Equipment, Weaponry & Accessories

New Ammunition Types
Some of these energy ammunition supplies are very similar to E-clips. They exist because their simpler to manufacture and use than the high tech military grade e-clips. Low tech always has a market.

Hip Battery
A large unit almost the size of a car battery, these are generally worn at the hip with leather straps. A power supply cable runs from it and plugs into the E-clip slot of the users weapon. These batteries are cheap, simple to use and find but can only supply enough amps at a time to power weapons that do 1D6 MD or less (they can also supply energy for
double taps, but not pulses or bursts). Otherwise they're not much different from a normal sized E-clip except that they're easier to recharge. Anyone with the basic electronics skill and a steady supply from a small generator can recharge these batteries. The character should make the basic electronics roll (no experience for the roll). A pass means the recharge only takes one hour, a fail means it will take an entire three hours.
Cost: 1000 credits. 100 credits to recharge, if the character doesn't have the skill and power supply himself.

Bionics Battery
Basically the same as the hip battery (can't supply energy for pulses or any burst). Because bionic weapons systems are protected by the bionics they're attached to, they can afford to be more complex. This means they can have a more complex system that takes advantage of this battery to power forearm blasters and other bionic weaponry that do 4D6 MD or less. The battery is as easy to recharge as a normal hip battery (same requirements and time). If the character is a full conversion borg with an internal power supply, they can get an operator to connect that to the battery so it will instantly start to recharge whenever shots are fire, no skill roll required (the recharge time is still one hour). There's a picture of one in the bionics sourcebook on page 94, being worn on the back.
Cost: 1500 credits. 100 credits to recharge, if the character doesn't have the skill and power supply himself.

Back Pack Battery
A much larger unit about the size of a back pack. It's worn with a pair of sturdy shoulder straps. A power supply cable runs from it and plugs into the E-clip slot of the users weapon. These batteries are fairly cheap, simple to use and fairly common but can only supply enough amps at a time to power weapons that do 3D6 MD or less (they can also supply energy for double taps, but not pulses or bursts). Otherwise they're not much different from a normal sized E-clip except that they're easier to recharge. Anyone with the electrical engineer skill and a steady supply from a medium generator can recharge these batteries. The character should make the electrical engineer roll (no experience for the roll). A pass means the recharge only takes two hours, a fail means it will take six hours. I like to think the Head Hunter in the Rifts main book is using a front/back version of this to power a NG-57, just because of the grittiness and style in the picture.
Cost: 2000 credits. 200 credits to recharge, if the character doesn't have the skill and power supply himself.

Worn E-clip
E-clips can see a lot of uses and a lot of users. Eventually they start to wear out but still don't get thrown away. After even more use and being serviced several times, these clips just aren't what they used to be. They can't provide energy for pulses or any burst, without burning out. They can be used for double taps.
Cost: 3000 credits for normal sized worn E-clip (They don't usually come in larger sizes). Standard recharge cost.

Half E-clip
Eventually worn e-clips get salvaged and the parts are generally re-used to create a half capacity clip (Although physically it's still normal size). This type can be used for pulses and bursts just like a normal e-clip. However the clip capacity being halved can be problematic. When using it with bursts, ammo use should still be calculated as if it’s a full clip.
Cost: 4000 credits for normal sized half E-clip (They don't usually come in larger sizes). Half the standard recharge cost, of course.

 

New Armour Types
Again, low tech always has a market.

Iron & Hide Armour
This armour is composed of MDC scrap. Bits of cars, parts of broken armour, bones of supernatural creatures and more may be used in various amounts. All of this is brought together using common SDC leather. The reasons for the incorporation of leather are two fold. In the more primitive areas where this type of armour is made, they rarely have the technology or skill to molecularly fuse pieces of MDC scrap, so they instead (slowly) drill holes in them and string them together. The other reason is that flexible material is needed for the various joints, which is rare to find as scrap.

These armours are built to cover the whole body just like factory produced armour. The difference is that the weaker leather component mean the armour can be knocked apart by SD attacks. Not actually damaged by them, by the impact or inflicted SD damage can tear away the leather and knock pieces of MDC plating off. Knocked off armour pieces can be picked up and sewn back in latter, of course (with the sewing skill and some leather, its easy to do). Naturrally, if the armour is hit by a MD attack, the points armour of armour are permanently destroyed.
*** Vs Standard Damage: When hit by piercing SD attacks (like bullets or beams), reduce the damage down to 1/10th and remove that many points from the armour. If hit by cutting or blunt SD damage, merely halve damage before applying it. Example: a 15 MDC iron and hide armour is hit by an explosive SD round, the damage roll is 50 SD, 5 points of MDC are removed from the armour. If a sword is struck against and does 10 SD then this time 5 MDC is removed from the armour. These knocked off pieces can be sewn back into the armour.
*** Vs Mega Damage: Piecing and cutting damage do their normal amount of damage to the armour.
Basic iron and hide armour has 15 MDC. The next step up is 30 MDC and after that it can be for sale in increments of 10 MDC on top of that. However, it is almost never environmental and the costs reflect this.
Cost: Take maximum MDC value of the armour for sale and multiply it by itself, then multiply that by ten to determine its price (Eg, 15 MD armour would be (15 x 15) x 10 = 2250. Repair (replacement of MDC pieces) is half the normal cost.

Modular Vehicle and PA Armour
Although vehicles, PA and robots in rifts are generally high MDC, they can't shrug off small MD arms fire in the way were familiar with in regards to SDC tanks Vs SDC weapons. Modular armour proposes that it isn't possible to design MDC vehicles to shrug off fire (unless using extreme methods, like Glitter Boys). The dynamic energies involved mean all MD strikes add up in the end and a pistol can whittle down a tank. So instead of trying to avoid damage, it's assumed instead that armour and basic sub systems for all military (and a lot of civilian) vehicles, is modular. This means it can be rapidly replaced, so instead of shrugging off damage, after an engagement the vehicle can 'regenerate' itself from a store of modular armour. It can also work on damaged armour, in an effort to recycle it. The drone is the size of a shoe box and that remains hidden in a special compartment in the vehicle until needed. After combat it comes out, removes damaged pieces of armour and welds in new armour modules. This standard equipment starting drone is quality grade 20.

However, the more extensive the damage to armour and sub systems, the higher the skill and mechanical advancement needed to repair it. This means repair drones com in come in increasing quality types, the better they are the more punishment the vehicle can take and still be repaired by the drone. However, if the amount of damage goes beyond its quality type, no repair at all can be enacted (Things are just in too poor a state). Go see an operator!

These drones apply to vehicles and power armour, not to body armour or giant robots (giant robots will be detailed latter).

Just as all powerful equipment is coveted and the better stuff is hard to come by, the same applies to repair drones. Party level is the rounded down average of all the PC's levels added together. Look on the chart below to see what quality drones are available (This chart will soon be repeated in the equipment availability section).

Party Level

Drone Quality

Can repair damage to the first…

Cost

1

20

20 points lost from the maximum MDC

20,000 credits

2

45

45 points lost from the maximum MDC

45,000 credits

3

60

60 points lost from the maximum MDC

60,000 credits

4

75

75 points lost from the maximum MDC

75,000 credits

5

75 (Fast rep.)

75 points lost from the maximum MDC

150,000 credits

6

90 (Fast rep.)

90 points lost from the maximum MDC

180,000 credits

7

100 (Fast rep.)

100 points lost from the maximum MDC

200,000 credits

8

120 (Fast rep.)

120 points lost from the maximum MDC

240,000 credits

9

150 (Fast rep.)

150 points lost from the maximum MDC

300,000 credits

Repair Rate: Repairs are made at an impressive 1 MDC per minute. At quality level 75 or higher the drones are far more advanced and can repair 1 MDC every thirty seconds.
Modular Armour Storage: Most combat vehicles can store up to a quarter of their maximum MDC in armour modules (Stored in specially concealed sections, for the drone to use. More can be stored in support vehicles or carried by the vehicle in storage crates carried by PA (the repair drone can be instructed to collect the armour from either source).
Modular Armour cost: The materials the drones need to enact repairs (vehicles come with these supplies as well as the drone). These repair supplies are stored in the vehicle. Their cost in credits is the drones quality level times 2000 (eg, a quality level 45 drones supplies would cost 90,000 credits to replace).
Rate of Use: Eventually the armour supplies are going to run out, even with damaged armour being recycled. Once repairs are complete, roll percentile to see if this has happened. To keep it simple, if the drone repaired more than half its quality level in MDC, then there's a 10% chance its run out of supplies. If it repaired less than this, there's a 5% chance.
Snipers and Drone MDC: Since the drone needs to leave the protection of its vehicle in order to do its job, they are sometimes the target of snipers. Normal drones have 10 MDC, while fast repair drones have 20 MDC. It takes a called shot to hit them at -4 to strike. Snipers can be a real problem if the pilot was relying on a drone that’s only available at a higher party level, since he'll have to fall back to what's available. Repair drones are too delicate to be recovered at all, if they are reduced to 0 MDC or less.

Example: A spider skull walker has 500 MDC. If it has a quality level 45 drone, the first 45 MD of damage can be repaired. So if damage reduced it to 455 MDC, the drone could repair it. But any lower and the pilot would have to see an operator. If a quality level 45 drone repairs 23 points (half its quality level) or more of MDC, there's a 10% chance of it having used up all supplies once repairs are complete. If less than 23 MDC was repaired, the chance is 5%.