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Bionics/Cybernetics

Rifts-Ultimate-Edition

Cyborg armour all have an AR of 18. Big slabs of armour plate are funny that way.....use body armour rules for AR

Armour - stops all standard rounds upto and including 20mm. Explosive and Ramjet rounds are still effective.

Mini-machine gun is more of a sub machine gun

Uses 9mm or .45 acp rounds. See SDC-MD file elsewhere

Use standard burst rules.

Range - 150m

Payload - 300 round belt or 60 round clip. Can use standard, Armour Piercing, Explosive or Ramjet rounds.



Glitterboy Power Armour

AR - 17 (vehicle)

Armour - stops all standard rounds upto and including 30mm. Lasers do half damage. Explosive and Ramjet rounds are still effective.

Running - Triples pilots Spd ATT. (Typically 30-60 or 20-40mph/35-65kph)

PS - 20 Android

Boomgun is a Rail Cannon that fires different rounds.

Standard Rounds do the original 3d6x10

Armour Piercing Rounds do 2d6x10 but use the armour piercing rules.

HE Rounds do 2d4x10 to a 20 ft radius.

Ammo - 100 NOT 1000

Must spend an action to anchor before firing the boom gun. No action to disengage the anchoring system.

Cannot dodge when anchored

No Other Changes



SAMAS

AR - 19 (Body Armour)

Armour - stops up to and including standard 20mm rounds. Explosive and Ramjet rounds are still effective.

Running - Triples pilots Spd ATT. (Typically 30-60 or 20-40mph/35-65kph)

PS - 30 Augmented

C-40R 10mm Railgun

Damage - 3d6 per round. Use machine gun burst rules

Range - 1800m

Rate of Fire - Can only fire bursts equal to pilots attacks

Payload - 500 rounds. Armour Piercing.


Optional use of a .50 cal Machine gun in place of Railgun

Damage - 1d6+1 per round. Use machine gun burst rules

Range - 1500m

Rate of Fire - can only fire bursts equal to pilots attacks

payload - 400 round belt. Can also use Armour Piercing, Explosive or Ramjet rounds.


Optional use of a 5.56mm Minigun in place of railgun

Damage - 5d6sd per round (1d3md). Use gatling gun burst rules

Rate of Fire - equal to pilots attacks

Range - 600m

Payload - 800 round belt. Can also use Armour Piercing, Explosive or Ramjet rounds.


Mini-Missile Launcher

Use new Missile table to choose missiles

Rate of Fire - 1 at a time equal to pilots attacks


No other changes



UAR-1 Enforcer

Rifts RPG 1st Ed 1990

AR - 15 (Vehicle)

Armour - stops upto and including standard 25mm rounds. Explosive and Ramjet rounds are still effective.

PS - 40 Robotic


C-50R Rail Cannon

Damage - 2d4x10+20 per blast

Range - 2400m

Payload - 80 rounds. Armour Piercing


Optional Use of a 75mm Cannon in place of railgun (1 in 15)

Damage - HE 5d6, HEAT 1d6x10, FRAG 4d6 to a 25ft radius, A/P 1d4x10

Range - 3000m direct, 5000m indirect

Rate of fire - 4 per melee

Payload - 50 rounds


Optional use of a 30mm chaingun in place of railgun (1 in 10)

Damage - 2d6+3 per round. Use machine gun burst rules

Range - 2000m

Rate of Fire - equal to pilots/gunners attacks

Payload - 1000 rounds. Can also use Armour Piercing, Explosive or Ramjet rounds.


Medium Range Missile Launcher fires Heavy H.E. or Plasma Surface to Air missiles. Rate of fire is 1 at a time equal to pilots/gunners attacks


Short Range Missile Launchers fires Frag, Light H.E., H.E., and Heavy H.E. Surface to Surface missiles. Rate of fire is 1 or 2 at a time (1 from each launcher if linked) equal to the pilots/gunners attacks.


Mini-missile launcher rate of fire is 1 at a time equal to pilots/gunners attacks. Use new missile table


Lasers

Damage - 3d6 per blast. use machine gun burst rules

Rate of fire - semi auto or full auto


No other changes



Spider Skull Walker

AR - 16 (Vehicle)

Armour - stops upto and including standard 30mm rounds. Explosive and Ramjet rounds are still effective.

PS - 50 Robotic


C-100R Railcannon is a solid slug singe shot weapon not the burst fire weapon they portray.

Damage - 4d4x10 per blast per gun.

Range - 3600m

Rate of Fire - 5 per melee

Payload - 80 rounds. Armour Piercing


Optional use of 120mm cannons in place of railcannons (1 in 15)

Damage - HE 1d6x10, HEAT 3d4x10, FRAG 1d4x10+10, A/P 2d4x10+10

A/P rounds use missile A/P rules

Range - 4000m direct, 8000m indirect

Rate of Fire - 4 per melee

Payload - 60 rounds


Dual Lasers

Damage - 3d6 per blast. Use gatling gun burst rules.

Rate of Fire - Only fires bursts.


No other changes



Mark V APC

AR - 15 (Vehicle)

Armour - stops upto and including standard 25mm rounds. Explosive and Ramjet rounds are still effective.


Dual C-40R 10mm Railgun Turret

Damage - 3d6 per round per barrel. Use gatling gun burst rules.

Range - 1800m

Rate of fire - equal to gunners attacks

Payload - 1000 rounds (500 per barrel). Armour piercing.


Optional Use of Dual 30mm chaingun in place of railguns (1 in 10)

Damage - 2d6+3 per round. Use gatling gun burst rules.

Range - 2000m

Rate of fire - equal to gunners attacks

Payload - 2000 rounds per twin gun (1000 per barrel). Can also use Armour Piercing, Explosive or Ramjet rounds.

Dual Laser Turret. 3d6 per blast. Use gatling gun burst rules.

Dual Side lasers do 2d6 per blast. Use gatling gun burst rules.

Hatch Lasers do 2d6 per blast. Use machine gun burst rules.


Autocannons are 20mm autocannons

Damage - 2d4+1 per round. Use machine gun burst rules

Range - 600m

Rate of Fire - equal to gunners attacks

Payload - 500 rounds each. Can also use Armour Piercing, Explosive or Ramjet rounds.


Mini Missile Launcher Rate of fire is 1 or 2 at a time (1 per launcher if linked) equal to gunners attacks. Use new missile table.


No other changes



Death's Head Transport

AR - 17 (Vehicle)

Armour - stops all upto and including standard 30mm rounds. Explosive and Ramjet rounds are still effective.


C-200DH Railcannons are single shot weapons not burst fire as portrayed.

Damage - 5d6x10 per gun or 1d6x100 dual blast

Range - 6000m

Payload - 400 rounds per gun. Armour Piercing.


Dual Laser Turret. 4d6 per blast. Use gatling burst rules.

Medium Range missile Launcher can now fire either H.E., Heavy H.E., or Plasma Air to Air missiles. Rate of fire is 1 or 2 at a time (1 per launcher if linked) equal to gunners attacks.


No other changes



Sky Cycle

AR - 12 (Vehicle)

Armour - stops upto and including standard 20mm rounds. Explosive and Ramjet rounds are still effective.


Dual laser. 3d6 per blast. use gatling gun burst rules.

Mini Missile launchers

Rate of fire - 1 or 2 at a time (1 per launcher if linked) equal to pilots attacks. Use new missile Table


+2 dodge when flying


No other changes



Skelebots

AR - 13 (Vehicle)

Armour - stops upto and including standard 15mm rounds. Explosive and Ramjet rounds are still effective.

PS - 30 Android


Vibroblade - Use the Armour piercing rules


CV-213 VF Laser Rifle

Rate of fire - Semi-Auto. 2 light md blasts equal 1 heavy md blast. Can fire semi auto bursts.


No other changes



Coalition Weapons and Armour

C-18 Laser Pistol

Rate of fire - Semi-Auto


C-10 Laser Rifle

Rate of Fire - Semi-Auto


C-12 Laser Rifle

MD Damage - 2d6 per light blast or 4d6 per heavy blast

SD Damage - 6d6 per blast

Payload - 5 sd shots equal 1 light md shot now instead of 6-1. 2 Light md shots equal 1 heavy md shot. So by extension 10sd shots equal 1 heavy md shot.

Rate of Fire - Semi-Auto


C-14 Laser Rifle and Grenade Launcher

Rate of Fire - Semi-Auto (Laser) Pump Action (Grenade Launcher)


C-27 Plasma Rifle

Rate of fire - Semi-Auto


CV-212 VF Laser Rifle

Rate of fire - Semi-Auto. 2 light md blasts equal 1 heavy md blast.


CR-1

Rate of Fire - 1 shot takes 3 attacks if used by one person, 2 attacks for a two man fire team.


Grenades and explosives - no change


Vibro-weapons - Use armour piercing rules


CA-1 Dead Boy Armour - AR is 19 (Body Armour)

Armour - stops upto and including standard 15mm rounds. Explosive and Ramjet rounds are still effective.


CA-2 Dead Boy Armour - AR is 19 (Body Armour)

Armour - stops upto and including standard 15mm rounds. Explosive and Ramjet rounds are still effective.


DPM-101 Dog Pack Amour/Riot Armour - AR is 12 (Body Armour)

Armour - stops upto and including standard 12.7mm/.50 cal rounds. Explosive and Ramjet rounds are still effective.


Common Gear

Basic gear - No Changes

Communications Equipment - No Changes (seems they updated to not include memory storage capacities in the computers thankfully)

Medical Equipment - No Changes

Optics, Goggles and Binoculars - No Changes

Optics for Gun Scopes - No Changes

Sensory Equipment - No Changes

Surveillance Equipment - No Changes


Independant Weapons and Armour

Weapons for Speedster, Wastelander and Highwayman use the Bionic versions of what is described.


Gladiator Armour - AR is 18 (Body Armour)

Armour - stops upto and including standard 15mm rounds. Explosive and Ramjet rounds are still effective.


Crusader Armour - AR is 19 (Body Armour)

Armour - stops upto and including standard 15mm rounds. Explosive and Ramjet rounds are still effective.


Juicer Plate Armour - AR is 14 (Body Armour)

Armour - stops upto and including standard 15mm rounds. Explosive and Ramjet rounds are still effective.


Urban Warrior Armour - AR is 17 (Body Armour)

Armour - stops upto and including standard 12.7mm/.50cal rounds. Explosive and Ramjet rounds are still effective.


Plastic Man Armour - AR is 15 (Body Armour)

Armour - stops upto and including standard 10mm rounds. Explosive and Ramjet rounds are still effective.


Huntsman Armour - AR is 14 (Body Armour)

Armour - stops upto and including standard 10mm rounds. Explosive and Ramjet rounds are still effective.


Bushman Armour - AR is 18 (Body Armour)

Armour - stops upto and including standard 15mm rounds. Explosive and Ramjet rounds are still effective.


Wilks 320 Pistol

Rate of Fire - Semi-Auto


NG-57 Ion Pistol

Rate of Fire- Semi-Auto

Ammo - 2 Lt blasts equal 1 Hvy blast.


NG-Super

Rate of Fire - Semi-Auto (Laser), Pump Action (Grenade Launcher)


NG-33 Laser Pistol

Rate of Fire - Semi-Auto


NG-L5 Laser Rifle

Rate of Fire - Semi-Auto


NG-P7 Particle Rifle

Rate of Fire- Semi-Auto


L-20 Pulse rifle

Damage - 2d6 per single shot,

Rate of fire - Semi-auto or 3 shot burst


JA-11

Rate of Fire - Single Shot (Laser), Semi-Auto (Ion), one (7.62mm)

Ammo - 7.62mm can also use Armour Piercing, Explosive or Ramjet rounds.


JA-9

Rate of Fire - Semi-Auto


NG-101 8mm railgun

Damage - 2d6 per round. Use machine gun burst rules

Rate of Fire - only fires bursts equal to users attacks

Range - 1800m

Ammo - Clip - 80, Belt - 300, Ammo drum - 1200

Note - Armour Piercing


NG-202 10mm railgun

Damage - 3d6 per round. use machine gun burst rules

Rate of Fire - Only fires bursts equal to users attacks

Range - 1800m

Ammo - Clip - 80, Belt - 300, Ammo drum - 1200

Note - Armour Piercing



Speedster, Wastelander, Highwayman.

AR - 10 (Vehicle)

Armour - stops upto and including standard 10mm rounds. Explosive and Ramjet rounds are still effective.



Big Boss ATV

AR - 11 (Vehicle)

Armour - stops upto and including standard 15mm rounds. Explosive and Ramjet rounds are still effective.



Mountaineer ATV

AR - 12 (Vehicle)

Armour - stops upto and including standard 15mm rounds. Explosive and Ramjet rounds are still effective.


Weapons for all the above can be the equivalent to any personal weapon (rifles handguns railguns (on the ATV's only) etc). Use vehicle burst rules where applicable.



Samson Power Armour

AR - 19 (Body Armour)

Armour - stops upto and including standard 20mm rounds. Explosive and Ramjet rounds are still effective.

Running - Multiplies the pilots Spd ATT. by 5 (typically 50-100 or 35-65mph/55-105kph)

PS - 20 Android


NG-202 10mm Super Railgun

Damage - 3d6 per round. Use gatling gun burst rules

Rate of fire - Only fires bursts equal to pilots attacks

Range - 1800m

Payload - 500 round belt. Armour Piercing


Optional use of a .50 cal Machine gun in place of Railgun

Damage - 1d6+1 per round. Use machine gun burst rules

Range - 1500m

Rate of Fire - fires only bursts equal to pilots attacks

payload - 400 round belt. Can also use Armour Piercing, Explosive or Ramjet rounds.


Optional use of a 5.56mm Minigun in place of railgun

Damage - 5d6sd per round. Use gatling gun burst rules

Rate of Fire - fires only bursts equal to pilots attacks

Range - 600m

Payload - 600 round belt. Can also use Armour Piercing, Explosive or Ramjet rounds.


Forearm Rocket launcher rate of fire is 1 at a time equal to the pilots attacks. Use new mini missiles on the new missile table.


Knuckle blades add 1d6 damage to punch attacks and use the armour piercing rules


No other changes



Flying Titan

AR - 19 (Body Ammour)

Armour - stops upto and including standard 20mm rounds. Explosive and Ramjet rounds are still effective.

Running - Multiplies the pilots Spd ATT. by 4 (typically 40-80 or 25-55mph/45-85kph)

PS - 30 exceptional


Wing Lasers

Damage - 2d4+2 per blast. Use machine gun burst rules. double damage when firing both lasers in tandem.


Wing Rockets are mini missiles, rate of fire is 1 or 2 at a time equal to pilots attacks. Use new missile table.


+2 dodge when flying


No other changes



Titan Combat Robot

AR - 15 (Vehicle)

Armour - stops upto and including standard 25mm rounds. Explosive and Ramjet rounds are still effective.

PS - 36 Robotic


Rail Cannon.

Damage - 2d4x10+10 per blast

Range - 2400m

Payload - 90 rounds. Armour Piercing


Dual Laser Turret. 3d6 per blast. Use gatling gun burst rules.

Medium Range Missile launcher fires Frag, Light H.E., H.E., Heavy H.E. surface to surface missiles or H.E., Heavy H.E, Plasma surface to air missiles

Rate of fire 1 or 2 at time (1 per launcher if linked) equal to gunners attacks.

Ammo - 3 Surface to Air or 5 surface to surface missiles per launcher.


Mini Missile launchers

Rate of fire - 1 or 2 at a time (1 per launcher if linked) equal to pilots attacks. Use new missile Table


Optional use of a 30mm chaingun in place of the railgun

Damage - 2d6+3 per round. Use machine gun burst rules.

Range - 2000m

Rate of Fire - only fires bursts equal to pilots/gunners attacks

Payload - 750 rounds. Can also use Armour Piercing, Explosive or Ramjet rounds.


No other changes



Sky King (from original RPG book/RMB)

AR - 14 (Vehicle)

Armour - stops upto and including standard 20mm rounds. Explosive and Ramjet rounds are still effective.


NG-101 8mm railguns

Damage - 2d6 per round. Use machine gun burst rules

Rate of fire - only fires bursts equal to pilots attacks

Range - 1800m

Payload - 200 rounds each.

Note - rounds are armour piercing


NG-101 Heavy Laser

Damage - 2d6 per blast. Use machine gun burst rules

Rate of fire - only fires bursts equal to pilots attacks


Optional use of a 30mm chaingun in place of the railguns or laser

Damage - 2d6+3 per round. Use machine gun burst rules

Range - 2000m

Rate of Fire - Only fires bursts equal to pilots/gunners attacks

Payload - 150 rounds per gun. Can also use Armour Piercing, Explosive or Ramjet rounds.


Mini Missile launchers

Rate of fire - 1 or 2 at a time (1 per launcher if linked) equal to pilots attacks. Use new missile table


No other changes

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