,000 credits (E-Clips not included)
Information on Shields
Mega-damagetm shields can parry all
S.D.C.tm attacks without taking any damage
at all. Note that parrying bursts from automatic weapons is not possible
with any shield except a full body shield. The shields are also able
to parry melee attacks from M.D.tm melee
weapons (like vibro-blades and magic weapons) without taking damage. If the
attacker possesses supernatural strength and is attacking with his body
or a weapon, the attack does half damage to the shield and none to the
shield bearer. Powerful weapons, like the Wilk's S3 Lightsaber and the
hammer of the god Thor, do half damage also. In these cases, the shields
cannot parry all of the sheer power of the attack. Explosions do
full damage, as to energy attacks, rail guns, and missiles, but the shield
still protects the shield bearer from damage.
Shields are useless against stomps, rams, crushing/ gripping attacks,
and large thrown objects. GMs should use their discretion when a character
wants to parry a punch from a 30ft tall robot with their shield. I would
have to say the shield isn't much good (both the character and the shield
absorb half the damage, with the character soaking up whatever the shield
couldn't). The same would go for an immensely strong supernatural monster
(over a P.S. of 50), gods, and supernatural intelligences. Shields are most
effective against a comparably sized opponent.
Additional M.D.C.tm can be added to a
shield at a cost of 1000 credits per 5 M.D.C.tm
(each increase adds another pound), up to 125% of the standard M.D.C.tm
of the shield. The shield can also be made 15% lighter (adds another +1
to parry), but this costs 25% of the shield's value after extra M.D.C.tm
is factored in. Both of these improvements must be purchased at the
time of the shield's purchase/creation. Such special orders typically take
1d4+3 days at a place with regular trade (like in a city), and double to
triple the time if the trade is infrequent. Some shops might not be able
to do special orders at all, because they could operate differently than
other stores or have little control over the acquisition of merchandise.
The stores that can do special orders can also acquire giant sized
shields for robots or beings around 10ft tall (double the cost of the
shield type and double the damage capacity) and for 20ft tall (triple
the cost and the triple damage capacity). GMs can extrapolate on this
logic to come up with prices for shields for even larger shields. The
bigger the shield, the more it will cost and the harder it will be to
acquire. The CS doesn't mess around with shields much, so mostly it
is the Northern Guntm, Wellington
Industriestm and Golden Age Weaponsmithstm
who deal with shields in the Americas.
Custom paint jobs can range from simple colors or camouflage (1000
credits), airbrushed artwork (1500 to 2500 credits), or even a realistic
hologram graphic (at least 3000 credits). Larger shields cost more to
paint, too. Asking for a large number of standard paint jobs (ten or
more shields) can decrease the price per unit. This is a move by paint
shops to get business from kingdoms and mercenary outfits.
Vibro-spikes can be added to increase the M.D.tm
done on a bashing attack, at the cost of 1800 credits per spike. One spike
does 1d4 M.D.tm, two or three do 1d4+1, four
to six cause 1d6, seven to ten cause 2d4, and ten or more cause 2d6 damage.
2d6 M.D.tm is the maximum damage possible,
but more spikes can be added for show. For every eight spikes, add another
pound to the weight and the shield loses any bonus to strike when thrown.
The spikes add weight and reduce the aerodynamics of the shield (if it
had any).
Techno-wizardstm can instill up to two
spells in a shield. The spells normally affect the shield only, but some
extra tinkering can allow it to affect the bearer (either as a useful item
or as a trap). I'm not going to go too in-depth on this subject at the
moment. Perhaps an inventive techno-wizardtm
could use a Mystic Portal as a means of turning a ranged attack against the
attacker? Maybe by using a Time Hole spell, a storage area can be created
inside the shield? Using Fly as an Eagle, the shield could be thrown and
return to the character, or even allow him to fly. Possibilities are always
endless. However, the most common spells include:
- Globe of Daylight (the shield glows)
- Turn Dead (shield acts similar to a holy symbol)
- Armor of Ithan (gives greater protection capacity to the shield)
- Impervious to Fire (makes the shield fireproof)
- Impervious to Energy (makes the shield impervious to energy attacks)
- Negate Magic (the shield can negate spell magic used against the shield bearer)
Repairs can be done at most large armorer shops. Assume that if a city
can provide bionic replacement and sells robot vehicles, then it stands
a good chance of having a repair facility. Repairs for shields normally
run 1200 credits per 5 M.D.C.tm (or
fraction thereof) repaired, and it is not possible to restore more than
the original value of the shield. Every 15 points takes a day to do.
Most shields are made out of a composite material. Special kinds of
shields (plastic or magical, for example) can cost more or less and
may even need special facilities and/or training (read, it will cost
you time and money). It is usually a better idea to buy a completely
new shield than to spend a bunch of money on repairing one.
In case you haven't noticed, everything I say is just an educated guess.
If you find something else works better, do let me know. The only exact
thing in this file (meaning, from a Palladium book) is this skill:
W.P. Shield: Training in the defensive and offensive use of
shields. Add +1 to parry at levels 1, 3, 6, 9, 12, and 15. Add a
+1 to strike with a bash at levels 4, 8, and 12. No bonus to strike
when thrown is gained with this skill.
Note that if you choose to use W.P. Shield in your campaign, you should
cut the parry bonus of the shields by half, rounding down (a shield bonus
of +1 to parry gets changed to no bonus, while a +3 becomes a +1 instead).
Or, you could drop the bonus altogether. I thought about this, and it seems
that the size of the shield should make it a little easier to parry. So I'd
halve the shield bonus if you want to play in such a way that any
character can benefit equally from use of a shield.
Also, when a large creature or robot is using a shield to block an
attack by a smaller creature or machine (less than 60% of the mass/
size of the defender) the defender doubles the parry bonus of
the shield