Professional Documents
Culture Documents
Ground Vehicles:
o Lincoln Intercontinental
Power Armour:
o Super Flying Titan
Starships:
o Yautja Hunter Starship, the Predator's starship
Weapons
Hopped on crank, in my big f*cking tank, Hit the homies crew or hit the Citi Bank? Hopped on crank, in my
big f*cking tank, Big f*cking tank big f*cking tank."
- Cypress Hill, "Big Ass F*cking Tank", off "Cypress Hill 7"
The most popular classic town car of the 21st century, the Intercontinental is a mean machine in every sense
of the word. With a great big universal combustion drive system, self sealing polyaramide belted tires, and
hybrid ceramic body armor as standard features, it's no surprise that the "car that killed the Cadillac" is still
being driven today, 35 years after its production. The same basic model was produced for ten years, as there
was no real way to improve it at the time, and the 1,250,000 odd units produced (they were expensive,
despite being popular) are still being driven today.
The car is seen as both a status symbol and as a symbol of the downfall of American culture (but mostly a
status symbol), with its big stereo, heavy armor, and ridiculously low suspension. Statistics from the
American Department of Antiquated Conveyance Routes (in charge of most old style roads and parking lots)
show that Intercontinentals are responsible for over $150 million dollars in speed bump damage (less than
$15,000 in annual repairs to the cars due to speed bumps).
Lincoln Intercontinental
*Blowing out one tire inflicts -25% speed penalty, two is a -50% penalty if both are on the same side (or
both in front), -40%
Speed:
Atmospheric Flight: Not possible, but can get about 5 feet high and 30 feet of distance if a properly timed
suspension boost at a high speed occurs.
Driving: 220 mph, half if running on kerosene or alcohol, +30 mph if running on leaded.
Statistical Data:
Height: 6 feet, 6 inches, with 6 inch ground clearance at it's lowest ride.
Width: 11 feet, 8 inches.
Length: 23 feet.
Mass: 5 tons.
Cargo: The trunk.
Fuel: Up to 600 miles with a full tank of high octane gas, 500 miles with lower octane, 100 miles with
kerosene, a measly 12 miles with alcohol (ethyl or malt), and a frightening 1000 with high octane leaded.
Engine Type: X-12 (12 cylinder, X formation) universal combustion.
Construction Cost: $265,000
Weapon Systems:
No weapons, but the front end of the car only takes 1/4 damage from crashes, while inflicting an additional
+1 S.D.C. per 10 mph of speed...
Special Systems:
Self Sealing Tires: The tires of the Intercontinental can effectively repair up to 120 S.D.C. per tire at
a rate of 30 S.D.C. per melee round before running out of polyaramide sealant.
Big Bad Bass Integrated Speaker System: A very nice, big, integrated woofer/tweeter/amp system
that can hit a peak volume of 85 dB - outside the car! The inside of the car actually receives less of
the sound, hitting only a volume of 65 dB inside at a volume setting of 10. The system is very
impressive for making big entrances or just cruising.
Underlights: A holographic underlighting system can create up to 300 c.p. of light, in any colour.
*Destroying the head/helmet will eliminate all forms of optical enhancement and sensory systems. The pilot
must now rely on his or her own vision and senses. No power armour combat bonuses to strike, parry, and
dodge! Note: The head is a small and difficult target to hit. Thus it can only be hit when a character makes
a called shot and even then the attacker is -3 to strike.
**Depleting the M.D.C. of the main body will shut the armour down completely, making it
useless. Note: Destroying a wing will make flight impossible. However, even with no wing(s), the armour
can make jet powered leaps and hover stationary above the ground.
Speed:
Running: 60 mph (96 km/h) maximum. Not that the act of running does tire out its operator, but at 10% of
the usual fatigue rate thanks to the robot exo-skeleton.
Leaping: The powerful robot legs can leap up to 20 feet (6.1m) high or across unassisted by the thrusters.
A jet thruster assisted leap can propel the unit up to 100 feet (30.5m) high and 200 feet (61m) across
without actually attaining flight.
Flight: The rocket propulsion system enables the Super Flying Titan to hover stationary up to 200 feet (61m)
or fly. Maximum flying speed is 350 mph (290 km/h), but cruising speed is considered to be 200 mph (320
km). Maximum altitude is limited to about 4,000 ft (1200m).
Flying Range: The nuclear power system gives the armour decades of life, but the rocket jets get hot and
need to cool after a maximum of ten hours of flight when traveling at speeds above cruising, and twenty
hours of cruising speed, indefinite wit h rest stops.
Statistical Data:
Height: 8 feet (2.4m) or 9 feet 6 inches (2.9m) with the optional Enhanced Sensor Pak.
Width: 3 feet (.9m) with wings down, or 12 feet (3.7m) with the wings extended.
Length: 3 feet 6 inches (1m)
Weight: 210 lbs (95 kg) without optional packages or missiles
Physical Strength: Equal to a P.S. 27
Cargo: None
Power System: Nuclear; average life is 20 years.
Black Market Cost: 1.5 million credits for the basic unit; modular systems cost extra. Not often available.
Weapon Systems
1. Wing Mounted Missiles: Nine mini-missiles or five of the larger short range missiles can be mounted on
each wing (18 or 10 total). Like the lasers and optional plasma ejector, the missiles are launched by voice
command or by hidden firing studs in the forearm.
2. Long Range Wing Lasers(2): A small laser turret is mounted on the wing tip of each wing. Both can
rotate 90 degrees and have a firing arc of 360 degrees (up and down). The turrets are fire-linked and hooked
directly to the armour's nuclear power supply.
Primary Purpose: Assault
Secondary Purpose: Defense
Mega-Damage: 3D6 per blast.
Rate of Fire: Standard
Maximum Range: 4000 feet(1200m)
Payload: Effectively unlimited.
3. Optional Modular Systems: The modular systems design of the Super Flying Titan allows it to fill a
variety of special roles ranging from a quick flying scout to short range artillery support. As many as three
modular systems may be added to the armour.
(1) AP-003 Armour Pak: This system is comprised of additional mega-damage armour and structural
supports used to enhance the Super Flying Titan's damage capacity.
(2) ESP-005 Enhanced Sensor Pak: An additional sensor cluster provides the armour with sensor systems
identical to its larger robot vehicle cousins.
(3) MML-003 Leg Mini-Missile Launcher Pak: A small mini-missile launcher is mounted the calf of each
leg.
(4) MWP-002 Melee Weapon Pak: The arms and legs are outfitted with retractable vibro-weapon mounts.
The arms come equipped with a twin mount utilizing an over-the-arm vibro-claw and an under-the-arm
vibro-sword. The feet have vibro-knife mounts. The retractable systems are activated by twisting either the
wrist or ankle.
Primary Purpose: Defense
Secondary Purpose: Assault
Mega-Damage:
Range: hand-to-hand
Additional Weight: 30 lbs (14 kg)
Speed Penalty: -5%
Cost: 150,000cr
(5) RGP-008 Railgun Pak: A lightweight railgun and ammo drum are mounted on the armour. With the
armour's enhanced robotic strength, the weapon can be fired one-handed. When not in hand, the railgun is
attached to the side of the power armour.
(6) RBP-007 Rocket Booster Pak: This additional back-mounted rocket booster gives the Super Flying
Titan greater flying range and speed.
Flying: Maximum speed is increased to 500 mph (600 km) and cruising speed is raised to 300 mph (360
km).
Maximum Altitude: is increased to 6000 ft(1830m).
Additional Weight: 75 lbs (35 kg)
Cost: 450,000cr
(7) WPE-005 Wing Plasma Ejector Pak: A devastatingly powerful but short ranged plasma turret is
mounted on the underside of each wing. Both can rotate 360 degrees and have a firing arc of 90 degrees (up
and down). Both mounts are fire-linked and operated by voice command or by hidden firing studs in the
forearm.
4. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in mega-damage hand-to-hand
combat. See Power Armour Combat Training in the Robot Combat section.
5. Sensor System Note: The Super Flying Titan has full optical systems, including laser targeting,
telescopic, passive nightvision (light amplification), thermo-imaging, infrared, ultraviolet, and polarization.
Radio Communication: Long range, directional communication system with an effective range of
about 100 miles, as well as a directional, short range radio. Range is 5 miles. Plus a built-in
loudspeaker; 80 decibels.
Voice Actuated Locking System: The hatches are sealed by an automatic locking system. A six digit
spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating
procedure. A manual key pad is provided in case of system failure/override.
Complete Environmental System: A mega-damage compartment that is air tight, pressurized and
suitable for use in all hostile environments, including under water (500 foot max. depth) and space.
The following features are included:
o Computer controlled life-support system.
o Internal cooling and temperature control.
o Computer controlled, independent oxygen supply and purge system that automatically
engages in low oxygen or contaminated air environments.
o Eight hours oxygen supply.
o Insulated, high temperature resistant shielding for up to 350 degrees centigrade. Normal fires
do no damage. Nuclear, plasma, and magic fires do full damage.
o Radiation shielded.
o Polarized and light sensitive/adjusting tinted visor.
* Destroying the Main Sensor Array will effectively blind the ship and eliminate all of its sensor abilities
** These locations are hard to hit and require a called shot at -3 roll.
*** Destroying the main body of the ship will leave it a powerless, airless floating wreck.
Speed:
Driving on Ground: Not possible.
Atmospheric Flight: The Yautja space craft can reach up to Mach 35 in earth’s atmosphere and has full
VTOL.
Atmosphere Jump: From a single Atmosphere Jump the ship can reach a speed of Mach 67 in less than a
second, however this requires a massive expenditure of energy.
Space Flight: The Yautja space craft can do .84 of light speed in real space.
Space Fold: The ship can fold space to make jumps of huge distances. This is an alien technology that is so
complicated, there are some gods who do not fully understand how it works. A jump can theoretically be
any distance in a negative amount of time.
Time Fold: The space fold can be enhanced to perform a time jump, the technology and method of doing
this is only understood by a few elder Yautja.
Statistical Data:
Height: 12.0m
Width: 27.0m
Length: 50.0m
Weight: 40 tons
Cargo: the Yautja ship has one huge primary storage bay whose dimensions are 100ft x 75ft x 15ft. The
secondary bay (used mainly for supplies) is half the size of the primary bay.
Power Plant: Has an alien power plant with an average life span of 100,000 years (yes I know it's very big,
but it's bloody powerful).
Black Market Cost: Never available, could never be available and never will be available (for those that just
have to know, 450 billion at least).
Weapon Systems:
1. Mass Driver Cannon (1): This is a very powerful weapon which produces an accelerated particle nuclear
blast the size of a small comet, it is overtly powerful and in the history of the Yautja, it has very rarely
needed to be used.
Primary Purpose: Defense
Secondary Purpose: Attack
Mega-Damage: Mini-blast: 5D6 x 10 M.D. or Full Powered Blast: 1D6 x 1000 M.D.
Rate of Fire: once every minute, four (4) melee rounds
Effective Range: 100,000km
Payload: effectively unlimited
Note: It is useless in an atmosphere, and does 1/100th the damage
Other Systems:
1. Space Fold (1): This is the special drive that allows the Yautja ship to travel around the universe in such a
short time. It basically works by taking two separate points in space and for a single second joins them
together, so when they are separated the ship will be in another place from where it started.
Range: can join any to places in space as long as they are totally clear and not within 100, 000 Km of a
planet or sun.
Chance of Precise Position: 65%
Note: To use the Space Fold first a roll against Space Navigation must be made and if successful then a roll
against Chance must be made, if successful the correct destination will be reached, otherwise you are
somewhere else.
2. AI Central Computer (1): All Yautja ships have a huge central computer, which has an artificial
intelligence. The computer has no Alignment but will carry out tasks that is instructed to do. It is also
programmed to only obey certain members of the crew but in an emergency it will respond to anyone.
I.Q.: 30
Abilities:
3. Main Sensor/Communication Array (1): The main sensor array on the Yautja space craft has full optics
and long range scanners, it also has full communications equipment and targeting systems.
Passive Sensors:
Optical Sensors:
Accuracy: 90%
Range: 10,000km
Penalties: -10% accuracy per each 1000km past 10,000km
Active Sensors:
Laser Scanners:
Accuracy: 98%
Range: 100,000km
Chance of Detection: when in use, other ships within 100,000km have a 50% chance of detecting the
laser scanners in use
Radar:
5. Time Fold (1): This is the Yautja ships ability to make small time jumps, it works in tandem with the
Space Fold, unfortunately only elder Yautja know how to use it, thus player characters never will.
Chance of Success: 20% (takes one day after jump to build up energy in reactor for another)
Maximum Time Distance: Ten (10) years either way
For additional Yautja information, see the Yautja Hunter R.C.C. or the Yautja Weapons.
Black Market Weapons
Rate of
Weapon
Weapon Name Effective Range Fire / Shots Damage Total Payload Location
M.D.C.
Used
Aimed Shot / 1 3D6 M.D.
3D6 x 2
Short Burst / 2
M.D.
Blue-Green Laser 20 shot e-clip* Underseas,
2000ft (610m) 3D6 x 3 16 M.D.C.
Rifle Long Burst / 5 40 shot long e-clip* pg. 137
M.D.
3D6 x 7
Full Burst / 10
M.D.
Speargun: Speargun: Speargun: Speargun:
200ft (61m) underwater Varies by 3 manually loaded
Blue-Green Laser 350ft (106.6m) on land Aimed Shot / 1 spear type spears Free
Pulse Rifle and 20 M.D.C. Quebec,
Laser: Laser: Laser:
Speargun 20 shot e-clip* pp. 48 - 49
1200ft (366m) Aimed Shot / 1 3D6 M.D.
40 shot long e-clip*
underwater or on land Multi-Pulse / 5 6D6 M.D.
Aimed Shot / 1 2D6 M.D. 30 shot e-clip* RIFTS, pg.
L-20 Pulse Rifle 1600ft (488m) 16 M.D.C.
Multi-Pulse / 3 6D6 M.D. 60 shot long e-clip* 225
* weapon can use any standardized rifle e-clip (Naruni Earth-style, Northern Gun, Republic of Columbia, Wellington Industries, Wilk's)
Rate of
Effective Weapon
Weapon Name Fire / Shots Damage Total Payload Location
Range M.D.C.
Used
Aimed Shot / 1 2D6 M.D.
2D6 x 2
Short Burst / 4
C-10 Light M.D. 20 shot CS e-clip Coalition War
Assault Laser 2000ft (610m) 2D6 x 3 30 shot long CS e- 14 M.D.C. Campaign, pg. 91
Rifle Long Burst / 10 clip RIFTS, pg. 203
M.D.
2D6 x 7
Full Burst / 20
M.D.
2D6/4D6
Aimed Shot / 1
M.D.
2D6/4D6 x 2 20 shot CS e-clip
C-12 Heavy Short Burst / 4 30 shot long CS e- Coalition War
M.D.
Assault Laser 2000ft (610m) clip 16 M.D.C. Campaign, pg. 91
Rifle 2D6/4D6 x 3 30 shot CS e- RIFTS, pg. 203
Long Burst / 10
M.D. canister
2D6/4D6 x 7
Full Burst / 20
M.D.
Laser: Laser:
Aimed Shot / 1 3D6 M.D. Laser:
3D6 x 2 20 shot CS e-clip
Short Burst / 4
Laser: M.D. 30 shot long CS e-
2000ft (610m) 3D6 x 3 clip
C-14 "Fire Long Burst / 10 30 shot CS e-
M.D. Coalition War
Breather" Assault canister
3D6 x 7 18 M.D.C. Campaign, pp. 91 - 92
Laser and Full Burst / 20
M.D. RIFTS, pg. 203
Grenade Launcher
Grenade Grenade
Launcher: Launcher: Grenade
Grenade
Launcher:
Launcher: Aimed Shot / 1 2D6 M.D.
12 manually
1200ft (366m) 2D6 x 2
Burst / 4 loaded grenades
M.D.
16 manually
C-16 Pump Rifle 1600ft (488m) Aimed Shot / 1 4D6 M.D. 19 M.D.C. Sourcebook One, pg. 58
loaded rounds
Aimed Shot / 1 2D6 M.D. 21 shot CS e-clip
30 shot long CS e-
CP-40 Pulse Laser Coalition War
2000ft (610m) clip 18 M.D.C.
Rifle Multi-Pulse / 3 6D6 M.D. Campaign, pp. 91 - 92
60 shot CS e-
canister
Laser: Laser: Laser:
Aimed Shot / 1 2D6 M.D. 21 shot CS e-clip
Laser: 30 shot long CS e-
2000ft (610m) clip
CP-50 "Dragon Multi-Pulse / 3 6D6 M.D. 60 shot CS e-
Fire" Assault canister Coalition War
20 M.D.C.
Pulse Laser and Grenade Grenade Campaign, pp. 92 - 93
Grenade Launcher Launcher: Launcher: Grenade
Grenade
Launcher:
Launcher: Aimed Shot / 1 2D6 M.D.
12 manually
1200ft (366m) 2D6 x 2
Burst / 4 loaded grenades
M.D.
Speargun: Speargun: Speargun:
200ft (61m) Speargun:
underwater Varies by 3 manually loaded
300ft (91.4m) Aimed Shot / 1 spear type spears
on land
Laser: Laser:
CSN-20
Speargun/Laser Aimed Shot / 1 2D6 M.D. 25 M.D.C. Coalition Navy, pg. 45
Rifle Laser: 2D6 x 2 Laser:
Short Burst / 4
1200ft (366m) M.D. 20 shot CS e-clip
underwater or 2D6 x 3 30 shot long CS e-
on land Long Burst / 10 clip
M.D.
2D6 x 7
Full Burst / 20
M.D.
Aimed Shot / 1 2D6 M.D. 21 shot CS e-clip
CV-212 Variable 30 shot long CS e- Coalition War
Light Frequency 2000ft (610m) clip 17 M.D.C. Campaign, pg. 94
Laser Rifle Multi-Pulse / 3 6D6 M.D. 60 shot CS e- Sourcebook One, pg. 57
canister
Coalition States Heavy Weapons
Rate of
Effective Weapon
Weapon Name Fire / Shots Damage Total Payload Location
Range M.D.C.
Used
Laser: Laser:
Aimed Shot / 1 3D6 M.D. Laser:
Laser:
Short Burst / 4 3D6 x 2 M.D. 20 shot CS e-clip
2000ft (610m)
C-14 "Fire Long Burst / 10 3D6 x 3 M.D. 30 shot long CS e-clip Coalition War
Breather" Assault
Full Burst / 20 3D6 x 7 M.D. 18 M.D.C. Campaign, pp. 91 - 92
Laser and
RIFTS, pg. 203
Grenade Launcher Grenade Grenade
Grenade Launcher: Launcher: Grenade Launcher:
Launcher: 12 manually loaded
Aimed Shot / 1 2D6 M.D.
1200ft (366m) grenades
Burst / 4 2D6 x 2 M.D.
Coalition War
C-27 Light
1600ft (488m) Aimed Shot / 1 6D6 M.D. 10 shot CS e-canister 20 M.D.C. Campaign, pg. 93
Plasma Cannon
RIFTS, pp. 203 - 204
C-29 "Hellfire" 8 shot CS e-canister
Coalition War
Heavy Plasma 1400ft (427m) Aimed Shot / 1 1D6 x 10 M.D. +8 shot additional CS 20 M.D.C.
Campaign, pp. 93 - 94
Cannon e-canister
C-40R Coalition Aimed Shot / 1 1D4 M.D.
4000ft (1220m) 400 round belt 32 M.D.C. RIFTS, pg. 226
SAMAS Rail Gun Burst / 40 1D4 x 10 M.D.
Laser: Laser: Laser:
Laser: Aimed Shot / 1 2D6 M.D. 21 shot CS e-clip
2000ft (610m) 30 shot long CS e-clip
CP-50 "Dragon Multi-Pulse / 3 6D6 M.D. 60 shot CS e-canister
Fire" Assault Coalition War
Grenade Grenade 20 M.D.C.
Pulse Laser and Campaign, pp. 92 - 93
Grenade Launcher Grenade Launcher: Launcher: Grenade Launcher:
Launcher: 12 manually loaded
Aimed Shot / 1 2D6 M.D.
1200ft (366m) grenades
Burst / 4 2D6 x 2 M.D.
Aimed Shot / 1 1D4 M.D. 200 round short clip
C-200 "Dead Coalition War
4000ft (1220m) 600 round light drum 24 M.D.C.
Man's" Rail Gun Burst / 20 4D6 M.D. Campaign, pg 96
2000 round full drum
Coalition War
CR-1 Rocket Varies by Varies by
Aimed Shot / 1 1 mini-missile 18 M.D.C. Campaign, pg. 96
Launcher missile type missile type
RIFTS, pg. 204
400ft (121.9m) Aimed Shot / 1 Varies by
CSN-T30 grenade type
underwater Coalition Navy, pp.
Torpedo-Grenade 12 shot drum 40 M.D.C.
30ft (9.1m) on Varies by 45 - 46
Launcher Burst / 6
land grenade type
Missile Missile
Missile Launcher: Launcher:
Launcher: Missile Launcher:
Aimed Shot / 1
Varies by Varies by 20 mini-missiles
CTT-M20 Missile missile type or 2 Coalition War
missile type 35 M.D.C.
Rifle Burst / 4 Campaign, pg. 95
Laser: Laser: Laser:
Laser:
20 shot CS e-clip
2000ft (610m) Aimed Shot / 1 2D6 M.D. 30 shot long CS e-clip
40 shot integral energy Coalition War
CTT-P40 2000ft (610m) Aimed Shot / 1 1D6 x 10 M.D. 30 M.D.C.
cell Campaign, pg. 95
Free Quebec Pistols
Mechanoid Weapons
* weapon can use any standardized rifle e-clip (Naruni Earth-style, Northern Gun, Republic of Columbia, Wellington Industries, Wilk's)
^ weapon can use any standardized pistol e-clip (Northern Gun, Republic of Columbia, Wellington Industries, Wilk's)
Rate of
Weapon
Weapon Name Effective Range Fire / Shots Damage Total Payload Location
M.D.C.
Used
NG-IP7 Aimed Shot / 1 3D6 M.D. 10 shot e-clip*
20 Juicer Uprising,
Northern Gun 1600ft (488m) 20 shot long e-clip*
Ion Pulse Rifle Multi-Pulse / 3 1D4 x 10 M.D. 70 shot NG power pack M.D.C. pg. 73
Aimed Shot / 1 3D6 M.D.
NG-L5 Short Burst / 2 3D6 x 2 M.D. 10 shot e-clip* 24
Northern Gun 1600ft (488m) 20 shot long e-clip* RIFTS, pg. 225
Laser Rifle Long Burst / 5 3D6 x 3 M.D. 70 shot NG power pack M.D.C.
Full Burst / 10 3D6 x 7 M.D.
Laser: Laser:
Aimed Shot / 1 3D6 M.D. Laser:
Laser: 10 shot e-clip*
Short Burst / 2 3D6 x 2 M.D.
NG-LG6 1600ft (488m) 20 shot long e-clip*
Northern Gun Long Burst / 5 3D6 x 3 M.D. 70 shot NG power pack
28 Mercenaries,
Laser Rifle and Full Burst / 10 3D6 x 7 M.D. M.D.C. pg. 100
Grenade
Grenade Grenade
Launcher Grenade Launcher:
Grenade Launcher: Launcher: Launcher:
4 manually loaded
1100ft (335m) Aimed Shot / 1 4D6 M.D.
grenades
Burst / 4 4D6 x 2 M.D.
Speargun: 200ft (61m) Speargun: Speargun: Speargun:
underwater Varies by 3 manually loaded
350ft (106.6m) on land Aimed Shot / 1 spears
spear type
NG-LS7
Northern Gun Laser: Laser: 25 Free Quebec,
Laser Rifle and Aimed Shot / 1 3D6 M.D. Laser: M.D.C. pp. 48 - 49
Speargun Laser: 1200ft (366m) 10 shot e-clip*
Short Burst / 2 3D6 x 2 M.D.
underwater or on land 20 shot long e-clip*
Long Burst / 5 3D6 x 3 M.D. 70 shot NG power pack
Full Burst / 10 3D6 x 7 M.D.
NG-S11 Single Shot / 1 3D6/3D6 M.D.
Northern Gun 2 manually loaded 14 Juicer Uprising,
500ft (152m)
"Sawed-Off" Double Shot / 2 5D6/6D6 M.D. rounds M.D.C. pp. 73 - 74
Shotgun
Laser: Laser: Laser:
3000ft (914m) Aimed Shot / 1 4D6 M.D. 10 shot e-clip*
NG-SL20 Ion: Ion: 20 shot long e-clip*
Northern Gun 70 shot NG power pack 26 Rifter #4, pg.
Aimed Shot / 1 3D6 M.D.
Sniper Laser Ion: Note: laser blasts count M.D.C. 85
Rifle Short Burst / 2 3D6 x 2 M.D. as two shots from the
1000ft (305m)
Long Burst / 5 3D6 x 3 M.D. clip
Full Burst / 10 3D6 x 7 M.D.
* weapon can use any standardized rifle e-clip (Naruni Earth-style, Northern Gun, Republic of Columbia, Wellington Industries, Wilk's)
Rate of Weapon
Weapon Name Effective Range Damage Total Payload Location
Fire / Shots Used M.D.C.
Sourcebook
20 shot short Triax e- One, pp. 57 -
TX-11 Sniper 15
1600ft (488m) Aimed Shot / 1 3D6 M.D. clip 58
Laser Rifle M.D.C.
50 shot Triax FSE-clip Triax & The
NGR, pg. 144
TX-12 12 shot short Triax e-
16 Rifter #4, pg.
Sharpshooter 3500ft (1067m) Aimed Shot / 1 4D6 M.D. clip
M.D.C. 85
Laser Rifle 30 shot Triax FSE-clip
Sourcebook
TX-16 Pump 16 manually loaded 22 One, pg. 58
1600ft (488m) Aimed Shot / 1 4D6 M.D.
Rifle rounds M.D.C. Triax & The
NGR, pg. 144
Aimed Shot / 1 2D6 M.D. Sourcebook
20 shot short Triax e-
TX-30 Ion 18 One, pg. 57
1600ft (488m) clip
Pulse Rifle Multi-Pulse / 3 6D6 M.D. M.D.C. Triax & The
50 shot Triax FSE-clip
NGR, pg. 145
Aimed Shot / 1 2D6 M.D. 16 shot short Triax e-
TX-42 Laser 20 Triax & The
2000ft (610m) clip
Pulse Rifle Multi-Pulse / 3 1D4 x 10 M.D. M.D.C. NGR, pg. 145
40 shot Triax FSE-clip
Aimed Shot / 1 2D6/4D6 M.D.
TX-43 Light Short Burst / 3 2D6/4D6 x 2 M.D. 12 shot short Triax e- 18 Triax & The
Assault Laser 2000ft (610m) clip
Rifle Long Burst / 6 2D6/4D6 x 3 M.D. 30 shot Triax FSE-clip M.D.C. NGR, pg. 146
Full Burst / 12 2D6/4D6 x 7 M.D.
Aimed Shot / 1 5D6/2D6 M.D.
TXD-01 Deep- 300ft (91.4m) Short Burst / 4 5D6/2D6 x 2 M.D. 16 shot short Triax e- 100 Underseas, pg.
Sea Sonic Beam underwater clip
Rifle 80ft (24.4m) on land Long Burst / 8 5D6/2D6 x 3 M.D. 40 shot Triax FSE-clip M.D.C. 191
Full Burst / 16 5D6/2D6 x 7 M.D.
Harpoon: 300ft Harpoon: Harpoon: Harpoon:
(91.4m) underwater or 1 manually loaded
on land Aimed Shot / 1 1D6/5D6 M.D. harpoon
TXD-02 Deep-
Laser: Laser:
Sea 100 Underseas, pg.
Laser/Harpoon Laser: 1200ft (366m) Aimed Shot / 1 3D6 M.D. Laser: M.D.C. 191
Rifle 16 shot short Triax e-
underwater Short Burst / 4 3D6 x 2 M.D.
clip
2000ft (610m) on land Long Burst / 8 3D6 x 3 M.D. 40 shot Triax FSE-clip
Full Burst / 16 3D6 x 7 M.D.
Bayonet: 200ft (61m) Bayonet: Bayonet: Bayonet:
TXD-03 Deep- underwater or on land Aimed Shot / 1 2D6/3D6 M.D. 1 vibro-bayonet
Sea Assault Laser: Laser: Laser: 150 Underseas, pp.
Laser Pulse Laser: 2000ft (610m)
Aimed Shot / 1 2D6 M.D. 20 shot short Triax e- M.D.C. 191 - 193
Rifle underwater
clip
3000ft (914m) on land Multi-Pulse / 3 1D4 x 10 M.D. 50 shot Triax FSE-clip
Aimed Shot / 1 3D6 M.D.
WR-15 Short Burst / 8 3D6 x 2 M.D. 20 Triax & The
Wilderness 1600ft (488m) 40 shot Triax e-drum
Long Burst / 20 3D6 x 3 M.D. M.D.C. NGR, pg. 148
Laser Rifle
Full Burst / 40 3D6 x 7 M.D.
Ion: Ion:
Aimed Shot / 1 3D6/4D6 M.D.
Ion: 1600ft (488m) Short Burst / 4 3D6/4D6 x 2 M.D.
Long Burst / 10 3D6/4D6 x 3 M.D.
WR-17 Full Burst / 20 3D6/4D6 x 7 M.D. 20 shot short Triax e- 21 Triax & The
Wilderness
Laser: Laser: clip M.D.C. NGR, pg. 148
"Double" Rifle
Aimed Shot / 1 2D6 M.D.
Laser: 1200ft (366m) Short Burst / 4 2D6 x 2 M.D.
Long Burst / 10 2D6 x 3 M.D.
Full Burst / 20 2D6 x 7 M.D.
Tritonia Weapons
Yautja Weapons
Yautja Hunter Spear Staff
The Spear Staff is a six foot long combat weapon used in melee and ritual combat. It has a spear shaped
blade on either end that are actually energized with laser beams. It is telescopic and can retract into a foot
long rod.
Length: 6ft (1.8m) when full length, 1ft (.3m) when retracted
Weight: 6.5lbs (3kg)
Mega-Damage: 1D8 M.D.C.
Mega-Damage Capacity: 20 M.D.C.
Weapon Proficiency: depending on how it is used, WP Staff (Japan, pg. 190) or WP Spear (Japan, pg. 189)
Wrist Blades
These are the double blades the Yautja wear on each arm. The blades are used to slash and stab and
opponent. In the Yautja culture, killing an opponent with the wrist blades is considered the most honourable
way to kill.
Length: 8in (20cm)
Mega-Damage: 1D6+1 M.D.C.
Mega-Damage Capacity: 10 M.D.C.
Weapon Proficiency: WP Sword (Main Book, pg. 32)
Pistols List
Rifles List
Submachinegun List