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DB4 = Rifts Skraypers

HU = Heroes Unlimited
GTTU = TMNT Guide to the Universe
MERC = Rifts Mercenaries
RBTC = Robotech
RDF = Robotech RDF Manual
RFT4 = Rifter 4
RIFT = Rifts
TMNT = TMNT & Other Strangeness

Retooling Old Weapons (MERC) - pg96

pre-rift handgun (RIFT) - 1d6x100cr


pre-rift hunting rifle (RIFT) - 2d4x100cr
pre-rift sub-machinegun (RIFT) - 2d6x100cr
pre-rift assault rifle (RIFT) - 2d6x100cr
pre-rift grenade (RIFT) - 1d4x100

Dmg by caliber
price is for 100rnd box

.22 (HU) - 2d4sd, $15


.32 ACP (HU) - 2d6sd, $18
.32 Long (HU) - 3d6sd, $20
.38 (HU) - 3d6sd, $24
.38 Power (HU) - 4d6sd, $28
.45 ACP (HU) - 4d6sd, $30
.41 Magnum (HU) - 5d6sd, $32
.44 Magnum (HU) - 6d6, $35
.357 Magnum (HU) - 4d6sd, $35
9mm & 7.65mm pistol (HU) - 3d6sd, $30
10mm pistol (HU) - 4d6sd, $35
5.56mm rifle (HU) - 5d6sd, $40
7.5mm rifle (HU) - 5d6sd, $45
7.62mm rifle (HU) - 4d6sd, $45
.30 rifle (HU) - 4d6sd, $40
.50 rifle (HU) - 6d6sd, $50
.30 machinegun (HU) - 1d4x10sd, $80-400
.50 machinegun (HU) - 1d6x10sd, $100-500
Tracer (HU) - $45
Hollow Point (HU) - $20
Full Metal Jacketed (HU) - add $25
Teflon (armor-piercing) (HU) - add $100-500
Exploding Shell (HU) - +2d6sd, add $200-1000
Dum Dum (homemade) (HU) - +1d6sd, add $10-150
40mm Grenade Cartridge (HU) - $800-4000

Ammunition
Revolver/Pistol, box, heavy (.38, .45, .357) (TMNT) - $24/50
Revolver/Pistol, box, low and mid calibre (TMNT) - $16/50
Rifle, box, heavy calibre (TMNT) - $22/20
Rifle, box, low and mid calibre (TMNT) - $15/20
armor piercing (RIFT) - +1d6sd
high explosive (RIFT) - +1d6x10sd
Magazine Clip (HU) - pg341

Depleted Uranium Core Rounds (HU) pp134-135


Explosive Rounds (HU) - pg134
Shotgun Shells, Armor Piercing (HU) - pg135
Shotgun Shells, Exploding (HU) - pg135
Shotgun Shells, Flechette (HU) pg135
Shotgun Shells, Glaser (HU) - pg135
Shotgun Shells, Phosphorous (HU) - pg135
Shotgun Shells, Rocksalt (HU) - pg135

WI-10 Ramjet Rounds (MERC) - .45, 9mm, 10mm and 7.62mm only, 1md/rnd vs mdc,
3d6x10sd vs sdc, 2d4md/20rnd burst, 5-10cr/rnd

WI-20 Heavy Ramjet Rounds (MERC) - 14.5mm and .50cal only, 1d4md/rnd, 5d6md/40rnd
burst, 10-15cr/rnd

WI-2E Explosive Rounds (MERC) - triple normal rnd dmg, 1d4md/20rnd burst
submachinegun, 1d6md/20rnd burst assault rifle, 2d6md/20rnd burst machinegun,
2cr/rnd pistol, 4cr/rnd rifle, 6cr/rnd machinegun

Handguns
.22 or .25 Revolver (Saturday Night Special) (RBTC, RIFT, TMNT) - 6 or 8 rnds,
~1lb, 1d6sd/rnd, $50-500, 50-500cr

Back-Firing Pistol (HU) - pg135


Derringer (HU) - pg135
Double-Barrel Derringer (HU) - pg135
Micro-One-Shot Mechanism (HU) - pg13

MP-10 Caseless (MERC) - 10mm caseless, 2lb, 1200ft, 20 or 30rnd mag, 3d6sd/rnd,
1d6x10sd/10rnd burst, 4d6sd/rnd DU, 2d4x10sd/10rnd burst DU, 2500cr, 30cr/50rnd
box, 100cr/50rnd box DU

RDF Sub-Machine Pistol (RBTC) - 9mm, 30rnd mag, 5.5lb, 500ft, 2d6sd/rnd, 800cr

Spike Tube (HU) - pg135


Spike Tube Variation (HU) - pg135
Spring Wrist Release Mechanism (HU) - pg135
Tube Gun (HU) - pg135
Wrist Blaster, explosive (HU) - pg135
Wrist Blaster, projectile (HU) - pg135

Submachineguns
MP-23A Caseless (MERC) - pg103
SR-05 (DB4) - pg122

Rifles
30-06 Hunting Rifle (RBTC, RIFT, TMNT) - optional telescopic sight and multiple-
shot clip, 5d6sd/rnd, $200<, 200cr<

RDF M-35 "Wolverine" Assault Rifle (RDF) - 1150ft, 19lb, grenade launcher
4shots/rnd, ?shots/rnd rifle, grenade launcher 4 grenades, rifle 60rnd clip, 2d4md
25mm greande, 4d6sd 4.45mm, one rnd reload grenades, one action replace clip,
-2strk if no modern WP, bipod, telescopic sight
Triceraton Auto-Rifle (GTTU) - 3600ft, 54rnds/clip, 3 auto-fire rnds or 18 bursts,
3 or 18 (all) shots/rnd, 9d6sd

Machineguns
.30cal, 5.62mm and 7.62mm Light Machineguns (RIFT, TMNT) - .30, 5.62mm and 7.62mm,
100, 200 and 250rnd belts, 15-25lb, ~3000ft, 5d6sd/rnd, $2000<, 2000cr<

.5cal and 14.5mm Heavy Machineguns (RIFT, TMNT) - .50 and 14.5mm, 30-100lb,
~3000ft, 7d6sd/rnd, $5000<, 5000cr<

Chinese Type 24 Heavy Machinegun (GTTU) - 7.92mm, 4000ft, 250rnd belt, 7d6sd/rnd

Special Support & Anti-Tank Weapons


40mm Rifle-Mounted Grenade Launcher (RBTC, RIFT) - 11lbs, 15.6in, sngl shot, 3-
5rnds/min, 1150ft, 1d4x100sd or 1d4md, 900cr

66mm LAW (RBTC, RIFT) - 5.2lb, 35in extended, single shot and discard, 1000ft, 50ft
blast radius, 1d6x100sd or 1d6md, 1000cr

Explosives
most explosives will detonate if exposed to 400deg F for 3/rnd or more, plastic and
gelatin explosives have a 50% chance to detonate if hit by an electric charge

Arrowheads, explosive (HU) - pg134


Blasting Cap (MERC) - 5cr
Bomb, mini (HU) - pg134
Bomb, secret compartment (HU) - pg134
Dart, explosive-tipped (HU) - pg134
Detonation Cap/Fuse (HU, TMNT) - 32% availability, $30
Dynamite, stick (TMNT) - 5d8sd/12sq ft, 1d8sd further 20ft, 45% availability, $30
Dynamite, stick (HU) - 1d4x10sd/10sq ft, 50% availability, $30
Dynamite (MERC) - 5d6sd/stick, 10cr/stick
Gelatin (TMNT) - electrically volatile (blast or bolt) 55%, 5d8sd/12sq ft, 1d8sd
further 20ft, 18% availability, $140/oz
Gelatin (HU) - electrically volatile (blast or bolt) 55%, 1d4x10sd/1sq ft, 18%
availability, $140/2oz
Grenade, explosive (TMNT) - 60-80ft, 5d6sd/15sq ft, 1d6sd further 20ft, 30%
availability, $60
Grenade, explosive (RBTC) - 10oz, 100ft, 20ft radius, 1d4x10sd
Grenade, explosive (HU) - 10oz, 100ft, 2d4x10sd/20ft area, $75
Grenade, fragmentation (TMNT) - 60-80ft, 6d6sd/20 sq ft, 2d6sd further 20ft, 30%
availability, $60
Grenade, gas, knockout (HU, RBTC) - sv vs toxins once every min in gas, drowsiness
in 1d4rnds, sleep 1d4min, 60cr, $80
Grenade, gas, nerve (paralysis) (HU, RBTC) - sv vs toxins once every min in gas,
paralyzed in 2d4min, 120cr, $140
Grenade, gas, smoke, any color (TMNT) - 60-80ft, 30sq ft, 40% availability, $30
Grenade, gas, smoke (HU) - pg341, pg342
Grenade, gas, tear (HU, RBTC) - no sv, -6strk, parry, dodge, lose initi, 60cr, $50
Grenade, homemade (HU) - pg134
Grenade, homemade, smoke (HU) - pg134
Grenade, incendiary, AN-M14 TH3 (HU, RBTC) - 4-5sec delay, lethal 60ft, dangerous
120ft, 24oz, 1d100+20 or 2d4x10+20sd or 1md 12ft, 5d10 or 1d6x10sd 12-24ft, 3d10 or
5d6sd 24-36ft, 1d10 or 2d6sd 36-120ft, burns 10rnds, 30cr, $30
Grenade, mini, rifle-launched (HU) - pg341, pg342
Grenade, mini, rifle launched, explosive (TMNT) - 800-900ft, 5d6sd/15sq ft, 1d6sd
further 20ft, 20% availability, $80
Grenade, mini, rifle launched, fragmentation (TMNT) - 800-900ft, 6d6sd/20 sq ft,
2d6sd further 20ft, 20% availability, $80
Grenade, mini, rifle launched, flare (TMNT) - 800-900ft, 90sq ft, 20% availability,
$80
Grenade, mini, rifle launched, white phosphorous (TMNT) - 800-900ft, ignites air,
3d6sd/rnd, 15sq ft, 2d4rnds, 20% availability, $80
Grenade, white phosphorous (TMNT) - 60-80ft, ignites air, 3d6sd/rnd, 15sq ft,
2d4rnds, 30% availability, $60
Missle, hawk, surface-to-air, after the bomb (GTTU) - AR 12, SDC 300 (any hit
penetrating the armor that does 8sdc or more will detonate it), spd class 35, tmf
6, 2d6x100sd, 25mi, +8 strk, $200000
Missle, hawk, surface-to-air, 20th century (GTTU) - AR 12, SDC 300 (any hit
penetrating the armor that does 8sdc or more will detonate it), spd class 33, tmf
5, 2d6x100sd, 25mi, +8 strk, $200000
Molotov Cocktail (HU, TMNT) - 30-40ft, 2d6 or 3d6sd/rnd, 12sq ft, burns 4rnds
Nitroglycerin, liquid (TMNT) - volatile 30%, 20d8sd/12sq ft, 4d8sd further 20ft,
20% availability, $200/oz
Nitroglycerin, liquid (HU) - volatile 30%, 4d4x10sd/20sq ft, 20% availability,
$200/oz
Pellet, explosive (HU) - pg134
Pellet, explosive, tiny (HU) - pg134
Plastic (TMNT) - electrically volatile (blast or bolt) 55%, 5d8sd/12sq ft, 1d8sd
further 20ft, 19% availability, $100/2oz
Plastic (HU) - electrically volatile (blast or bolt) 55%, 1d4x10sd/1sq ft, 19%
availability, $100/2oz
Plastique, commercial (MERC) - 1d4sd/oz, 1dx10sd/lb, 5cr/oz
Plastique, military, C4 - 1d6sd/oz, 2d4x10+20sd/lb, 8cr/oz
Shell, mortar (HU, TMNT) - 10% availability, $100
Smoke Bomb, mini (HU) - pg221
Stink Bomb, mini (HU) - pg221

Incendiary
Flamethrower, mini (HU) - pg136

M-2A1-7 Portable Flamethrower (HU, RBTC, RIFT) - everyone in confined space


affected equally, ignites combustibles, 42.5lb, 70ft unthickened, 140-150ft
thickened, 5d10sd, 400cr, $400

Mortars
Chinese 60mm Type 63 Mortar (GTTU) - 60mm shell, 5000ft, 1 shot/rnd, +4strk in a
ranged and practiced area, 6d10sd impact, 3d6sd shrapnel (save vs shrapnel, D20 +
PP bonus > 11)

Special
CAIV Water Cannon (RFT4) - pg87
Dart Gun (RBTC, RIFT) - one rnd reload, sv vs toxin or unconscious within 1d4rnds
for 4d4min, 110ft, 2shots/rnd, 500cr, 10cr/dart
Flare, hand-held (HU) - pg341
Flare, rocket (HU) - pg341
Flare, rocket, parachute (HU) - pg341
Flare Gun (HU) - pg341
Gas Pistol (RBTC) - tear, tranquilizer, nerve or smoke gas, 160ft, 1shot/rnd,
200cr, 50cr/tear or tranq can, 75cr/nerve can, 25cr/smoke can
Hypodermic Pistols, plastic (GTTU) - looks like a .45, 8 darts, 1 shot/rnd, no dmg,
vic must sv vs psn or be knocked out 1d6hr
SLR-60/Spike Launch Rod (HU) - pg342
Tarlok Tranquilizer Gun (DB4) - pg120
Tranquilizer Rifle (RBTC, RIFT) - one rnd to reload, sv vs toxin or unconscious
within 1d4rnds for 4d4min, 800ft, 2shots/rnd, 1000cr, 10cr/dart

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