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


ClipSwitcher

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

Gunman's Shield

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


HD Wear

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: 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