Savage Rifts Close Combat Weapons
Common Weapon Rules
These are common rules that apply to a SWADE Rifts game.
Generic SWADE
Parry: The weapon adds the bonus to the character's Parry score. If a character wields a weapon in each hand, penalties to Parry stack but bonuses do not (unless she has the Ambidextrous Edge).
Reach: Weapons with “Reach” allow their user to make Fighting attacks at the listed range. A Reach of 1, for example, allows a character to strike a target 1″ distant. Weapons without a Reach value can only strike targets at arm’s length (adjacent). Reach can be very important when fighting from horseback and against mounted foes (see page 103).
Two Hands: A two-handed weapon can be used with one hand at a −4 penalty. Use the character's full Strength for damage but lose all other advantages such as Reach or Parry bonuses.
Savage Rifts
Mega Damage: Mega Damage is the same as the Heavy property in Savage Worlds.
Vibro-Blades
Harmonic Blades: While powered, ignore the minimum Strength requirement of the Vibro-Blade as these weapons do their full damage and provide all noted bonuses.
Mega Damage: All Vibro-Blades deal Mega Damage.
Powered Weapons: Unless noted otherwise, Vibro-Blades lose Mega Damage and other special abilities if unpowered.
Techno-Wizardry
Techno-Wizardry Gear: Characters with an appropriate Arcane Background—or special ability—may use and power Techno-Wizardry gear with their personal pool of Power Points (PP), whether PPE or ISP. Activate TW gear embedded powers using the wielder’s PP and typically Arcane Skill or Spirit; Critical Failures cause Technical Difficulties, see Techno-Wizardry Gear on page 82.
Techno-Wizardry Melee Weapon Activation: Cost is to activate for five rounds per the number of Power Points (PP) listed. Magic Items do not require PP to function.
Mega Damage: All Techno-Wizard melee weapons deal Mega Damage while activated. The listed magical weapons deal Mega Damage.
Tri-Beam
Tri-beams: When you score a raise on a damage roll with a tribeam weapon, you add +4 to the damage total. This effect does not function if you are attacking a target protected by cerasteel armor.
53 weapons found
Name | Type | Damage | AP | Min Str | Weight | Rarity | Cost | Reference | Various Manufacturers |
---|---|---|---|---|---|---|---|---|
Battle Fury Blade | Magic | Str+2d6+4 | 12 | d8 | 7 lbs. | -6 | 12,000,000 | TLPG98The Tomorrow Legion Player's Guide, page 98 |
Notes: | A magic item; silver; +6 PP for +2 Fighting, Frenzy (Imp), +6 Toughness for 5 rounds. | |||||||
Deathbringer Sword | Magic | Str+2d12+4 | 16 | d8 | 5 lbs. | -8 | 14,000,000 | A&M45Rifts North America: Arcana & Mysticism, page 45 |
Notes: | A magic item; +1 Parry. As an action, roll Fighting and 10 PP to activate Greater protection and Greater damage field; or 5 PPE and Shooting for Greater bolt. | |||||||
Draining Blade | Magic | Str+d8 | 8 | d4 | 4 lbs. | -4 | 3,000,000 | TLPG98The Tomorrow Legion Player's Guide, page 98 |
Notes: | A magic item; +2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds. | |||||||
Spirit Spear | Magic | Str+3d6 | 6 | d6 | 3 lbs. | — | Not for Sale | A&M45Rifts North America: Arcana & Mysticism, page 45 |
Notes: | A magic item. Wielder needs d8 minimum Spirit. Granted to great warriors and heroes, especially among Native American and First Nation cultures. Gains +1d6 damage and +6 AP against supernatural evil. | |||||||
Impact Hammer | Powered | Str+2d6 | 0 | d8 | 10 lbs. | 0 | 11,000 | TLPG97The Tomorrow Legion Player's Guide, page 97 |
Notes: | +2 damage to break objects, Mega Damage. | |||||||
Impact Maul | Powered | Str+2d6+4 | 0 | d10 | 18 lbs. | -2 | 16,000 | TLPG97The Tomorrow Legion Player's Guide, page 97 |
Notes: | Two hands, Mega Damage, +4 damage to break objects. | |||||||
Neural Mace | Powered | Str+2d6 | 0 | d6 | 6 lbs. | 1 | 8,000 | TLPG97The Tomorrow Legion Player's Guide, page 97 |
Notes: | Touch Attack (see Savage Worlds), the victim must check Vigor at –2 (–4 with a raise) or be Stunned. | |||||||
NG-B50 “Thunderer” Combat Hammer | Powered | Str+d8 | 2 | d8 | 12 lbs. | -2 | 17,000 | TLPG97The Tomorrow Legion Player's Guide, page 97 |
Notes: | *Only deals Mega Damage on a raise. Two hands, Shots 8, Reload 4, unpowered; a raise deals Str+d8+3d6 Mega Damage at +6 AP and uses one Shot per enemy damaged. Shotgun shells provide the +3d6 and cost 125 credits each (1,000 credits for a full reload). A spike on each side of the two-headed hammer is silver plated. | |||||||
WI-C6 “Chain Sword” Chain Weapon | Powered | Str+3d4+3 | 4 | d12 | 16 lbs. | -3 | 25,000 | TLPG97The Tomorrow Legion Player's Guide, page 97 |
Notes: | Raise adds d12 damage; Critical Failures hit the wielder, Mega Damage. | |||||||
WI-C8 “Juicer Chainsaw” Chain Weapon | Powered | Str3d6+3 | 6 | d12+2 | 20 lbs. | -4 | 30,000 | TLPG98The Tomorrow Legion Player's Guide, page 98 |
Notes: | Parry –1, two hands; Raise adds d12 damage; Critical Failures hit the wielder. | |||||||
Wilk’s Laser Torch | Powered | 4d4+4 | 16 | d4 | 1 lbs. | 1 | 18,000 | TLPG98The Tomorrow Legion Player's Guide, page 98 |
Notes: | Parry –1 (unless otherwise considered armed), Strength does not affect damage, Incapacitated targets are +2 Vigor vs Bleeding Out. | |||||||
Earth Shaker | Techno-Wizardry | Str+2d6+2 | 0 | d6 | 6 lbs. | -3 | 200,000 | TLPG98The Tomorrow Legion Player's Guide, page 98 |
Notes: | Costs 1 PP; +3 PP on successful hits activate havoc against the target and anyone in a Cone Template; optionally by striking the ground the wielder may activate havoc in a Medium Blast Template centered on himself (the wielder himself is not affected). | |||||||
Flaming Sword | Techno-Wizardry | Str+d12 | 6 | d4 | 2 lbs. | -1 | 90,000 | TLPG98The Tomorrow Legion Player's Guide, page 98 |
Notes: | Costs 1 PP; blade has the flame Trapping, It Burns. Looks like a sword hilt with a large ruby embedded in it until activated (a free action; otherwise a Light Improvised Weapon). | |||||||
Great Sword | Techno-Wizardry | Str+2d6+2 | 6 | d10 | 6 lbs. | -2 | 42,000 | A&M45Rifts North America: Arcana & Mysticism, page 45 |
Notes: | Two hands, Cost 1 PP, +1 Fighting (Parry –1 unless powered) | |||||||
Katana | Techno-Wizardry | Str+d8+4 | 8 | d6 | 3 lbs. | -2 | 60,000 | A&M45Rifts North America: Arcana & Mysticism, page 45 |
Notes: | Cost 1 PP, +1 Fighting, +1 Parry, and Mega Damage. | |||||||
Light Blade | Techno-Wizardry | Str+d8+2 | 10 | d4 | 2 lbs. | -2 | 90,000 | TLPG98The Tomorrow Legion Player's Guide, page 98 |
Notes: | Costs 1 PP; blade has the sunlight Trapping. Looks like a sword hilt with a largefocusing crystal embedded in it until activated (a free action; otherwise a Light Improvised Weapon). | |||||||
Lightning Axe | Techno-Wizardry | Str+2d4+2 | 8 | d6 | 8 lbs. | -2 | 100,000 | TLPG98The Tomorrow Legion Player's Guide, page 98 |
Notes: | Costs 1 PP; blade has the electrical Trapping; +3 PP attacks which score a raise and cause a Shaken or Wounded result to power armor, robots, vehicles, or powered technical gear (TW or mundane) inflict an immediate roll on the Technical Difficulties table. | |||||||
Longsword | Techno-Wizardry | Str+d10+2 | 6 | d8 | 3 lbs. | -1 | 35,000 | A&M45Rifts North America: Arcana & Mysticism, page 45 |
Notes: | Cost 1 PP, +2 Fighting and Mega Damage. | |||||||
Mage Staff | Techno-Wizardry | Str+d4+2 | 0 | d6 | 6 lbs. | -1 | 38,500 | A&M45Rifts North America: Arcana & Mysticism, page 45 |
Notes: | Two hands. Cost 1 PP, +1 Fighting, +2 Parry, and Mega Damage. | |||||||
Paralysis Staff | Techno-Wizardry | Str+2d4 | 0 | d6 | 4 lbs. | -4 | 500,000 | A&M45Rifts North America: Arcana & Mysticism, page 45 |
Notes: | Silver-tipped end caps. Cost 1 PP; a successful strike delivers lower Trait vs. Agility and Strength at the same time, as well as sloth. | |||||||
Psi-Pike | Techno-Wizardry | Str+2d8 | 8 | d8 | 12 lbs. | -3 | 80,000 | A&M45Rifts North America: Arcana & Mysticism, page 45 |
Notes: | Reach 2, two hands. Cost 1 ISP (not PPE) for full benefits (has normal pike values, per Savage Worlds, if the wielder does not have ISP). | |||||||
Whip of Pain | Techno-Wizardry | Str+d4 | 2 | d4 | 2 lbs. | -3 | 200,000 | A&M45Rifts North America: Arcana & Mysticism, page 45 |
Notes: | Reach 2. Cost 1 PP, strikes deliver stun. The wielder may use the whip to grapple at Reach range. The whip causes Str damage to Entangled or Bound foes. | |||||||
Giant Vibro Sword | Vibro-Blade | Str+2d8 | 16 | d12+2 | 16 lbs. | -2 | 50,000 | TLPG97The Tomorrow Legion Player's Guide, page 97 |
Notes: | Reach 2; sized for Size 2 or larger, requires two hands if not Size 3 or larger. | |||||||
Vibro-Axe | Vibro-Blade | Str+2d6 | 10 | d10 | 6 lbs. | 0 | 11,000 | AtDS54Rifts: Atlantis & The Demon Seas, page 54 |
Vibro-Blade Vambraces | Vibro-Blade | Str+2d4 | 8 | d6 | 2 lbs. | -2 | 11,000 | TLPG97The Tomorrow Legion Player's Guide, page 97 |
Notes: | Parry +1 (must be worn as a pair for the bonus). Count as Claws. Usually a katar or three hooked blades attached to a gauntlet. | |||||||
Vibro-Greatsword | Vibro-Blade | Str+d12 | 12 | d10 | 8 lbs. | -1 | 18,000 | TLPG97The Tomorrow Legion Player's Guide, page 97 |
Notes: | Reach 1, two hands (Size 1 and above may use 1 handed) | |||||||
Vibro-Halberd | Vibro-Blade | Str+d10 | 10 | d8 | 6 lbs. | -2 | 10,000 | AtDS54Rifts: Atlantis & The Demon Seas, page 54 |
Notes: | Reach 1, two hands. | |||||||
Vibro-Harpoon | Vibro-Blade | Str+d8+1 | 8 | d8 | 4 lbs. | 0 | 9,000 | AtDS54Rifts: Atlantis & The Demon Seas, page 54 |
Notes: | Thrown Range 4/8/16; with a raise Shaken or Wounded targets are impaled and Distracted until the harpoon is removed. | |||||||
Vibro-Hatchet | Vibro-Blade | Str+2d4 | 8 | d6 | 3 lbs. | 1 | 8,000 | AtDS54Rifts: Atlantis & The Demon Seas, page 54 |
Notes: | Thrown Range 3/6/12. | |||||||
Vibro-Knife | Vibro-Blade | Str+d6 | 6 | d4 | 2 lbs. | 2 | 7,000 | TLPG97The Tomorrow Legion Player's Guide, page 97 |
Vibro-Longsword | Vibro-Blade | Str+d10 | 10 | d8 | 4 lbs. | 0 | 11,000 | TLPG97The Tomorrow Legion Player's Guide, page 97 |
Vibro-Shortsword | Vibro-Blade | Str+d8 | 8 | d6 | 3 lbs. | 0 | 9,000 | TLPG97The Tomorrow Legion Player's Guide, page 97 |
Vibro-Spear | Vibro-Blade | Str+d8 | 8 | d6 | 3 lbs. | 1 | 8,000 | AtDS54Rifts: Atlantis & The Demon Seas, page 54 |
Notes: | Reach 1, Parry +1 if used two-handed, thrown Range 3/6/12. | |||||||
Vibro-Trident | Vibro-Blade | Str+3d4 | 12 | d10 | 5 lbs. | -1 | 14,000 | AtDS54Rifts: Atlantis & The Demon Seas, page 54 |
Notes: | +1 to Disarm or Test opponents, thrown Range 3/6/12. | |||||||
Amaki | ||||||||
Lariat | normal | 0 | 0 | d4 | 3 lbs. | 0 | 10 | LoTI62Rifts Land of a Thousand Islands, page 62 |
Notes: | Used to initiate a Test using the wielder’s Fighting skill. The target is Entangled with success, Bound on a raise. Cost is 10 credits for Hardness 4, 100 for Hardness 6, 1,000 for Hardness 8, 10,000 for Hardness 10 (the maximum). | |||||||
Amaki Blast Sword | Powered | Str+d12 | 10 | d4 | 4 lbs. | -3 | 25,000 | LoTI62Rifts Land of a Thousand Islands, page 62 |
Notes: | Mega Damage (melee only), Powered by E-clip for 200 minutes, Can fire plasma shots (Range 5/10/20, Damage 3d6, AP 2, RoF 1, each shot drains 10 minutes of use). | |||||||
Amaki Psimitar | Techno-Wizardry | special | 0 | d4 | 3 lbs. | -3 | 30,000 | LoTI62Rifts Land of a Thousand Islands, page 62 |
Notes: | Only works with Psi-Blade or Psi-Sword. Add +2 PP to activation cost, treat Smarts as two die types higher for damage purposes, and add AP equal to half Smarts. | |||||||
Arkhon | ||||||||
Tri-blade Energy Sword | Powered | Str+3d4 | 0 | d6 | -43 lbs. | -4 | 50,000 | LoTI192Rifts Land of a Thousand Islands, page 192 |
Notes: | The blade’s effect is the same as a tri-beam weapon. | |||||||
Kittani | ||||||||
Kittani Double Bladed Plasma Axe | Powered | Str+2d12+3 | 0 | d10 | 10 lbs. | 0 | 32,000 | AtDS54Rifts: Atlantis & The Demon Seas, page 54 |
Notes: | *May fire a plasma bolt (Range 5/10/20, 3d12+3 Mega Damage, AP 0, RoF 1, Shots 6). | |||||||
Kittani Energy Net | Powered | 0 | 0 | d6 | 8 lbs. | -2 | 6,000 | AtDS54Rifts: Atlantis & The Demon Seas, page 54 |
Notes: | Thrown Range 3/6/12. Targets hit are Entangled, or Bound with a raise. Hardness 15. *Wielder may shock ensnared target as an action; target checks Vigor or is Stunned. | |||||||
Kittani Energy Trident | Powered | Str+3d4+3 | 12 | d10 | 12 lbs. | -3 | 55,000 | AtDS54Rifts: Atlantis & The Demon Seas, page 54 |
Notes: | +1 to Disarm or Test opponents. Thrown Range 3/6/12. *May fire a blue-green laser (Range 24/48/96, 4d6 Mega Damage, AP 2, RoF 1, Shots 30, 3RB). | |||||||
Kittani Plasma Chainsaw | Powered | Str+2d12+6 | 0 | d12 | 10 lbs. | -3 | 60,000 | AtDS54Rifts: Atlantis & The Demon Seas, page 54 |
Notes: | Parry –1, two hands; Raise adds d12 damage; Critical Failures hit the wielder. | |||||||
Kittani Plasma Net | Powered | 3d12 | 0 | d6 | 6 lbs. | -4 | 75,000 | AtDS54Rifts: Atlantis & The Demon Seas, page 54 |
Notes: | Thrown Range 3/6/12. Targets hit are Entangled, or Bound with a raise. Net is Hardness 12. *Targets continue to take damage every round they are ensnared. | |||||||
Kittani Plasma Sword | Powered | Str+2d12 | 0 | d6 | 3 lbs. | 1 | 28,000 | AtDS54Rifts: Atlantis & The Demon Seas, page 54 |
Notes: | *May fire a plasma bolt (Range 5/10/20, 3d12 Mega Damage, AP 0, RoF 1, Shots 6). | |||||||
Kittani Plasma Whip | Powered | Str+d12 | 0 | d4 | 3 lbs. | -1 | 30,000 | AtDS54Rifts: Atlantis & The Demon Seas, page 54 |
Notes: | Parry –2, Reach 2, Ignores shield bonus. With a raise on the attack roll the victim is Entangled instead of bonus d6 damage. | |||||||
Splugorth | ||||||||
Demon Claw Falx | Bio-Wizardry | Str+d12+6 | 6 | d8 | 7 lbs. | -7 | 9,000,000 | AtDS55Rifts: Atlantis & The Demon Seas, page 55 |
Notes: | Two hands. Opponents are –2 to Soak Wounds from this weapon. Deals +4 damage to champions of good or light. Deals +8 damage to supernatural creatures of good or light. | |||||||
Demon Claw Sica | Bio-Wizardry | Str+d8+4 | 4 | d4 | 3 lbs. | -5 | 5,000,000 | AtDS55Rifts: Atlantis & The Demon Seas, page 55 |
Notes: | Opponents are –2 to Soak Wounds from this weapon. Deals +4 damage to champions of good or light. Deals +8 damage to supernatural creatures of good or light. | |||||||
Demon Claw Vambrace | Bio-Wizardry | Str+2d4+4 | 4 | d6 | 5 lbs. | -6 | 7,000,000 | AtDS55Rifts: Atlantis & The Demon Seas, page 55 |
Notes: | Parry +1 (must be worn as a pair for the bonus). Count as Claws. Usually two or three claws attached to a gauntlet. Opponents are –2 to Soak Wounds; Deals +4 damage to champions of good or light. Deals +8 damage to supernatural creatures of good or light. | |||||||
Domination Staff | Bio-Wizardry | Str+d6+3 | 0 | d6 | 10 lbs. | -4 | 2,000,000 | AtDS55Rifts: Atlantis & The Demon Seas, page 55 |
Notes: | The wielder has command of a possessing entity enslaved to the staff. As an action she may command it to mentally possess one creature by making an opposed roll checking her Spirit versus the target's. Failure means the staff can't be used this way for six hours. With a success, the staff's entity inhabits the target’s body per the Possession Edge in The Tomorrow Legion Player's Guide, and the wielder may command them as a free action. | |||||||
Dragonfire Sword | Bio-Wizardry | Str+2d6+2 | 10 | d8 | 7 lbs. | -4 | 4,000,000 | AtDS55Rifts: Atlantis & The Demon Seas, page 55 |
Notes: | Deals +4 additional damage to targets vulnerable to Fire (on top of other bonuses). Three times per day as an action the wielder may cast burst dealing 6d6 Mega Damage. | |||||||
Kinetic Staff | Bio-Wizardry | Str+d6+3 | 0 | d8 | 12 lbs. | -5 | 3,000,000 | AtDS55Rifts: Atlantis & The Demon Seas, page 55 |
Notes: | The wielder has command of three tectonic entities enslaved to the staff. The staff has 30 ISP and the Rapid Recharge Edge. As an action she may command it to cast one of the following powers (may use Mega Power Modifiers): bolt, telekinesis, and protection. | |||||||
Shield of Invincibility | Bio-Wizardry | Str+d8+4 | 0 | d6 | 10 lbs. | -8 | 8,000,000 | AtDS55Rifts: Atlantis & The Demon Seas, page 55 |
Notes: | Hardness 40 (regenerates in a day if "broken"), provides +20 Toughness if someone attempts to shoot through it. Parry +4, Cover –4. The shield is powered by an Eye of Eylorat its center. As an action three times per day it may cast deflection on itself and the wielder. "The Fang" Sword Str+d12 6 d4 5 −2 200K | |||||||
Venom Blade | Bio-Wizardry | Str+2d4 | 2 | d4 | 5 lbs. | -3 | 600,000 | AtDS55Rifts: Atlantis & The Demon Seas, page 55 |
Notes: | Attacks made with the weapon are magically imbued with one type of venom chosen when it was created, see Poison in Savage Worlds. The types available are: Knockout, Mild (–4 save), and Paralyzing (–2 save). Lethal is Restricted to Splugorth minions. |
Techno-Wizardry Item
Credits