Savage Rifts Ranged Weapons
Common Weapon Rules
These are common rules that apply to a SWADE Rifts game.
Generic SWADE
Reload: Some weapons are much slower to reload. Once fired, the number after the word Reload is how many actions of reloading it takes before they can be fired again.
Snapfire: Certain weapons are very inaccurate if fired from the hip rather than using their sights, scopes, bipod, or tripod. If a character moves in the round he fires a Snapfire weapon, he suffers a −2 Shooting penalty.
Three-Round Burst (3RB): Some weapons can fire three rounds in rapid succession with one pull of the trigger. If the weapon has this ability, its RoF is 1 in that mode but it fires three shots at once and adds +1 to the Shooting and damage rolls.
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
Three-Round Burst: is notated 3RB.
Heavy Beam: Energy weapons fired in this mode are RoF 1, use three Shots, add +4 to the damage roll, and apply the Snapfire and Mega Damage qualities.
Heavy Pulse: Energy weapons fired in this mode are RoF 1, use three Shots, add +1 to the Shooting roll, +3 to the damage roll, and apply the Snapfire and Mega Damage qualities.
Mega Damage: Mega Damage is the same as the Heavy property in Savage Worlds.
Ion
Wide Spread: These weapons follow the same rules as Shotguns in Savage Worlds; they grant +2 Shooting due to the spread effect of the particle stream, but they lose one die of damage at Medium Range, and two dice at Long Range.
Plasma
It Burns: On a raise targets catch fire, they take 3d6 damage each round and are Distracted until doused (see Fire in Savage Worlds).
Mega Damage: Plasma weapons deal Mega Damage.
Particle Beams
Disintegration: These weapons deal Mega Damage, and +2d4 damage on a raise.
Atomic Annihilation: If a target without MDC armor is Wounded by the weapon (may Soak normally), the victim determines Injury per the Gritty Damage Setting Rule and rolls Vigor; failure combined with a limb hit completely disintegrates the limb, failure combined with a head or torso hit causes an immediate roll on the Death & Defeat table.
No Recoil: Particle beams ignore the Recoil penalty.
Lasers
Cauterize: Anyone Incapacitated by a laser adds +2 to Vigor checks vs Bleeding Out.
No Recoil: Lasers ignore the Recoil penalty.
Blue-Green Laser: No penalties for use underwater.
Techno-Wizardry
Techno-Wizardry Gear: Heroes with an appropriate Arcane Background (or special ability) may use and power Techno-Wizardry gear with their pool of Power Points (PP), whether PPE or ISP. Activate TW gear powers using the wielder’s PP and Arcane Skill or Spirit; Critical Failures cause Technical Difficulties, see Techno-Wizardry Gear on page 82.
Recharging Shots: The Shots listed represent how many times a TW ranged weapon can be fired before the wielder has to spend an action pumping Power Points into the weapon to “refill” it; costs two PP unless noted otherwise.
Mega Damage: Wielder can expend 2 PP as a free action to cause Mega Damage for 5 rounds.
Big Bore
The BigBore Series of weapons, favorites among gunfighters and raiders, fire shells full of high explosive projectiles. The BigBore weapons are Shotguns with the following additional effects: Targets hit are Distracted and then roll Strength (−2 if shooter got a raise). Those who fail are hurled 2d6” and become prone, suffering another 2d4 damage if they strike a hard object. Targets with MDC or of Size (Large) or greater ignore this effect.
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.
141 weapons found
Name | Range | Damage | ROF | AP | Shots | Min Str | Weight | Rarity | Cost | Reference | Various Manufacturers |
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ATL-7 Anti-Tank Laser Rifle | 50/100/200 | 4d6+1 | 1 | 10 | 1 | d12+1 | 70 lbs. | -6 | 100,000 | LoTI63Rifts Land of a Thousand Islands, page 63 |
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Notes: | Bipod (Min Str d6 if prone), Mega Damage, Snapfire, Reload 2 (each shot drains a full E-clip), Slow to Fire (beam takes a second to build up, giving non-vehicular targets an Evasion roll). | ||||||||||
Assault Laser Rifle | 24/48/96 | 4d6 | 1 | 2 | 20 | d6 | 10 lbs. | -2 | 27,000 | EoH41Rifts North America: Empires of Humanity, page 41 |
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Notes: | Integral grenade launcher (15/30/60, RoF 1, Shots 8, damage by grenade type) | ||||||||||
BG-15 Blue-Green Pistol | 15/30/60 | 3d6 | 1 | 2 | 15 | d4 | 2 lbs. | 0 | 13,000 | AtDS56Rifts: Atlantis & The Demon Seas, page 56 |
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Notes: | Blue-Green Laser | ||||||||||
BG-20 Blue-Green Rifle | 24/48/96 | 4d6 | 1 | 2 | 20 | d6 | 5 lbs. | -1 | 20,000 | AtDS56Rifts: Atlantis & The Demon Seas, page 56 |
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Notes: | Blue-Green Laser | ||||||||||
Bolas | 3/6/12 | Str+d4 | 1 | 0 | 0 | d4 | 2 lbs. | 0 | 5 | LoTI63Rifts Land of a Thousand Islands, page 63 |
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Notes: | A target hit with a raise is Entangled. Hardness varies; Cost is half of an equivalent lariat (page 62). | ||||||||||
Firebolt Pistol | 12/24/48 | 3d6 | 1 | 6 | 10 | d4 | 3 lbs. | -2 | 80,000 | A&M44Rifts North America: Arcana & Mysticism, page 44 |
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Notes: | It Burns. | ||||||||||
Fireburst Rifle | 24/48/96 | 4d6 | 3 | 2 | 20 | d4 | 9 lbs. | -3 | 150,000 | TLPG103The Tomorrow Legion Player's Guide, page 103 |
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Notes: | SBT, It Burns. | ||||||||||
Force Cannon | 50/100/200 | 3d12 | 1 | 12 | 6 | d12 | 42 lbs. | -4 | 300,000 | A&M44Rifts North America: Arcana & Mysticism, page 44 |
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Notes: | Can only fire Heavy Bursts, which only use one Shot with each attack. | ||||||||||
Freeze Grenade | 5/10/20 | 0 | 0 | 0 | 0 | d4 | 0 lbs. | -2 | 25,000 | A&M44Rifts North America: Arcana & Mysticism, page 44 |
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Notes: | Entangle, LBT | ||||||||||
Heavy Portable Water Cannon | 12/24/48 | 2d4 (3d10 to vampires) | 1 | 0 | 5 | d4 | 15 lbs. | -2 | 18,000 | B&B39Rifts North America: Blood & Banes, page 39 |
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Notes: | Add weight of Water Tanks | ||||||||||
Hellfire Shotgun | 12/24/48 | 1-3d10 | 1 | 0 | 2 | d6 | 6 lbs. | -2 | 65,000 | TLPG103The Tomorrow Legion Player's Guide, page 103 |
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Notes: | SBT, on a raise It Burns. Double Barrels (see Shotguns in Savage Worlds). Heavyduty sawed-off shotgun, can still fire standard shotgun shells. | ||||||||||
High-Tech Bow/XBow | 15/30/60 | Str+d8 | 0 | 1 | 0 | d6 | 5 lbs. | 2 | 1,000 | EoH41Rifts North America: Empires of Humanity, page 41 |
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Notes: | Two hands, see High-Tech Bows and Crossbows EoH page 42 for advanced ammunition types. | ||||||||||
Iceblast Shotgun | 12/24/48 | 1-3d8+1 | 1 | 0 | 2 | d6 | 8 lbs. | -2 | 40,000 | TLPG103The Tomorrow Legion Player's Guide, page 103 |
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Notes: | On a raise target iced per sloth. Double Barrels (see Shotguns in Savage Worlds); can still fire standard shotgun shells. | ||||||||||
Ion Pistol | 10/20/40 | 1-3d8 | 1 | 0 | 10 | d4 | 4 lbs. | 0 | 10,000 | EoH41Rifts North America: Empires of Humanity, page 41 |
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Notes: | Wide Spread | ||||||||||
JA-11 Juicer Assassin Energy Rifle | 30/60/120 | 4d6 | 1 | 4 | 30 | d6 | 7 lbs. | -3 | 40,000 | TLPG102The Tomorrow Legion Player's Guide, page 102 |
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Notes: | Heavy Beam. Integrated Multi-Optics Scope. As a free action, switch to ion beam (as an NG-IP7) or fire a bullet (as a Hunting Rifle with 1 Shot, see Savage Worlds). *Special: Shots +30 when a reserve E-Clip slot is loaded; this reserve is Reload 3. | ||||||||||
JA-12 “One Man Army” Laser Rifle | 30/60/120 | 4d6 | 1 | 3 | 30 | d6 | 13 lbs. | -5 | 50,000 | TLPG102The Tomorrow Legion Player's Guide, page 102 |
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Notes: | Heavy Pulse. Integrated Multi-Optics Scope. Integral grenade launcher (24/48/96, damage by grenade, 4 Shots, Reload 2). *Special: Shots +30 when a reserve E-Clip slot is loaded; this reserve is Reload 3. | ||||||||||
JA-9 Variable Laser Rifle | 30/60/120 | 4d6 | 1 | 3 | 30 | d4 | 3 lbs. | -4 | 25,000 | TLPG101The Tomorrow Legion Player's Guide, page 101 |
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Notes: | Heavy Beam. Ignores laser resistance. Integrated Multi-Optics Scope. | ||||||||||
L-20 Pulse Rifle | 24/48/96 | 4d6 | 3 | 2 | 40 | d6 | 7 lbs. | 1 | 25,000 | TLPG101The Tomorrow Legion Player's Guide, page 101 |
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Notes: | Heavy Pulse. | ||||||||||
Laser Pistol | 12/24/48 | 3d6 | 1 | 2 | 16 | d4 | 2 lbs. | 1 | 5,000 | EoH41Rifts North America: Empires of Humanity, page 41 |
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Light Portable Water Cannon | 4/8/16 | 1d4 (2d10 to vampires) | 1 | 0 | 5 | d4 | 11 lbs. | -1 | 9,000 | B&B39Rifts North America: Blood & Banes, page 39 |
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Notes: | Add weight of Water Tanks | ||||||||||
Lightning Rifle | 20/40/80 | 4d6+1 | 1 | 4 | 7 | d6 | 9 lbs. | -3 | 75,000 | TLPG103The Tomorrow Legion Player's Guide, page 103 |
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Notes: | Volcanic carbine, can fire standard ammo (use Spencer Carbine in Savage Worlds). | ||||||||||
Lightning Rod | 12/24/48 | 2d12 | 3 | 4 | 16 | d4 | 3 lbs. | -3 | 80,000 | TLPG103The Tomorrow Legion Player's Guide, page 103 |
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Notes: | Provides the protection power (+4 Toughness and +4 MDC Armor, or +6 of each with a raise) against damage from electricity, fire/heat, lasers, particle beams, and plasma. | ||||||||||
Metal Water Pistol | 4/8/16 | 1d10 to vampires | 1 | 0 | 12 | d4 | 2 lbs. | 0 | 150 | B&B39Rifts North America: Blood & Banes, page 39 |
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Metal Water Rifle | 8/16/32 | 2d10 to vampires | 1 | 0 | 12 | d4 | 8 lbs. | 0 | 350 | B&B39Rifts North America: Blood & Banes, page 39 |
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N-20 Speargun | 5/10/20 | 2d8 | 1 | 2 | 3 | d6 | 6 lbs. | 1 | 21,000 | AtDS56Rifts: Atlantis & The Demon Seas, page 56 |
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Notes: | Reload 2. As a free action, switch to blue-green laser (as a BG-15). | ||||||||||
NP-10 Plasma Net Launcher | 15/30/60 | special | 1 | 0 | 1 | d6 | 8 lbs. | 0 | 20,000 | LoTI63Rifts Land of a Thousand Islands, page 63 |
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Notes: | Target Entangled (Bound on a raise) by Hardness 10 net. Net burns for 3d12 Mega Damage for the next d4 rounds, then disintegrates. Large foes can only be Entangled, not Bound. Cannot affect Huge+ foes. 300 credits per net-grenade. | ||||||||||
Nova Rifle | 30/60/120 | 4d8 | 1 | 8 | 8 | d4 | 10 lbs. | -3 | 130,000 | A&M44Rifts North America: Arcana & Mysticism, page 44 |
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Notes: | MBT, It Burns. | ||||||||||
Particle Beam Rifle | 18/36/72 | 4d8 | 1 | 4 | 8 | d8 | 18 lbs. | -4 | 50,000 | EoH41Rifts North America: Empires of Humanity, page 41 |
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Notes: | Mega Damage, Snapfire, Disintegration, Atomic Annihilation | ||||||||||
Plasma Rifle | 24/48/96 | 3d12 | 1 | 0 | 7 | d8 | 14 lbs. | -3 | 30,000 | EoH41Rifts North America: Empires of Humanity, page 41 |
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Notes: | Mega Damage, Snapfire, It Burns | ||||||||||
Plastic Water Pistol | 2/4/8 | 1d10 to vampires | 1 | 0 | 12 | d4 | 2 lbs. | 1 | 10 | B&B39Rifts North America: Blood & Banes, page 39 |
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Plastic Water Rifle | 4/8/16 | 2d10 to vampires | 1 | 0 | 20 | d4 | 3 lbs. | 1 | 50 | B&B39Rifts North America: Blood & Banes, page 39 |
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Pulse Laser Rifle | 24/48/96 | 4d6 | 3 | 2 | 60 | d6 | 7 lbs. | -1 | 22,000 | EoH41Rifts North America: Empires of Humanity, page 41 |
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Notes: | 3RB | ||||||||||
Shard Pistol | 15/30/60 | 3d4 | 3 | 4 | 12 | d4 | 3 lbs. | -2 | 72,000 | A&M44Rifts North America: Arcana & Mysticism, page 44 |
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Notes: | 3RB; targets hit suffer lower Trait vs Vigor; on a raise they also suffer Hinder. | ||||||||||
Shock Pistol | 10/20/40 | 3d6 | 1 | 3 | 10 | d4 | 2 lbs. | -1 | 52,000 | A&M44Rifts North America: Arcana & Mysticism, page 44 |
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Notes: | Targets hit must make a Vigor roll at –2 (–4 with a raise) or be Stunned.; –2 to Notice when the pistol is concealed. | ||||||||||
Snare Gun | 8/16/32 | 0 | 1 | 0 | 2 | d4 | 3 lbs. | -3 | 45,000 | TLPG104The Tomorrow Legion Player's Guide, page 104 |
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Notes: | Per the entangle power with Strong, using Shooting roll. A short, double-barreled flare gun; can still fire standard flares. | ||||||||||
Spirit Bow | 30/60/120 | 4d6 | 1 | 6 | 0 | d6 | 3 lbs. | — | Not for Sale | A&M44Rifts North America: Arcana & Mysticism, page 44 |
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Notes: | A magic item. Mega Damage. Fires spirit arrows—unlimited Shots but the archer needs d8 minimum Spirit. Granted to great warriors and heroes, especially among Native American and First Nation cultures. Gains +1d6 damage and +6 AP vs supernatural evil. | ||||||||||
Starfire Pistol | 15/30/60 | 2d12 | 1 | 4 | 12 | d4 | 2 lbs. | -3 | 80,000 | A&M44Rifts North America: Arcana & Mysticism, page 44 |
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Notes: | +1 Shooting. | ||||||||||
Storm Rifle | 30/60/120 | 4d6+2 | 1 | 4 | 6 | d4 | 8 lbs. | -4 | 280,000 | A&M44Rifts North America: Arcana & Mysticism, page 44 |
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Notes: | +1 Shooting. Havoc as an alternate attack (uses one shot). | ||||||||||
Stun Gun | 5/10/20 | 2d4 | 1 | 0 | 10 | d4 | 2 lbs. | -2 | 4,000 | EoH43Rifts North America: Empires of Humanity, page 43 |
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Notes: | Victim rolls Vigor at –2 (on a raise –4) or is Stunned, unless a Called Shot is made the embedded Toughness from Body Armor is added as a bonus to the Victim's check. | ||||||||||
TK Machine Gun | 30/60/120 | 4d6 | 4 | 3 | 100 | d8 | 10 lbs. | -3 | 75,000 | TLPG104The Tomorrow Legion Player's Guide, page 104 |
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Notes: | Reload 2, 5 PP to reload. | ||||||||||
TK Submachine Gun | 15/30/60 | 3d6 | 3 | 2 | 40 | d6 | 6 lbs. | -2 | 50,000 | TLPG104The Tomorrow Legion Player's Guide, page 104 |
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Notes: | 3RB, 3 PP to reload. | ||||||||||
TW Disruptor | 15/30/60 | 0 | 1 | 0 | 5 | d6 | 8 lbs. | -4 | 150,000 | A&M44Rifts North America: Arcana & Mysticism, page 44 |
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Notes: | No damage to living beings. Roll Shooting or Arcane Skill against one technical item's Object Hardness (TW or mundane electrical item, must be carried by the target). On a success it suffers a Technical Difficulty (see Tomorrow Legion Player’s Guide), adding +2 to the result with a raise. Doesn’t work on cybernetics, sealed armor, or vehicles. | ||||||||||
Telekinetic Revolver | 12/24/48 | 3d6 | 1 | 3 | 6 | d4 | 4 lbs. | -1 | 15,000 | TLPG104The Tomorrow Legion Player's Guide, page 104 |
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Notes: | A Colt Peacemaker; can still fire standard rounds. | ||||||||||
Water Pistol | 4/8/16 | 1d10 | 1 | 0 | 40 | d4 | 2 lbs. | -1 | 20,000 | TLPG104The Tomorrow Legion Player's Guide, page 104 |
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Notes: | Only damages vampires and those vulnerable to magical water-based attacks. | ||||||||||
Water Rifle | 6/12/24 | 1d10 | 1 | 0 | 40 | d6 | 6 lbs. | -2 | 40,000 | TLPG104The Tomorrow Legion Player's Guide, page 104 |
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Notes: | 3RB, only damages vampires and those vulnerable to magical water-based attacks. | ||||||||||
Windblaster Rifle | 12/24/48 | 0 | 1 | 0 | 15 | d6 | 10 lbs. | -3 | 90,000 | TLPG104The Tomorrow Legion Player's Guide, page 104 |
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Notes: | The “Windchester” causes havoc, use Shooting, against target and anyone in a Cone Template behind them. Can fire standard ammo (use Winchester ’73 in Savage Worlds). | ||||||||||
Achilles | |||||||||||
Achilles Equalizer Combat Shotgun | 12/24/48 | 1-3d6 | 1 | 0 | 10 | d4 | 10 lbs. | -1 | 12,000 | LoTI63Rifts Land of a Thousand Islands, page 63 |
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Notes: | Listed Damage is for Shot rounds (+2 Shooting, 1 credit each). Can also fire Slugs (Damage 2d10, 2 credits), AP Explosive (3d6 Mega Damage in SBT, AP 8, 100 credits), Frag (4d6 Mega Damage in MBT, 500 credits), Smoke (—4 to vision in MBT, 100 credits), or Tear Gas (MBT, check Vigor at —2 or Stunned, 200 credits). | ||||||||||
Amaki | |||||||||||
Amaki Blast Rifle | 12/24/48 | 3d8 | 1 | 0 | 15 | d6 | 10 lbs. | -3 | 20,000 | LoTI63Rifts Land of a Thousand Islands, page 63 |
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Notes: | SBT, Heavy Pulse. | ||||||||||
Arkhons | |||||||||||
M-100 Crew-Served Gun | 36/72/144 | 6d4 | 3 | 5 | 60 | d8 | 21 lbs. | -4 | 130,000 | LoTI192Rifts Land of a Thousand Islands, page 192 |
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Notes: | Tri-beam | ||||||||||
TB-3 Pistol | 12/24/48 | 3d4 | 1 | 5 | 15 | d4 | 2 lbs. | -4 | 12,000 | LoTI192Rifts Land of a Thousand Islands, page 192 |
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Notes: | Tri-beam | ||||||||||
TB-9 Auto-Pistol | 12/24/48 | 4d4 | 3 | 5 | 30 | d6 | 5 lbs. | -4 | 90,000 | LoTI192Rifts Land of a Thousand Islands, page 192 |
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Notes: | Tri-beam | ||||||||||
TB-Prime Rifle | 24/48/96 | 5d4 | 1 | 5 | 30 | d6 | 10 lbs. | -4 | 160,000 | LoTI192Rifts Land of a Thousand Islands, page 192 |
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Notes: | Integral grenade launcher (24/48/96, damage by grenade, 3 shots, Reload 2), tri-beam | ||||||||||
Bandito Arms | |||||||||||
Bandit 5500 Flechette | 24/48/96 | 5d6 | 1 | 0 | 7 | d10 | 30 lbs. | -3 | 52,000 | TLPG102The Tomorrow Legion Player's Guide, page 102 |
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Notes: | Known as the “Cactus Juicer” this gun is +1 Shooting and is a Shotgun for Innocent Bystanders, see Savage Worlds. | ||||||||||
Bandit IP-10 Ion Pistol | 10/20/40 | 1-3d8 | 1 | 0 | 10 | d4 | 3 lbs. | -1 | 12,000 | EoH43Rifts North America: Empires of Humanity, page 43 |
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Notes: | +1 Shooting, Wide Spread. | ||||||||||
Bandit LP1 Laser Pistol | 15/30/60 | 3d6 | 1 | 2 | 20 | d4 | 2 lbs. | -1 | 20,000 | EoH43Rifts North America: Empires of Humanity, page 43 |
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Notes: | +1 Shooting. | ||||||||||
BigBore “BB-6” Revolver | 6/12/24 | 1-3d6+1 | 1 | 3 | 6 | d8 | 4 lbs. | -2 | 6,500 | EoH43Rifts North America: Empires of Humanity, page 43 |
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Notes: | BigBore. Revolver, each chamber of the cylinder requires an action to load. | ||||||||||
BigBore “Long-Barrel” Shotgun | 10/20/40 | 1-3d8+4 | 1 | 5 | 12 | d10 | 8 lbs. | -3 | 18,000 | EoH43Rifts North America: Empires of Humanity, page 43 |
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Notes: | BigBore. Double-Barrels. | ||||||||||
BigBore “the Mule” Sawed-Off | 5/10/20 | 1-3d8+2 | 1 | 4 | 12 | d10 | 6 lbs. | -3 | 15,000 | EoH43Rifts North America: Empires of Humanity, page 43 |
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Notes: | BigBore. Double-Barrels. | ||||||||||
Coalition States | |||||||||||
C-10 Light Laser Rifle | 24/48/96 | 4d6 | 1 | 2 | 30 | d4 | 5 lbs. | 1 | 16,000 | SFNA6Rifts Savage Foes of North America, page 6 |
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Notes: | Multi-Optics Scope. | ||||||||||
C-12 Heavy Laser Rifle | 24/48/96 | 4d6 | 3 | 3 | 30 | d6 | 7 lbs. | 0 | 20,000 | SFNA6Rifts Savage Foes of North America, page 6 |
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Notes: | Heavy Pulse, Multi-Optics Scope. *Special: Shots +30 when a reserve E-Clip slot is loaded; this reserve is Reload 3. |
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C-14 “Fire Breather” Assault Laser Rifle | 24/48/96 | 4d6 | 1 | 3 | 20 | d6 | 10 lbs. | -1 | 30,000 | SFNA6Rifts Savage Foes of North America, page 6 |
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Notes: | Grenade launcher (18/36/72, Shots 12, damage by grenade type), Multi-Optics Scope. | ||||||||||
C-18 Laser Pistol | 12/24/48 | 3d6 | 1 | 3 | 10 | d4 | 3 lbs. | 2 | 12,000 | SFNA6Rifts Savage Foes of North America, page 6 |
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C-27 Plasma Cannon | 20/40/80 | 3d12+3 | 1 | 0 | 10 | d8 | 12 lbs. | -3 | 32,000 | SFNA6Rifts Savage Foes of North America, page 6 |
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Notes: | Mega Damage, It Burns. | ||||||||||
C-29 “Hellfire” Heavy Plasma Cannon | 18/36/72 | 3d12+6 | 1 | 0 | 10 | d8 | 12 lbs. | — | Not for Sale | EoH186Rifts North America: Empires of Humanity, page 186 |
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Notes: | Snapfire, It Burns, Mega Damage; Multi-Optics Scope. | ||||||||||
CP-30 Pulse Laser Pistol | 10/20/40 | 3d6 | 3 | 4 | 10 | d4 | 3 lbs. | — | Not for Sale | EoH186Rifts North America: Empires of Humanity, page 186 |
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Notes: | 3RB | ||||||||||
CP-40 Pulse Laser Rifle | 24/48/96 | 4d6 | 3 | 4 | 30 | d6 | 7 lbs. | — | Not for Sale | EoH186Rifts North America: Empires of Humanity, page 186 |
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Notes: | Heavy Pulse, Mega Damage | ||||||||||
CP-50 “Dragonfire” Laser Rifle | 24/48/96 | 4d6 | 3 | 4 | 20 | d6 | 10 lbs. | — | Not for Sale | EoH186Rifts North America: Empires of Humanity, page 186 |
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Notes: | Heavy Pulse, grenade launcher, Multi-Optics Scope. | ||||||||||
CR-1 Rocket Launcher | 100/200/400 | 4d6 | 1 | 20 | 1 | d6 | 14 lbs. | -2 | 18,000 | SFNA6Rifts Savage Foes of North America, page 6 |
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Notes: | Reload 2, Snapfire, Multi-Optics Scope; standard Armor Piercing load listed, also commonly use Plasma (7d6 Mega Damage, SBT, It Burns). Six missiles can be carried in a hip pack. | ||||||||||
CV-212 Variable Frequency Rifle | 24/48/96 | 4d6 | 3 | 3 | 30 | d6 | 8 lbs. | — | Not for Sale | EoH186Rifts North America: Empires of Humanity, page 186 |
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Notes: | Heavy Pulse, Ignores laser resistance, Mega Damage; Multi-Optics Scope. | ||||||||||
CV-212 Variable Light Frequency Laser Rifle | 24/48/96 | 4d6 | 3 | 3 | 30 | d6 | 8 lbs. | -5 | 50,000 | SFNA6Rifts Savage Foes of North America, page 6 |
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Notes: | Heavy Pulse, Multi-Optics Scope, Ignores any laser resistance. | ||||||||||
Colombia | |||||||||||
RA-C15 Cannon | 15/30/60 | 6d6 | 3 | 10 | 200 | d12+1 | 70 lbs. | -3 | 85,000 | LoTI64Rifts Land of a Thousand Islands, page 64 |
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Notes: | Vehicular mounted weapon, Carpet Burst | ||||||||||
RAR-C15 Rifle | 15/30/60 | 5d6 | 3 | 10 | 60 | d10 | 50 lbs. | -2 | 65,000 | LoTI64Rifts Land of a Thousand Islands, page 64 |
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Notes: | Carpet Burst | ||||||||||
RC-15 Rifle | 12/24/48 | 3d6+6 | 2 | 3 | 20 | d8 | 21 lbs. | 1 | 15,000 | LoTI64Rifts Land of a Thousand Islands, page 64 |
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Notes: | Heavy Beam | ||||||||||
RP-C20 Pistol | 12/24/48 | 3d6 | 1 | 10 | 9 | d6 | 4 lbs. | -1 | 14,000 | LoTI64Rifts Land of a Thousand Islands, page 64 |
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RR-C40 Rifle | 12/24/48 | 4d6 | 3 | 10 | 30 | d8 | 21 lbs. | -2 | 35,000 | LoTI64Rifts Land of a Thousand Islands, page 64 |
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Empire of the Sun | |||||||||||
Illapa-1 Rocket Pistol | 10/20/40 | 4d4 | 1 | 0 | 20 | d6 | 5 lbs. | 0 | 14,000 | LoTI63Rifts Land of a Thousand Islands, page 63 |
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Notes: | Mega Damage. 20 credits per bullet. | ||||||||||
Illapa-5 Outsize | 24/48/96 | 4d4+2 | 3 | 0 | 600 | d12+1 | 9 lbs. | -1 | 52,000 | LoTI63Rifts Land of a Thousand Islands, page 63 |
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Notes: | Mega Damage. Reload 1. 3RB. 30 credits per bullet. Wielder must be Size 1+. | ||||||||||
Illapa-5 Rocket Rifle | 24/48/96 | 4d4+2 | 3 | 0 | 60 | d8 | 9 lbs. | -1 | 26,000 | LoTI63Rifts Land of a Thousand Islands, page 63 |
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Notes: | Mega Damage. Reload 1. 3RB. 30 credits per bullet. | ||||||||||
Inti-10 Variable Laser Pistol | 15/30/60 | 3d6 | 1 | 1 | 10 | d4 | 2 lbs. | 0 | 10,000 | LoTI63Rifts Land of a Thousand Islands, page 63 |
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Notes: | Ignores laser resistance. | ||||||||||
Inti-20 Variable Laser Rifle | 24/48/96 | 4d6 | 3 | 1 | 24 | d6 | 4 lbs. | 0 | 18,000 | LoTI63Rifts Land of a Thousand Islands, page 63 |
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Notes: | Heavy Pulse. Ignores laser resistance. | ||||||||||
Italo Industries | |||||||||||
Italo I-10 Laser Beam | 24/48/96 | 4d6 | 3 | 2 | 30 | d6 | 7 lbs. | 1 | 22,000 | LoTI63Rifts Land of a Thousand Islands, page 63 |
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Italo I-11 “Long Gun” Sniper Laser | 30/60/120 | 4d6+1 | 1 | 5 | 10 | d6 | 28 lbs. | -4 | 50,000 | LoTI63Rifts Land of a Thousand Islands, page 63 |
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Notes: | Integrated Multi-Optics Scope, Mega Damage, Snapfire. | ||||||||||
Italo I-8 Laser Pistol | 15/30/60 | 3d6+1 | 1 | 2 | 12 | d4 | 4 lbs. | 2 | 15,000 | LoTI63Rifts Land of a Thousand Islands, page 63 |
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Italo I-9 Heavy Ion Rifle | 20/40/80 | 1-3d10+1 | 3 | 0 | 20 | d6 | 8 lbs. | -2 | 20,000 | LoTI63Rifts Land of a Thousand Islands, page 63 |
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Notes: | Heavy Pulse. | ||||||||||
Italo IP-7 Ion Pistol | 10/20/40 | 3d8+1 | 1 | 0 | 12 | d4 | 3 lbs. | 1 | 15,000 | LoTI63Rifts Land of a Thousand Islands, page 63 |
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Manoan | |||||||||||
Fireball Rifle | 24/48/96 | 4d6 | 1 | 3 | 24 | d6 | 10 lbs. | -2 | 20,000 | LoTI127Rifts Land of a Thousand Islands, page 127 |
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Flamer Pistol | 12/24/48 | 3d6 | 1 | 3 | 12 | d4 | 2 lbs. | -2 | 10,000 | LoTI127Rifts Land of a Thousand Islands, page 127 |
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SK Stun Gun | 12/24/48 | 4d6 | 1 | 2 | 8 | d4 | 3 lbs. | -2 | 15,000 | LoTI127Rifts Land of a Thousand Islands, page 127 |
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Notes: | Can use a stun setting instead of a normal shot. Targets check Vigor, at −2 with a raise, to avoid being Stunned. | ||||||||||
Stun Pistol | 12/24/48 | 0 | 1 | 0 | 8 | d4 | 3 lbs. | -2 | 8,000 | LoTI127Rifts Land of a Thousand Islands, page 127 |
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Notes: | Targets check Vigor, at −2 with a raise, to avoid being Stunned. | ||||||||||
Megaversal Legion | |||||||||||
ARP-1 Plasma Rifle | 24/48/96 | 3d12 | 3 | 0 | 30 | d6 | 8 lbs. | — | Not for Sale | LoTI211Rifts Land of a Thousand Islands, page 211 |
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Notes: | It Burns, Mega Damage | ||||||||||
H-11A Howitzer | 60/120/240 | 4d10 | 1 | 6 | 6 | d12+1 | 120 lbs. | — | Not for Sale | LoTI211Rifts Land of a Thousand Islands, page 211 |
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Notes: | 75mm tank rounds (500 credits each) fire from a revolver cylinder, Can fire HE (Dmg 3d8, AP 3, MBT), Mega Damage, Snapfire. | ||||||||||
HIAR-22 Heavy I-Beam | 30/60/120 | 4d8 | 3 | 4 | 150 | d10 | 24 lbs. | — | Not for Sale | LoTI211Rifts Land of a Thousand Islands, page 211 |
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Notes: | 60 credits/reload, Integrated vibro-axe (Str+d10, AP 10), Mega Damage. | ||||||||||
HRP-1 Plasma Heavy | 24/48/96 | 3d12+3 | 1 | 0 | 20 | d10 | 30 lbs. | — | Not for Sale | LoTI211Rifts Land of a Thousand Islands, page 211 |
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Notes: | Integrated vibro-axe (Str+d10, AP 10), It Burns, Mega Damage | ||||||||||
IAR-2 Auto Pistol | 20/40/80 | 3d8 | 1 | 3 | 20 | d4 | 3 lbs. | — | Not for Sale | LoTI211Rifts Land of a Thousand Islands, page 211 |
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Notes: | 8 credits/reload, Mega Damage. | ||||||||||
IAR-20 Inertial Rifle | 30/60/120 | 4d8 | 3 | 4 | 90 | d6 | 6 lbs. | — | Not for Sale | LoTI211Rifts Land of a Thousand Islands, page 211 |
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Notes: | 36 credits/reload, Mega Damage, Variant IAR-20G has underbarrel grenade launcher (Rng 30/60/120, RoF 1, Shots 7, Wt +3). | ||||||||||
Naruni | |||||||||||
NE-10 Plasma Cartridge Rifle | 18/36/72 | 3d12+3 | 1 | 0 | 20 | d6 | 20 lbs. | -4 | 50,000 | EoH43Rifts North America: Empires of Humanity, page 43 |
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Notes: | 3RB, Mega Damage, It Burns. | ||||||||||
NE-200 Plasma Cartridge Machine Gun | 24/48/96 | 3d12+6 | 3 | 0 | 200 | d12 | 70 lbs. | -5 | 100,000 | EoH43Rifts North America: Empires of Humanity, page 43 |
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Notes: | Heavy Pulse, Mega Damage, It Burns, Weapon Mount (see Machine Guns in Savage Worlds). 200 cartridge belts are Reload 2, 40 cartridge magazines optional. | ||||||||||
NE-4 Plasma Cartridge Pistol | 10/20/40 | 3d10+3 | 1 | 0 | 10 | d10 | 6 lbs. | -3 | 30,000 | EoH43Rifts North America: Empires of Humanity, page 43 |
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Notes: | Mega Damage, It Burns. | ||||||||||
Northern Gun | |||||||||||
NG Super Laser Pistol | 12/24/48 | 3d6+1 | 1 | 2 | 20 | d6 | 13 lbs. | -2 | 21,000 | TLPG102The Tomorrow Legion Player's Guide, page 102 |
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Notes: | Integral grenade launcher (12/24/48, damage by grenade, 6 Shots, Reload 2). | ||||||||||
NG-303 Rail Gun | 30/60/120 | 2d10+2 | 3 | 6 | 20 | d10 | 40 lbs. | -2 | 68,000 | TLPG102The Tomorrow Legion Player's Guide, page 102 |
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NG-33 Laser Pistol | 12/24/48 | 3d6 | 1 | 2 | 20 | d4 | 4 lbs. | 1 | 6,500 | TLPG101The Tomorrow Legion Player's Guide, page 101 |
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NG-45LP Long Pistol | 15/30/60 | 3d8 | 1 | 3 | 8 | d6 | 5 lbs. | -2 | 15,000 | TLPG100The Tomorrow Legion Player's Guide, page 100 |
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Notes: | Disintegration, Atomic Annihilation, No Recoil | ||||||||||
NG-56 Light Ion Pistol | 10/20/40 | 1-3d8 | 1 | 0 | 12 | d4 | 2 lbs. | 0 | 5,000 | TLPG100The Tomorrow Legion Player's Guide, page 100 |
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Notes: | Wide Spread | ||||||||||
NG-57 Heavy Ion Blaster | 12/24/48 | 1-3d8+2 | 1 | 0 | 10 | d6 | 5 lbs. | -1 | 18,000 | TLPG100The Tomorrow Legion Player's Guide, page 100 |
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Notes: | Wide Spread | ||||||||||
NG-59 Ion Pistol | 10/20/40 | 1-3d8 | 1 | 0 | 20 | d6 | 4 lbs. | -3 | 15,000 | TLPG102The Tomorrow Legion Player's Guide, page 102 |
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Notes: | Integral grenade launcher (12/24/48, damage by grenade, 1 Shot). | ||||||||||
NG-E12 Heavy Ejector | 24/48/96 | 3d12+6 | 1 | 0 | 12 | d10 | 30 lbs. | -2 | 80,000 | TLPG100The Tomorrow Legion Player's Guide, page 100 |
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Notes: | Snapfire, 42 Shot power pack available (20 lbs., 30,000 credits), Mega Damage, It Burns | ||||||||||
NG-E15 Pulse Ejector | 24/48/96 | 3d12+3 | 3 | 0 | 48 | d12+1 | 70 lbs. | -3 | 92,000 | TLPG100The Tomorrow Legion Player's Guide, page 100 |
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Notes: | Snapfire, Heavy Pulse, Mega Damage, It Burns | ||||||||||
NG-E4 Plasma Ejector | 24/48/96 | 3d12+3 | 1 | 0 | 12 | d10 | 16 lbs. | -1 | 30,000 | TLPG100The Tomorrow Legion Player's Guide, page 100 |
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Notes: | Mega Damage, It Burns | ||||||||||
NG-IP7 Ion Pulse Rifle | 20/40/80 | 1-3d10 | 3 | 0 | 30 | d6 | 7 lbs. | -2 | 20,000 | TLPG100The Tomorrow Legion Player's Guide, page 100 |
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Notes: | Heavy Pulse, Wide Spread | ||||||||||
NG-L5 Laser Rifle | 24/48/96 | 4d6 | 1 | 2 | 20 | d6 | 10 lbs. | 0 | 16,000 | TLPG101The Tomorrow Legion Player's Guide, page 101 |
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NG-LG6 Laser Rifle & Launcher | 24/48/96 | 4d6 | 1 | 2 | 20 | d6 | 15 lbs. | -1 | 20,000 | TLPG102The Tomorrow Legion Player's Guide, page 102 |
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Notes: | Integral grenade launcher (18/36/72, damage by grenade, 5 Shots, Reload 2). | ||||||||||
NG-P7 Particle Beam Rifle | 18/36/72 | 4d8 | 1 | 8 | 8 | d8 | 17 lbs. | -4 | 22,000 | TLPG100The Tomorrow Legion Player's Guide, page 100 |
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Notes: | Snapfire, Disintegration, Atomic Annihilation, No Recoil | ||||||||||
Splugorth | |||||||||||
K-1 Sniper Laser Rifle & Launcher | 24/48/96 | 4d6 | 1 | 2 | 30 | d6 | 6 lbs. | 0 | 60,000 | AtDS56Rifts: Atlantis & The Demon Seas, page 56 |
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Notes: | Snapfire, +1 Shooting with laser and launcher, Integrated Multi-Optics Scope. Integral Grenade launcher (15/30/60, damage by grenade, 2 Shots, Reload 2). | ||||||||||
K-1000 Spider Laser Defense System | 36/72/144 | 4d6+4 | 1 | 4 | 40 | d12+1 | 80 lbs. | -3 | 1,000,000 | AtDS56Rifts: Atlantis & The Demon Seas, page 56 |
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Notes: | Mega Damage. Can be handheld or spider legs can deploy from the small cannon, allowing it to function as a mobile automated defense system (Construct, all Attributes d4. Athletics d6, Shooting d6, Notice d6. Pace 6+d6. Hardness 15. Vow—Major serve owner) | ||||||||||
K-30 Ion Pulse Rifle | 15/30/60 | 1-3d10+1 | 3 | 0 | 30 | d6 | 7 lbs. | 0 | 45,000 | AtDS56Rifts: Atlantis & The Demon Seas, page 56 |
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K-4 Laser Pulse Rifle | 36/72/144 | 4d6+1 | 3 | 3 | 30 | d4 | 4 lbs. | -1 | 75,000 | AtDS56Rifts: Atlantis & The Demon Seas, page 56 |
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Notes: | +1 Shooting, Heavy Pulse. | ||||||||||
K-500 Infantry Rail Gun | 50/100/200 | 2d10+2 | 3 | 6 | 10 | d12+1 | 80 lbs. | -2 | 155,000 | AtDS56Rifts: Atlantis & The Demon Seas, page 56 |
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KE-4 Plasma Ejector | 24/48/96 | 3d12+3 | 1 | 0 | 30 | d8 | 12 lbs. | -1 | 60,000 | AtDS56Rifts: Atlantis & The Demon Seas, page 56 |
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Notes: | Mega Damage, It Burns | ||||||||||
KEP-Special Ion Pistol | 5/10/20 | 1-3d10 | 1 | 0 | 10 | d4 | 4 lbs. | 1 | 26,000 | AtDS56Rifts: Atlantis & The Demon Seas, page 56 |
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Kittani Energy Lance | 75/150/300 | 4d6+4 | 1 | 8 | 40 | d8 | 20 lbs. | -2 | 120,000 | AtDS56Rifts: Atlantis & The Demon Seas, page 56 |
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Notes: | Mega Damage, Snapfire, +2 on Called Shots. Integrated Multi-Optics Scope. As a melee weapon it deals Str+2d4 Mega Damage, AP 2. | ||||||||||
Kizh Ion Rifle | 20/40/80 | 1-3d10+3 | 1 | 0 | 25 | d8 | 13 lbs. | -2 | 44,000 | AtDS56Rifts: Atlantis & The Demon Seas, page 56 |
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Notes: | Front fins are an integral melee vibro-weapon: Str+3d4 Mega Damage, AP 12. | ||||||||||
Kizh Plasma Pistol | 10/20/40 | 3d12 | 1 | 0 | 15 | d6 | 6 lbs. | -1 | 24,000 | AtDS56Rifts: Atlantis & The Demon Seas, page 56 |
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Notes: | Mega Damage, It Burns. Front fins are an integral melee vibro-weapon: Str+2d4 Mega Damage, AP 8. | ||||||||||
Octuril Particle Ejector | 36/72/144 | 4d8+2 | 1 | 8 | 20 | d8 | 14 lbs. | -2 | 26,000 | AtDS56Rifts: Atlantis & The Demon Seas, page 56 |
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Notes: | Disintegration, Atomic Annihilation, No Recoil. Designed to be used by a prehensile tentacle or tail, otherwise –2 on all checks. | ||||||||||
Triax | |||||||||||
TX-11 Sniper Laser Rifle | 24/48/96 | 4d6+1 | 1 | 4 | 20 | d4 | 3 lbs. | -3 | 20,000 | TLPG101The Tomorrow Legion Player's Guide, page 101 |
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Notes: | Shooting +1, Snapfire, Mega Damage. | ||||||||||
TX-16 Pump Rifle | 24/48/96 | 4d4+4 | 1 | 6 | 16 | d6 | 21 lbs. | -2 | 37,000 | TLPG102The Tomorrow Legion Player's Guide, page 102 |
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Notes: | Reload 2, 200 credits per cartridge. | ||||||||||
TX-26 Particle Beam Pistol | 12/24/48 | 3d8 | 1 | 4 | 15 | d6 | 5 lbs. | -3 | 35,000 | TLPG100The Tomorrow Legion Player's Guide, page 100 |
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Notes: | Disintegration, Atomic Annihilation, No Recoil | ||||||||||
TX-30 Ion Pulse Rifle | 20/40/80 | 1-3d10 | 3 | 0 | 50 | d6 | 7 lbs. | -2 | 25,000 | TLPG100The Tomorrow Legion Player's Guide, page 100 |
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Notes: | Heavy Pulse, Wide Spread | ||||||||||
TX-5 Pump Pistol | 12/24/48 | 4d4+2 | 1 | 4 | 5 | d4 | 5 lbs. | -1 | 13,000 | TLPG102The Tomorrow Legion Player's Guide, page 102 |
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Notes: | Reload 2, 200 credits per cartridge. | ||||||||||
TX-50 Rail Gun | 50/100/200 | 2d10+2 | 3 | 5 | 20 | d12 | 70 lbs. | -3 | 50,000 | TLPG102The Tomorrow Legion Player's Guide, page 102 |
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Viggo’s Custom Firearms | |||||||||||
Legacy Bolt Action Rifle | 30/60/120 | 2d10+2 | 1 | 4 | 5 | d4 | 10 lbs. | * | 10,000 | B&B38Rifts North America: Blood & Banes, page 38 |
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Notes: | Snapfire | ||||||||||
Provider Single-Shot Breech Loading Rifle | 50/100/200 | 2d12+2 | 1 | 6 | 1 | d4 | 16 lbs. | * | 16,000 | B&B38Rifts North America: Blood & Banes, page 38 |
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Notes: | Mega Damage, Snapfire | ||||||||||
Savage Pump-Action Rifle | 24/48/96 | 2d8+2 | 1 | 3 | 5 | d4 | 14 lbs. | * | 14,300 | B&B38Rifts North America: Blood & Banes, page 38 |
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Wellington Industries | |||||||||||
WI-23 Mini-Missile Launcher | as missile | 5d6 | 1 | 8 | 6 | d8 | 26 lbs. | -2 | 30,000 | TLPG103The Tomorrow Legion Player's Guide, page 103 |
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Notes: | Mini-Missile, Snapfire, SBT. | ||||||||||
WI-40M Missile Launcher | as missile | 8d6 | 1 | 24 | 1 | d12 | 120 lbs. | -3 | 25,000 | TLPG103The Tomorrow Legion Player's Guide, page 103 |
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Notes: | Medium Missile, Snapfire, MBT, disposable one-use, flammable items within an MBT may catch fire (including shooter, if not wearing EBA). | ||||||||||
WI-FT1 Plasma Flamethrower | cone | 3d12+3 | 1 | 0 | 8 | d8 | 30 lbs. | -4 | 30,000 | EoH43Rifts North America: Empires of Humanity, page 43 |
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Notes: | Mega Damage, It Burns, may be Evaded (at –2, or –4 on a raise). | ||||||||||
WI-LP3 Pepperbox | 6/12/24 | 3d4 | 4 | 1 | 4 | d4 | 1 lbs. | 0 | 12,000 | TLPG101The Tomorrow Legion Player's Guide, page 101 |
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Notes: | RoF uses one Shot each, Reload 2, –2 to Notice rolls made to detect the derringer. | ||||||||||
Wilk’s Laser Industries | |||||||||||
Wilk’s 227 Pulse Pistol | 15/30/60 | 3d6 | 3 | 2 | 24 | d6 | 3 lbs. | -1 | 24,000 | TLPG101The Tomorrow Legion Player's Guide, page 101 |
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Notes: | 3RB. | ||||||||||
Wilk’s 237 Backup Pistol | 10/20/40 | 3d6+3 | 1 | 4 | 12 | d6 | 3 lbs. | -1 | 24,000 | TLPG101The Tomorrow Legion Player's Guide, page 101 |
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Wilk’s 320 Laser Pistol | 15/30/60 | 3d6 | 1 | 2 | 20 | d4 | 2 lbs. | 1 | 11,000 | TLPG101The Tomorrow Legion Player's Guide, page 101 |
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Notes: | The "Classic" is Shooting +1. | ||||||||||
Wilk’s 447 Laser Rifle | 24/48/96 | 4d6 | 1 | 2 | 20 | d4 | 5 lbs. | 0 | 18,000 | TLPG101The Tomorrow Legion Player's Guide, page 101 |
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Wilk’s 457 Pulse Rifle | 24/48/96 | 4d6 | 3 | 3 | 30 | d6 | 6 lbs. | -2 | 40,000 | TLPG101The Tomorrow Legion Player's Guide, page 101 |
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Notes: | Heavy Pulse. |
Techno-Wizardry Item
Credits