Gear
TX-26 Particle Beam Pistol
- Damage: 2d8+3
- Range: 10/20/40
- ROF: 1
- AP: 2
- Shots: 15
- Weight: 5
NG-45 Long Pistol - Pearl Handled Colt
Damage: 2d6+5 (+3 bonus)
ROF: 1
Range: 15/30/60
Payload: 8 shot E-Clip
Weight: 8
Min Str: -
Cost: 15,000
Notes: AP 4 (+2 bonus); Semi-Auto; Ring of Returning attached, grants Trademark Weapon, +1 to Shooting
Rings of Returning
One ring worn on the hand, the other attaches magically to the hilt of a weapon. The weapon becomes a Trademark Weapon, and may be summoned from up to one mile away as if using Quick Draw. (Attached to Pearl Handled Colt)
Shard Pistol
- Damage: 2d8+1
- Range: 15/30/60
- ROF: 3
- AP: 1
- Shots: 36
- Weight: 4
Wilk's Remi "Longshot" Rifle (reskinned JA-9)
- Damage: 3d6+1
- Range: 40/80/160
- ROF: 1
- AP: 3
- Shots: 30
- Weight: 6
Autorifle
- Damage: 2d8+1, ROF 3, AP 3, semi-auto, 3RB
- Range: 50/100/200
- Shots: 60
- 11 lb
LSR-250 Laser Rifle
- Damage: 3d6+2, ROF 3, AP 2, Semi-Auto, 3RB
- Range 30/60/120
- Shots: 60
- 3 extra e-clips, 60 shots each
TW Hellfire Hand Cannon
- Damage: 2d10+2, MD
- Range: 12/24/48
- ROF: 1
- AP: 2
- “fan the hammer”
- affects least armored area, catch fire 1 in 6
NG Maverick Body Armor (in storage)
- +3 Armor
- +1 Toughness
- Weight: 10
Vibro-Knife (2)
- Damage: Str+d6, MD
- AP: 4
- Weight: 2
C-14 "Firebreather" Laser Rifle:
- Damage: 3d6
- Range: 30/60/120
- ROF: 1
- AP: 2
- Shots: 20
- Weight: 10
- Semi-Auto
- Min Str d6
- scope with nightvision and laser targeting offsets 2 points of range and/or darkness penalties
- Integrated grenade launcher:
- Damage: by grenade (currently AP, 3d8 MD)
- Range 20/40/80
- ROF 1
- AP by grenade (currently 8)
- Shots 12
- Weight .25 each
- Area by grenade (currently SBT)
Neural Mace
- Damage: Str+d6
- Weight: 9
- Notes: Touch Attack, vigor roll failure = Inc, roll vigor 1/rd to revive to Shaken
NG-S2 Survival Pack: (30 lb, 3,000 credits)
- -- One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
-- One sleeping bag, also insulated.
-- One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-in nite operation under typical conditions.
-- One biometric compass/inertial mapper.
-- Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
-- One short-range radio, five-mile range
-- One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits).
-- One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
-- Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
-- One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
-- One survival knife, one small hatchet, and one wooden cross.
-- Four signal flares.
-- One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
-- One bar of soap and a sterilized cloth.
-- One canteen.
-- Two weeks worth of minimal sustenance survival rations in sealed pouches.
Communications Band - Upgraded
- Grants Speak Language power
- +1 to Persuasion
- +1 to Streetwise
- +2 Charisma when speaking / using voice
- Costs 1 PPE/ISP per hour
Bandito Arms Branaghan Armored Overcoat (Rifts Patron Item) (trapped as a vest)
The overcoat or long-coat — also known as a duster — is a favorite among cowboys, gunfighters and sheriffs because it is both stylish and offers a surprising amount of protection, as well as making an excellent raincoat (waterproof and a good article of clothing in which to hide a shotgun or rifle under). The entire coat is lined with (relatively) lightweight armor padding with plates over the shoulders and torso (often concealed under the fabric). It offers 8 small but usable internal pockets (four on each side).
• +1 Toughness
• Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
• No Minimum Strength Requirement (10 lbs.)
Features:
Attachment points can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Attachment: Pearl Handled Colt (NG-45 Long Pistol)
• Attachment: TX-26 Particle Beam Pistol
• Attachment: pistol e-clip
• Attachment: pistol e-clip
• Attachment: rifle e-clip
• Attachment: rifle e-clip
• Attachment:
• Attachment:
Lucky Devil's Duster - (TW Signature Item)
This outfit, consisting of a vest, duster, and hat, is made out of a flexible woven metal alloy. The rig has been given special treatment by a group of techno-wizards. Trimmed in silver accents, including a silver band around the hat, and with wiring hidden in the lining of the coat, it looks high quality, but otherwise indistinctive. When powered, a facemask deploys from the hat, providing Full Environmental Protection.
Base Item: Triax T-12 Field Medic armor
+6 armor, +1 toughness, +2 healing rolls, FEP, optics enhancement with 10x magnification and thermal vision
17 lb, 65,000 credit cost
Conversion cost: 6,500 credits
Minor Upgrades:
1: half weight (5,000 credits)
2: +5 ISP to charge the device (5,000 credits)
Major Upgrades:
1: Add power: Armor (20,000 credits) -- trapping - Ace In The Hole: the duster has a mind of its own, swirling to intercept melee attacks; +1 Parry
2: +1 die type Vigor (10,000 credits)
3: Add power: Invisibility (40,000 credits) -- trapping - Know When to Fold 'em: sound absorption (+1 Stealth die type)
4: Add power: Quickness (40,000 credits) -- trapping - Faster Than a Bullet: blur trapping (reskinned Darkness/Shroud, +1 Parry)
change +2 healing to +2 gambling rolls for the variety of extra dimensional pockets
Total cost: 191,500
Total stats: When charged, +6 armor, +1 toughness, +1 Vigor, +2 to Gambling rolls, FEP, optical enhancements. Allows the user to activate the Armor, Quickness, or Invisibility powers with a successful Psionics or Magic roll. Weighs 8.5 pounds.
Bandito Arms RH-1002B Robot Riding Horse - "Comet"
The Mustang is a robot horse with the same basic shape and size of the wild Mustang. They are tough and reliable, with good speed and cargo capacity. The only difference between the Mustang and the Pinto is the color of its fake hide.
Robot Riding horses are medium sized Robots that manage a good compromise between speed and carrying capacity.
Agility d8,
Smarts d6,
Spirit d6,
Strength d12+2,
Vigor d8
Skills: Fighting d4, Notice d8+2, Survival d6
Pace: 12 (Acc/TS 10/50);
Parry: 4;
Toughness: 17 (8)
Special Abilities
- All-Terrain: Ignores penalties for rough terrain, and each inch counts as 1.5” instead of 2”
- Armor +8: High strength alloy, M.D.C.
- Handling: Riders gain +2 on all Riding checks.
- Kick: Str, Mega Damage.
- Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imaging, night vision, HUD, and +2 to Notice checks.
- Environmental Weakness (Electricity): Robots suffer +4 damage from electrical attacks.
- Nuclear Power Pack - Robot does not need to be recharged for 15 years
- Size +2: Based on the mustangs of old, these robot horses are of a strong, compact model.
- Travel Speed: Use the Acc/TS for overland speeds; use pace for combat
Credits: 7550
Contacts