WI-NFT-l
Napalm-P Flame Thrower
The NFT- l is a research breakthrough for Wellington Indus
tries. Using pre-Rifts technologies, the company ' s developers
have created a weapon that projects "long-lived" plasma. This
concentrated mega-damage fire does not dissipate within 1 0-20
seconds, but lasts for a period of I D4 minutes. During this time,
a target enveloped in the burning substance will continue to take
damage. A well-placed shot of "Napalm-P," as this substance is
called, will consume a man in light body armor in a matter of
minutes. Only by wiping the sticky substance off, can the target
hope to survive.
The NFT- l uses specially designed fuel tanks that hold Na
palm-Po If the tank is destroyed (called shot, and the tank has 1 5
M.D.C.), it will explode, inflicting 2D6x l O M.D. to a 3 0 foot
(9. 1 m) radius.
45 lbs. (20.5 kg)
A plasma burst does 3D6 M.D. A concentrated
plasma burst (counts as two attacks) does I D4x l 0+ 1 O M.D.
Or the attacker can cover an area with plasma: up to 10 feet
(3.0 m) can be covered with each hand to hand attack, so a
character with four hand to hand attacks could affect an area
of 40 feet ( 1 2.2 m); everybody in the area affected takes 2D6
M.D. Additionally, any target that is hit by the plasma will
continue to take damage: 2D6 M.D. every melee round for
I D4 minutes ! The only way to save oneself from the damage
is to roll in dirt or sand (water will not extinguish the plasma)
for one entire melee round ( 1 5 seconds), until the plasma is
rubbed off.
Rate of Fire: Single shot or concentrated burst only.
Effective
500 feet ( 1 52 m)
A Napalm-P tank holds 1 00 "shots."
Black Market Cost: 40,000 credits. A plasma tank costs 2,000
credits and is disposable.
N G-IP7 Ion Pulse Rifle
A combat rifle that uses a shortened "bull-pup" design to
make it compact and easy to carry and conceal. Liked by Juicers,
security forces, and urban combat units.
7 lbs. (3. 1 5 kg).
Single shot 3D6 M.D. or multiple pulse burst
I D4x l O M.D. (counts as one attack but consumes three
shots).
Rate of Fire: Standard.
Effective
1 600 feet (488 m)
30 shots.
Black Market Cost: 20,000 credits
73
N G-45LP "Long Pistol"
The NG-45 is a long-barreled pistol that has nearly the range
of a rifle and fires a powerful particle beam. Juicers like this
weapon for the intimidation factor. It is also popular among pi
lots (small enough to fit into a weapons compartment, and yet al
most as good as a rifle), outlaws and travelers. Of late, it has
become a symbol of manhood and toughness.
5 Ibs. (2.25 kg).
5D6 M.D. per shot.
Rate of Fire: Single shots only.
Effective
1 200 feet (365 m).
8 shots.
Black Market Cost: 1 5 ,000 credits.
NG-IIS "Sawed-Off"
This weapon resembles a double barreled sawed-off shotgun
with a pistol grip. This .60 caliber smoothbore weapon can fire
regular 1 2-gauge shotgun shells, but it can also fire special ex
plosive rounds (equivalent to small grenades), as well as special
ramjet rounds designed to crack open M.D.C. body armor. The
ramjet rounds are fired from the gun like a normal bullet, but
once they are in the air a secondary rocket booster kicks in, pro
pelling the heavy M.D.C. slug at rail gun like speeds. The main
drawback of the NG- l l S is that it can only fire two-rounds at a
time (reloading the gun takes one melee action). Juicers, bandits
and adventurers like the gun nonetheless, and often carry 20 to
50 rounds in ammo beltslbandoleers. Some Juicers have adopted
a "bandido" look, and walk around with crisscrossing ammo
belts across their chests.
3 Ibs. ( 1 .35 kg).
Varies with ammo type.
Shotgun Shell:
4D6 S .D.C. or 8D6 S .D.C. for a double blast
at the same target (counts as one melee attack).
Solid Slugs:
5D6 S.D.C. or I D6x l O S .D.C. for a double blast
at the same target (counts as one melee attack).
Explosive Shell (Fragmentary):
2D6 M.D. to a 1 0 foot (3
m) diameter, or 3D6 M.D. to a 20 foot (6. 1 m) diameter for a
double blast (counts as one melee attack).
Explosive Shell (Plasma):
3D6 M.D. to a 6 foot ( 1 .8 m) di
ameter area, or 5D6 M.D. to a 12 foot (3.6 m) diameter area for
a double blast (counts as one melee attack).
APRJ (Armor-Piercing, Ramjet) Rounds:
3D6 M.D. per
shot, or 6D6 M.D. for a double blast at the same target (counts
as one melee attack).
Rate of Fire: S ingle or double shot only.
Effective
Shotgun shells or slugs: 300 feet (9 1 .4 m). Ex
plosive Shells and APRJ: 500 feet ( 1 52 m)
Two shots. Reloading the gun takes one melee round.
Black Market Cost: 4,000 credits. Explosive Shells cost 1 50
credits a piece; APRJ rounds cost 200 credits each.
Zapper Gun (UTI)
The Zapper is the latest release from Ultra-Tech Incorporated.
This bulky weapon has a short, stubby barrel and a retractable
stock; it can be fired one-handed like a machine pistol or two
handed like a sub-machinegun. The weapon fires an ionizing
beam that, when it touches an M.D.C. alloy, discharges a power
ful electrical charge. The result is an arc of electricity that can
melt M.D.C. materials, and furthermore, produces a stunning or
even lethal shock to most living creatures.
The beams are -2 to dodge, because the ionizing beam is in
visible until it touches the target, and then the electrical charge
hits instantaneously.
8 lbs. (3.6 kg).
2D4 M.D. Additionally, humans and most hu
manoids have to make a save of 14 or higher or suffer 1 D6
S .D.C. (or M.D.C. in the case of supernatural creatures) and
lose initiative and are at - 1 to all combat actions for 1 D4 me
lee rounds. Supernatural beings who are immune to electric
ity take no damage; some powerful entities may have bonuses
of +2 to +6 (in addition to P.E. bonuses) to save, at the
G.M. ' s discretion. This attack will affect people in body ar
mor, and most types of light power armor. Vehicles and ro
bots with a reinforced pilot ' s compartment, and heavy power
armor will protect the pilot and crew completely.
Rate of Fire: S ingle shots only.
Effective
1 000 feet (305 m)
1 5 shots with a standard E-clip
Black Market Cost:30,000 credits
74
Deadball Grenade
Designed for players and fans of the Juicer sport Deadball,
this grenade consists of an explosive charge surrounded by a
highly elastic plastic sheathing, shaped like a ball (roughly the
size of a baseball). Unlike true Deadballs, this sphere does not
have spikes; instead, it can ricochet off almost any surface. The
grenade ' s detonator can be set to explode after one, two, or more
impacts (ricochets), to a maximum of five impacts/bounces. A
trained Deadball player can bounce the ball around comers, into
small holes, into a tank' s crew compartment, etc. Characters
without the Deadball W.P. (see the New Skills section) can at
tempt to do the same, but must make called shots at -4 to strike
for each ricochet.
l Ib. (0.45 kg)
3D6 M.D. to a 20 foot (6. 1 m) area.
Rate of Fire: One.
Effective
With the Deadball W.P., up to 200 feet (6 1 m);
otherwise, 1 20 feet (36.5 m).
Black Market Cost: 1 ,000 credits per grenade.
Vibro-Deadball
Like the Deadball grenade, this weapon looks like the play
ball of the popular Juicer game. Unlike a real Deadball, the
spikes of this one always come out after a throw and they are
surrounded by a vibro-field, inflicting mega-damage. A trained
Deadball player can align the strike so it will hit a target, slash it,
and ricochet back, at distances of up to 200 feet (6 1 .0 m) ! The
spikes automatically retract after the first impact.
1 lb. (0.45 kg).
2D4 M.D.
Rate of Fire: A throw counts as one hand to hand attack.
Effective
200 feet (6 1 .0 m)
B lack Market Cost: 4,000 credits
Holdout Speed Holsters
Weapon Accessory
This is a holster equipped with a spring that, at the flick of a
wrist, flings the gun into the character' s hand. These holsters are
typically worn on the forearm, allowing the wearer to be the first
to draw a weapon.
At the beginning of a fight where no guns have been drawn, a
character is at +3 to initiative to be the first to draw his weapon
and fire. If the character is the one to initiate the attack, it counts
as an ambush/sneak attack (automatically wins initiative).
Black Market Cost: 1 500 credits.
Advanced Thermal Sights
Weapon Accessory
Advanced thermal sights existed in pre-Rifts days and had
many military applications, from night fighting to allowing the
user to "see" inside buildings and other structures.
These advanced sights can sense heat signatures even through
walls and other obstructions ! Assassins often use them to locate
a target and then shoot through often flimsy S .D.C. walls to hit
him. Only thick (4 inches or thicker), reinforced M.D.C. walls
will block thermal readings enough to foil the sights.
Black Market Cost: 1 5,000 credits for goggles, 30,000 to build
them into armor.
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