Tools of Survival: Weapons, Armor, and Equipment

A World Armed to the Teeth

In Rifts Earth, the difference between life and death often comes down to what you're carrying. When a random encounter might include a demon, a squad of Coalition soldiers, or a hungry dinosaur, being well-equipped isn't optional - it's essential.

How gear works in general - weapon stats such as Range, Damage, AP and Rate of Fire, armor values, and encumbrance - is exactly as in the core rules: see Gear & Equipment. This part covers what Rifts adds on top: Mega Damage, energy weapons, Techno-Wizard devices, and an economy built on salvage.

Understanding Damage: Mega Damage

Rifts sorts weapons and armor into two tiers. Ordinary weapons - clubs, pistols, hand grenades - are like throwing rocks at a tank: they might scratch the paint. Mega Damage (MD) weapons are like firing anti-tank missiles - they actually matter. Armor works the same way: only Mega Damage armor reliably keeps out Mega Damage attacks, and ordinary weapons barely trouble an MD-armored target.

In Palladium's original Rifts this was tracked with separate S.D.C. and M.D.C. point pools (with one M.D.C. worth 100 S.D.C.). The Savage Worlds version folds Mega Damage into normal damage rolls, Toughness and armor; the exact conversion is in the Player's Guide, so this guide doesn't restate the numbers.

Energy Weapons: The New Standard

Forget bullets - in Rifts, energy weapons dominate the battlefield. They're powered by E-clips (energy clips) that work like rechargeable batteries. Think of them as your phone, but instead of checking social media, you're vaporizing threats.

graph TD A[Energy Weapons] --> B[Laser Weapons] A --> C[Ion Weapons] A --> D[Plasma Weapons] A --> E[Particle Beam] B --> F[Pros: Accurate, No Recoil<br/>Cons: Visible Beam] C --> G[Pros: Wide Spread<br/>Cons: Short Range] D --> H[Pros: Sets Targets on Fire<br/>Cons: Heavy, Expensive] E --> I[Pros: Devastating Damage<br/>Cons: Can Disintegrate Limbs] style B fill:#ff0000 style C fill:#00ffff style D fill:#ff6600 style E fill:#9900ff

E-Clip Economy

E-clips are the ammunition of the future: pricey to buy new, but rechargeable at any settlement with a reliable power supply - or jury-rigged from a vehicle's power plant if you're desperate (and brave). Track shots per clip as you would ordinary ammunition in the core rules.

Rail Guns: When You Need More Dakka

Rail guns fire metal projectiles at hypersonic speeds using electromagnetic acceleration. Imagine a stream of metal slugs moving several times faster than sound. They shred armor and ignore most defensive angles.

Melee Weapons: Up Close and Personal

When guns fail or ammo runs dry, melee weapons save lives. But we're not talking about regular swords here - we're talking about vibro-blades that oscillate at ultrasonic frequencies, cutting through MDC armor like butter.

Vibro-Weapons

Vibro-blades use the usual Strength-based melee damage (see Gear & Equipment) but count as Mega Damage; check the Player's Guide for each weapon's exact stats.

Body Armor: Your Second Skin

In Rifts, going unarmored is like going naked in a blizzard - technically possible but really stupid. Armor follows the core armor rules, but on Rifts Earth you want Mega Damage armor. It comes in several broad categories:

Techno-Wizard Items: When Magic Meets Machine

TW items are where Rifts gets really interesting. Imagine a shotgun that shoots ice blasts, or a motorcycle that flies along ley lines. These devices run on PPE (and some on ISP) instead of conventional power sources - Rifts' names for the Power Points of the core rules (see Powers & Magic).

flowchart LR A[TW Device] --> B{Has PPE/ISP?} B -->|Yes| C[Spend Power Points] C --> D[Device Activates] B -->|No| E[Device is Just Metal] D --> F[Special Effects] F --> G[Lightning Gun] F --> H[Flying Board] F --> I[Shadow Cloak] F --> J[Flaming Sword] style A fill:#9C27B0 style D fill:#4CAF50 style E fill:#F44336

Essential Adventuring Gear

Beyond weapons and armor, smart adventurers carry specialized equipment:

The Survival Pack

Everyday kit - rope, first aid, rations, light - uses the core adventuring gear (see Gear & Equipment). A typical Rifts wilderness pack bundles it up with a few post-apocalyptic extras:

Specialized Equipment

Multi-Optics Helmet

Thermal vision, night vision, telescopic sight, HUD display. Like having superhuman senses.

Portable Language Translator

Translates the common languages of the region. Essential when dealing with D-Bees.

IRMSS Medical System

Nanobots that provide emergency healing in the field, with a limited number of uses before it's depleted.

Energy Field Generator

Projects a protective barrier around a campsite. Perfect for camping in hostile territory.

Vehicle Options

Walking is for suckers. Vehicles, chases and vehicle combat use the core rules (see Chases & Dramatic Tasks), but Rifts gives you options:

The Credit Economy

Universal Credits are the standard currency across much of North America. Prices climb steeply: a laser pistol is an everyday purchase next to a suit of good MD armor, and power armor or a robot vehicle is a fortune most adventurers will never hold in cash. (The Player's Guide has the actual price lists.)

Yes, the good stuff is expensive. That's why salvage rights are often more valuable than payment.

Restricted Items

Different areas have different rules:

Making Your Gear Yours

The Hero's Journey tables can give your starting equipment special properties - perhaps a laser rifle with a storied past, or armor that can change colors like a chameleon. These personal touches make generic gear into treasured possessions.

Remember: Gear is Life

In Rifts, your equipment isn't just tools - it's what stands between you and oblivion. Maintain it, upgrade it when possible, and always have a backup plan. Because when your e-clip runs dry facing a demon, that vibro-knife on your belt becomes your best friend.

Next: the powers that need no E-clip at all - magic, ley lines and psionics...