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Rifts - World Book 16 - Federation of Magic Revised - PAL829P

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Published by Ithiria, 2021-10-22 01:59:09

Rifts - World Book 16 - Federation of Magic Revised - PAL829P

Rifts - World Book 16 - Federation of Magic Revised - PAL829P

Mega-damage: Restrained punch: l D6 M.D. Te c h n o -Wiz a r d
PunchIBlunt Strike: I D6x l O M.D. Devices
Power Punch: 2D6x l O (but counts as two attacks).
Cutting Snip: I D4x l O+ 1 0 Of the most popular Techno-Wizard items available from
Clamp and Tear: l D4x 1 O Stormspire, among them are TW vehicles, and rifles and pistols
capable of firing magical energy without P.P.E. cost to the user!
Crush: l D6x 1 O per squeeze (counts a s one melee attack). These weapons are extremely effective, being useable against
Grab and Hold: It requires a supernatural strength of 60 to pry almost anything in existence (and especially valuable in the
monster-ridden Magic Zone). The construction process is time
the pincer loose. consuming and costly, however, making Techno-Wizard fire­
Rate of Fire: Equal to the hand to hand attacks of the Automa­ arms some of the most expensive in existence. The weapons in­
ton. corporate all types of magic, some using Warlock spells, others
Range: Reach is about 20 feet (6 m). Ley Line WalkerlWizard spells, and a few even work with other
Payload: Not applicable. types of magics. Each weapon is hand-crafted, so while they
may do the same thing, no two look exactly alike. To keep a
2. Magic Spell Casting Abilities : Only a Controller, the High lock on the market, the only way to purchase the special amum ­
nition for some of these weapons is through Stormspire or the
Magus who created it or a Lord of Magic can make the Black Market.

Automaton cast spells. Each spell draws on the P.P.E. reserve Techno-Wizard Weapons

of its internal battery and/or the P.P.E. of its pilot. The bat­ Bursts: A number o f these weapons allow the wielder to fire
short bursts of three rapid-fire, nearly simultaneous shots. De­
tery regenerates at a rate of l D4x 1 O per hour, with a total re­ spite firing only three shots, the weapon usually inflicts substan­
tial amounts of damage. Because the TW weapons are
serve of 400 P.P.E. generating spells, there is no recoil from firing them. Thus, the
shooter can stay in position, allowing a greater percentage of his
Spells available to the Kilairgh: shots to hit. Note that this does not change the fact that a profi­
cient user is only + 1 to strike with a burst, but unskilled users
Orb of Cold (6; quadruple normal range) will make a straight die roll instead of the usual penalty of -6.

Electric Arc (8) Wind Rush (20) Magic Energy Cells: Most Stormspire Techno-Wizard fire­
arms require P.P.E. "energy cells" to function. These are essen­
Deflect ( 1 0) Sub-Particle Acceleration (20) tially powerful Talismans that store P.P.E. The cells are uniform
and often look like ordinary E-clips (except for a few magic
Horror ( 1 0) Ballistic Fire (25) symbols), so that a single clip can fit in any TW weapon.

House of Glass ( 1 2) Shockwave (35) Black Market Cost: 40,000 credits each; it is basically a limited,
energy storage talisman.
Lifeblast ( 1 5) Desiccate the Supernatural (50)
Recharging P.P.E. Energy Cells : Since the ammunition for
Barrage ( 1 5) Disharmonize ( 1 50) these weapons consists of small, enchanted E-clips that expend
magically stored P.P.E. whenever the weapon is fired (i.e. a
3. Hand to Hand Combat: Rather than use magic, the con­ pre-programmed spell is discharged), it is relatively easy for any
struct can engage in hand to hand combat using its claws, tail mage with the knowledge of making talismans to recharge.
and body. Having supernatural strength and being magically P.P.E. clips can be "recharged" in Stormspire for 1 2,000 credits,
endowed, it is much better at this than robots of comparable sometimes as low as 1 0,000 during special sale periods and pro­
size. motions.
Attacks per melee round: Equal to the number of attacks
of the Controller +1 per every two levels of his experience. Note, in the alternative, Techno-Wizards can pump P.P.E. di­
The Lords of Magic are +5 . Note: Only a Controller, the rectly from themselves into the weapon (with or without a clip)
High Magus who created it, or a Lord of Magic can pilot the at a cost of roughly 1 0 P.P.E. per blast for most pistols, 20 P.P.E
Kilairgh. per blast for most rifles.

Damage: Claw strikes; see #1 described previously. Stormspire TW-Pistols
Body Slam: 2D4x l O M.D . ; the giant Automaton rears up as high
as it can go and then slams its massive body on top of those in Note: Also see Rifts® New West™ for a number of TW re­
front of it; affects an area roughly 1 5 feet (4. 6 m) wide and 20- volvers, rifles and other items. Rifts@ Vampires Sourcebook also
30 feet (6-9 m) long. Everything it its path takes damage. This is presents a handful of TW items.
a favorite attack (the pilot is magically cushioned from the im­
pact). Counts as two melee attacks.
Throw Giant Objects (cars, boulders, trees, etc.): l D6x 1 O M.D.;
range: 1 000 feet (305 m).
Prehensile Tail: I D6x l O; a thick extension of the body.
Stomp: 4D6 M.D.
Kicks: Not possible.
4. Combat Bonuses & Features of Note: Horror Factor 1 6; +3

on initiative (+4 with claws), +6 to strike, +6 to parry, +4 to
dodge, +4 to pull punch, +3 to roll with impact or fall, critical
strike on a natural 1 9-20. Has all other standard features.
Note: The Controller gets a +2 bonus added to each of the
above.

1 12

TW Firebolt Pistol is large and heavily reinforced, giving the weapon a sinister,
menacing look. The Shard Pistol is a favored tool of assassins
This is a medium-sized, durable pistol that fires bolts of because the ice shards will dissipate, leaving no evidence of the
magical flame. The weapon is favored by mercenaries and as­ weapon used.
sassins because despite being a pistol, it packs quite a punch.
The maj or shortcoming of this pistol is its short range, consid­ Weight: 2 . 5 Ibs. ( 1 . 1 kg)
erably less than most high-tech pistols. Mega-damage: 3D4 M.D. per shot (fires multiple shards). 4D6
M.D. per short burst.
Weight: 3 Ibs. ( 1 .4 kg). Rate of Fire: Single shots or short bursts only.
Mega-damage: 4D6 M.D. per blast of magic fire.
Rate of Fire : Single shots only. Effective Range: 700 feet (2 1 0 m).

Effective Range: 450 feet ( 1 37 m). Payload: 1 2 shots per P.P.E. clip.

Payload: P.P.E. clips hold 1 0 shots. Black Market Cost: 72,000 credits for the pistol, 40,000 credits

Black Market Cost: 80,000 credits for the pistol and 40,000 per clip of ammo.

credits for each clip of ammunition.

TW Jammer TW Starfire Pistol

The Jammer is a light pistol whose only purpose is to take The Starfire pistol is a sleek, elegant weapon designed to ap­
out other weapons. It does this by firing a pulse of magical en­ peal to the wealthy more than your typical mercenary. Despite
ergy that temporarily negates/stalls a key mechanical function, this, the weapon has become popular amongst warriors due to its
effectively making the weapon jam (it won't shoot). The shooter good range and accuracy, excellent damage (for a pistol), and
must make a called shot to hit whenever shooting at a machine ergonomic design. The downside, of course, is that the weapon
that is smaller than man-sized. Otherwise, he shoots without is quite expensive.
benefit of any bonuses . The energy released by the Jammer is
Weight: 2 Ibs. (0.9 kg)
harmless to humans and has the same basic effect as the Negate
Mechanics spell at 3rd level potency. Mega-damage: 3D6 M.D. per blue-white energy bolt.

Weight: 1 .2 1bs (0.54 kg) Rate of Fire : Single shots only.
Mega-damage: None, disrupts/jams other machines and weap­
ons. Effective Range: 1 000 feet (305 m).
Rate of Fire: Single shots only.
Payload: 1 2 shots per P.P.E. clip.
Effective Range: 600 feet ( 1 83 m).
Bonus: + 1 to strike.
Payload: 1 0 shots per P.P.E. clip. Black Market Cost: 80,000 credits for the pistol. 40,000 credits

Black Market Cost: 7 5,000 credits for the pistol. Each clip costs per clip.
40,000 credits.

TW Shard Pistol TW Shock Pistol

The Shard Pistol is an automatic weapon that fires high­ As its name implies, the Shock Pistol fires blasts of electric­
velocity ice fragments. In many ways, it resembles a small rail ity at its targets. Its range is not great and damage is minimal,
gun, firing clusters of small, hard projectiles . The pistol ' s barrel but it is comparatively cheap. The Shock Pistol is the "stock"

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