Super-Hide Armor
Super-Hide annor, also known as the Dragon Scale or
Dragon Skin annor, uses the hides of supernatural beings, prop
erly treated and grafted onto a flexible articulated annor design.
Each suit of annor is custom-made, often incorporating skulls,
bones and other M.D.C. remains from dead monsters in their de
sign. Claws are also often built into the annor; these claws are
mega-damage weapons (can parry mega-damage attacks without
penalty) that inflict 3D6 +P.S . bonus S.D.C. damage. Juicers and
other augmented humans can do a mega-damage power claw at
tack (counts as two attacks) inflicting I D6+ 1 M.D. Characters
with supernatural strength add I D6+ 1 M.D. to their nonnal hand
to hand damage when striking with their claws.
Annor that actually has dragon hide among its building mate
rials is very likely to stir anger among dragon hatchlings and
adult dragons who see the character. Many dragons will attack
anybody who dares to kill and skin their kind and wear it with
such bold-faced audacity in public. Also, some good characters
may find it reprehensible to use the skins of sentient beings, con
sidering it barbaric and ghoulish.
Many Dragon Juicers get this type of annor after their
techno-wizard conversion (they don't care what dragons or oth
ers think). In some places, this practice has led to people refering
to it as Dragon Juicer Annor.
•
M.D.C. Varies: Custom-made and uses diverse materials. The
average suit has 70- 1 00 M.D.C., but true "dragon" annor will
have 1 1 0- 1 40 M.D.C. !
•
Weight: 20 lbs (9 kg) plus 1 0 lbs (4.5 kg) per 1 0 M.D.C. over
1 00 (a 1 30 M.D.C. suit would weigh 50 Ibs./22.5 kg).
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Mobility Penalties (typical): A base prowl penalty of - 1 5 %,
with -1 % per 5 M.D.C. over 1 00 (a 1 30 M.D.C. suit would
have a -2 1 % prowl penalty). In addition, the wearer is - 1 0%
to climb, swim, or to perfonn acrobatics and gymnastics
skills. Also, reduce speed by 1 0% .
•
Black Market Cost: 80,000 credits plus I D6x l O,000 credits
for "real" dragon scale annor. Poor availability outside
Kingsdale or the Federation of Magic, and even at these
places it is not common.
Juicer Weapons
Inspired by the designs of Wayne Breaux Jr.
FIWS
(Forearm Integral Weapon System
- Chi-Town 's Black Market
This weapon was developed for the use of the Chi-Town Spe
cial Forces B attalion (see the Coalition Juicer section). Colonel
Lyboc, the officer in charge of the project, is always trying to
make a buck, so the blueprints for the weapon were "stolen" by
the Black Market and pirated FIWS are now on sale throughout
North America.
The FIWS looks like a simple piece of annor at first, a thick,
heavy foreann plate. Over and under the wrist are two thick-bar
reled particle beam projectors and a thinner targeting laser (+ 1 to
strike). Additionally, three vibro-blades can spring into action at
the flick of the wrist, providing the wearer with a lethal close as-
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sault weapon. A long E-Clip powers the particle beam projec
tors. This fearsome weapon is meant for close assault; the
particle beam weapons are very powerful, but relatively short
ranged. Combat trials have shown that a team of FIWS equipped
Juicers who manage to get within 500 feet ( 1 5 2 m) of a tank will
be able to destroy the vehicle before it can destroy them !
Adds 5 lbs. (2.25 kg) to the weight of the annor.
Particle Beam Weapons: 5D6 M.D. per single
blast, or I D6x l O M.D. per double blasts (counts as one attack
but uses up two shots).
Vibro-Blades (3 per ann) : 3D6 M.D.
Rate of Fire: Single shots only.
Effective
Particle Beam: 500 feet ( 1 52 m). Blades: hand
to hand combat.
Particle Beam: 30 single shots or 1 5 double shots (long
E-Clip).
Black Market Cost: 24,000 credits.
WI-LP3 Pepperbox Laser
A common holdout pistol, the Pepperbox is a small handgun
whose four barrels are built into a solid block. The gun is small
enough to conceal in a pocket or boot (+4% on concealment
rolls). Instead of using an E-clip, the gun has four mini-batteries
that prime and fire, one for each barrel. This gives the shooter
four shots or any combination of multiple shots up to a single,
powerful quadruple shot. The gun has a breakaway action that
ejects the spent batteries when it is opened (changing batteries
counts as one melee attack/action with a speedloader similar to
WI-FTI Plasma
Flamethrower (W.I.)
This fearsome weapon is the brainchild of a collaboration be
tween Golden Age Weaponsmiths and Wellington Industries
(W.I. ; see Rifts® Mercenaries for details on both of these com
panies). Golden Age researchers recognized the flamethrower as
an ideal shock weapon, and Wellington researchers adapted nor
mal plasma weapon systems to produce a short-ranged, but con
tinuous stream of mega-damage flames. A separate team
working on the same project developed a form of plasma-based
napalm that is used with another model of flamethrower (see the
WI-NFT l , below).
Primarily a terrorist weapon, the flamethrower is also ideal
for attacking certain monsters, lightly armored ground troops,
vehicles, bunkers and other hardened positions.
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the one used in revolvers, or four melee actions if doing it one
by one). The laser is relatively weak and short-ranged, but is
quite capable of killing at up to 1 00 feet (30.5 m).
This gun is popular with City Rats, gang-bangers, gamblers,
assassins and other undesirables. Although weapon detectors
will pick up the presence of the gun, the Pepperbox can be hid
den from cursory inspections or searches. Juicers like it as a
backup weapon or to give enemies a nasty surprise. Assassins
often use them in places where conspicuous weaponry would get
them stopped and questioned.
Less than l Ib. (0.45 kg)
1 D4 M.D. per shot. A double shot does 2D4
M.D., a triple shot does 3D4 M.D., and a quadruple shot in
flicts 4D4 M.D. and empties the battery payload.
Rate of Fire: Can fire single, double, triple or quadruple shots
(all count as one melee attack).
Effective
1 00 feet (30.5 m)
Four shots; one shot per battery (each battery is
roughly the size of a shotgun cell). Reloading the batteries
takes four melee actions, or one if a speedloader is used.
Black Market Cost: 1 2,000 for the gun; each battery costs 1 00
credits. A special speedloader (loads all four batteries at
once) cost 75 credits.
30 lbs ( 1 3 .5 kg) or 45 lbs. (20.5 kg) with plasma tank.
A short plasma burst does 3D6 M.D. A concen
trated plasma burst (counts as two attacks; 7 seconds) does
1 D4x l O+ 1 O M.D. Or the attacker can cover an area with
plasma: up to 1 0 feet (3.0 m) can be covered with each hand
to hand melee attack/action, so a character with four hand to
hand attacks could cover an area or length of 40 feet/1 2.2 m);
everybody in the area affected takes 2D6 M.D.
of Fire: Single shot or concentrated burst.
Effective
500 feet ( 1 52 m).
Standard E-Clip holds 8 bursts, a long E-Clip holds 1 6
plasma bursts. A plasma tank holds 1 00 "shots."
Market Cost: 30,000 credits. A plasma tank costs 1 ,200
credits and is disposable.
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