GURPS Rifts Conversion or GRifts Copyright (c) 1996 by Gil "Brenden" Young A Note on Mega-Damage I have eliminated mega-damage entirely from GRifts. There is no notable demarcation beteween the damage, say, an AK-47 does (5d+1) and a C-27 Heavy Plasma cannon (15d); the great difference in damages is, in my opinion, enough. RIFTS Armor In all cases, I have retained the armor's weight and secondary attributes (radio, life support, etc.) while determining its DR as follows: take the MDC of the armor, double it, and call it ablative DR. That means for every 5 points of damage done to the armor that doesn't penetrate, the armor loses 1 point of DR. This makes for a very small increase in bookkeeping during combat (assuming you can do math in your head) and makes it simple and quick to convert all armor. Note that the larger the MDC of vehicle armor, the farther from playability doubling it and calling it ablative DR gets; I'll come up with a chart for the different amounts later. Weapons Rifts weapons are unique among game universes in that while they do incredible damage, they aren't very accurate. Ranges are intended to be fairly close to the original ranges, no matter how short they may be (note that the TX-11 'sniper laser' in the Rifts Sourcebook does less damage than many pistols while having a shorter range (1600 feet) than, say, an M-1 Garand (approximately 5000 feet). How anyone is expected to use that gun on someone in mega-damage armor and do anything other than make them mad is beyond me. Targeting Systems Targeting systems, too, take a beating in Rifts, where only the expensive giant robots are equipped with an IR Searchlight, a device invented during WWII and obsolete today. Personally, I'm all for this, because I want any victory one of my PC's wins to be his and not his HUD's doing. Rifts has a very 'old west' feel, one that doesn't lend itself to 'fire and forget' missiles or smartlinked weapons. Ranges below are given in yards, weight is given in pounds. Note that any weight measurement supplied supersedes the weight given in the appropriate Rifts book where the weapon appeared while no measurement means no change from the original. Same for Cost measurements. Shots are a special case: a number followed by a slash is the number of kilowatt-hours (KWH) per single shot. A number by itself is actual magazine capacity, and 2 numbers separated by a colon mean x number of shots given for the expenditure of y PPE. Example: The Atlantean Plasma rifle has the notation '20:80' in its 'shots' category. That means that for the expenditure of 80 PPE, the user can give the weapon 20 shots. GMs who want to pro-rate this, saying every (80 PPE/shot divided by 20 shots = ) 4 PPE charges one shot, are welcome to it; I don't think it will make a signifigant difference either way. Weapon Types: Laser: Light Amplification by Stimulated Emission of Radiation. In other words, a coherent beam of photons, or light, with enough energy to do damage. Ion Blaster: Basically an electrolaser. To better simulate electrolasers, the damages on these weapons were reduced to levels that happen to be almost useless against modern armor. Against unarmored opponents and many beasties, however, they are just the thing. Remember that an opponent in metal armor is not only hit at +2, but does not get any of his armor's PD or DR against the attack. Grenade Launcher: I'm assuming you all know what this is (like I wasn't with lasers... hehe...). The different calibers of the different launcher grenades (and their compatibility) are listed below: NG "Mighty Mite" Series (for the NG-Super combo): 18mm NG "Mega-Bullet" Series (for the NG-LG6 combo): 23mm *Note that the NG Mega-Bullet can chamber Coalition mini-grenades, but not the other way around. Coalition Mini-Grenades (for every g. l. in the Coalition arsenal): 22mm WI E-102 (Wellington's only line of grenades): 26mm Grenade damage (for the Coalition model; more to come) is as follows: Coalition Mini-Grenades Dmg Radius(yds.) Fragmentation: 6dx3[2d] 4 Shaped Charge: 4dx2(10) .5 Concussion: 6dx3 4 Particle Beam: This is a particle acceleration weapon, one that emits a raw stream of ocnventional particles. Since there is mass emitted, there is recoil, and a distinctive whine as the weapon discharges. Plasma Ejector: This is in the flamer class of weapons, either a plasma rifle (unless otherwise specified) or a more powerful, much more deadly fusion gun. Since it emits a steady, continuous pulse, it does not have recoil, but they are usually very heavy, and a certain amount of strength is required to hold it steady (i.e. the Firehose Effect). Rail Gun: An weapon that magnetically accelerates ferrous projectiles, known as a Gauss Pistol in the extreme low calibers (all but abandoned by Rifts weaponers in the rush to find something to penetrate modern armor) or as a Gauss Gun in the extreme high calibers (a thin distinction observed mostly by highly developed militaries). It, too, suffers from the Firehose Effect that increases its minimum ST without assessing recoil penalties. Pump Pistol or Rifle: The term 'pump' was most likely first put forth by illiterate farmers in the farmlands of the NGR. Triax was referring to them as at the time, and for many the name just wouldn't stick (can't imagine why). Most people call them 'mini grenades' although that is more properly used on the type launched by the C-14 "Firebreather" type platforms. More ovservant individuals call them 'micro grenades' and that term is probably going to last. The projectiles these 'pump' guns fire are just that, 12mm shaped charge grenades. It's also an interesting note that this weapon was developed for use against opponents who could somehow sense large amounts of electrical energy in storage (like Neuron Beasts), and the pump action was settled upon, rather than a faster, more modern feed to keep use of the expensive ammunition for these weapons to a minimum. Plasma Cartridge Weapon: A platform for igniting plasma cartridges, which store a great amount of energy chemically, in a suspended crystalline matrix (TB alert!). Since the reciever has to zap each cartridge's priming hole with a low-power laser (good for 10,000 shots on an internal 10KWH cell), the super-hard lens between the laser and the chamber must be cleaned often and is usually the most likely to fail; treat any critical failure as the lens shattering under the intense heat of the plasma being emitted. The laser will be destroyed, too (5000cr for the laser and 5000 for the lens from your friendly Naruni Enterprises Dealer, half that if you make the repair yourself (Electronic Ops (Weapons)/TL10 at -1). Plasma Cartridge weapons are otherwise just like Particle Beam Weapons. Ammunition Since most Rifts weapons are energy weapons, we'll cover them first. Each energy weapon has a number of KWH consumed per shot in its description, and in the description of the weapon in the appropriate Rifts book, you'll see the type of power source it carries. Here's a rundown of the power capacities of the various power sources: TL C cell (from GURPS UT; not generally used in Rifts): 50 KWH E-Clip: 50 KWH Long E-Clip: 100 KWH E-clip Canister: 200 KWH Triax E-clip: 100 KWH Triax Short E-clip: 40 KWH Triax FSE-clip: 100 KWH TX-41 E-clip (fits only that huge gun): 250 KWH NG Power Pack: 250 KWH with a 10 KW SNAP generator. Costs $60k and requires a $20k overhaul every 1000KWH until it is used up at 5000. NE Energy Clip: 125 KWH TX-501 Borg Rail Gun Power Pack: 500 KWH with a 5 KW SNAP generator. Weighs 50 lbs. Rail Guns fire lead-core hardened steel projectiles. Triax, the Coalition, and Northern Gun all have different calibers, although NG's chamber is just barely bigger than the Coalitions, and can chamber Coalition ammunition. The reverse isn't true, however, and the Coalition is not pleased about this. Note also that EVERY railgun has a separate power source due to their high power consumption during sustained bursts of 12+ round/second fire. The TX-501 Borg Rail Gun Power Pack is typical of these. The Triax pump weapons fire small shaped-charge grenades and will explode with the force of (# of grenades x 3d) if they are somehow ignited in the magazine (Ignite Fire spells, anyone?). A FEW RIFTS WEAPONS CONVERTED TO GURPS (From the original Rifts book) Type Dmg SS Acc 1/2d max Wt. Rof Shots Rcl ST Cost TL Wilk's 320 Laser Pistol imp 1d+2 9 10 300 750 4 1/KWH - 0 Wilk's 447 Laser Rifle imp 2d+1 11 17 600 800 8 1.5/ - 0 NG-57 HD Ion Blaster imp 10d 12 8 150 220 ~3 2.5/ 8 -1 NG-Super ^^^Laser imp 2d+2 9 8 225 700 4 2/ 11 0 ^^^Grenade Launcher var. var. 10 6 -- 150 1 6+8 15 -3 ++Note that the above two entries are for two different barrels of the same weapon.++ NG-33 Laser Pistol imp 1d+2 9 8 250 675 4 1.5/ - 0 NG-L5 Laser Rifle imp 2d 11 15 500 650 8 1.5/ - 0 NG-P7 Particle Rifle imp 5dx4 15 12 365 850 1 6.25/ 11 -1 L-20 Pulse Rifle imp 2d-1 10 13 490 640 12 1.25/ - 0 JA-11 ^^^7.62 mm rifle bullet cr 7d+1 13 13 1000 4500 1 1 11 -2 ^^^laser imp 2d+2 12 16 1200 1550 8 1.25/ - 0 ^^^ion beam imp 14d 14 11 490 980 1 5/ 8 -1 ++Note that the previous three entries represent different 'barrels' of the same weapon.++ JA-9 imp 2d+2 11 16 1200 1550 8 1.25/ - 0 Type Dmg SS Acc 1/2d max Wt. Rof Shots Rcl ST Cost TL C-18 Laser Pistol imp 2d-1 9 8 240 650 4 1.25/ - 0 C-10 Laser Rifle imp 2d 12 17 610 720 8 1.5/ - 0 C-12 Laser Rifle imp 2d+1 11 15 610 720 8 2/ - 0 C-14 "Firebreather" Laser Rifle/Grenade Launcher Combo ^^^Laser Rifle imp 2d+1 11 15 610 720 8 2/ - 0 ^^^Grenade Launcher var. var. 10 7 -- 365 1 12 -1 10 C-27 Heavy Plasma Cannon spcl. 15d 7 14 490 1000 1 7/ - 9 (Weapons from the Rifts Sourcebook #1) Wilk's 457 Laser Pulse Rifle imp 2d+2 10 15 610 830 12 1.5/ - 0 NG-E4 Plasma Ejector spcl. 13d 7 12 490 900 1 5/ 0 12 CV-212 Variable Laser Rifle imp 2d+2 11 14 610 1000 8 1.5/ - 9 TX-30 Ion Pulse Rifle imp 9d 11 12 490 900 4 2.25/ 0 10 TX-11 Sniper Laser imp 30d 14 13 900 2000 9 1/2 25/ - 10 $60k ++This is a substantial departure from the stats for the sniper laser as written, with its mediocre damage and un-sniper-like low range (1600 feet/488m). I took a little license here and made it, essentially, a dino laser. Note also that the weapon includes a thermographic sight++ TX-16 Pump Rifle sxp. 6d(5) 12 13 -- 490 2~ 16 -2 9 TX-5 Pump Pistol sxp. 6d(5) 9 4 -- 220 2~ 5 -2 10 ++The following rail guns have no recoil, as they exert a constant force (much like a fire hose) which doesn't spoil aim for anyone who has the (considerable) strength necessary to use it. For those who lack the strength, it is recommended that they be assessed double the penalties. Note also that they require both ammunition and energy++ TX-500 Borg Rail Gun cr. 4dx2(3) 11 13 1200 5400 20 .25/* - 22 ++Energy needs are provided by a 'power pack' that weighs 50 lbs. and is worn as a backpack. See Ammunition, above.++ C-40R SAMAS Rail Gun cr. 6dx2(3) 12 16 1200 5400 12 .35/* - 24 NG-101 Rail Gun cr. 4dx2(3) 12 15 1200 5400 12 .25/* - 22 NG-202 Rail Gun cr. 4dx2(3) 13 16 1200 5400 20 .25/* - 24 A FEW MORE RIFTS WEAPONS CONVERTED TO GURPS (Rifts NGR) Type Dmg SS Acc 1/2d max Wt. Rof Shots Rcl ST Cost TL TX-20 "Short" Laser Pistol imp 2d 9 6 220 620 4 1/ - 0 TX-22 Precision Laser Pistol imp 2d-1 11 10 300 720 4 1/ - 0 TX-24 Ion Pulse Pistol imp 9d 10 7 150 250 4 4/ -1 9 TX-26 Particle Beam Pistol imp 14d 10 5 120 310 1 6.5/ -2 10 WR-10 Wilderness Ion Pistol imp 9d 12 8 180 520 ~3 2/ -1 10 TX-41 Laser Pulse Rifle (Giant) imp 6dx2 12 11 1200 3000 75 4 10/ - * $150k ++The original TX-41 Giant-Sized Laser Pulse Rifle did the exact same damage as the TX-42 normal-sized weapon. I couldn't bear it. I mean, why not weld a huge handle and trigger onto the smaller weapon so giants can use it? I turned it into something like a gatling laser and now I feel a lot better. The TX-41 is also charged by a 250 KWH giant-sized e-clip.++ TX-42 Laser Pulse Rifle imp 3d 12 9 610 1460 8 2/ - 0 TX-43 Light Assault Laser Rifle imp 2d-1 12 9 610 1400 8 1.5/ - 0 TX-45 Particle Beam Rifle imp 6dx4 11 17 365 800 1 5/ -1 11 TX-50 Rail Gun cr 8d(3) 11 13 1200 5400 12 .2/ - 35 ++The higher ST minimum represents the lightweight (for a Rifts railgun) weapon's tendency to 'get away' from the user++ TX-250 Rail Gun cr 5dx3(3) 13 14 1820 8190 20 .5/ - 45 WR-15 Laser Rifle imp 2d+2 12 15 490 910 8 1.5/ - 0 WR-17 "Double" Rifle Laser: imp 10d 14 13 360 810 1/2 6/ - 0 Ion: imp 12d 11 11 490 650 1 6/ -1 9 ^^^The above two slots are for the same weapon, the WR-17 "Double" Rifle WR-19 Plasma Ejector spcl. 12d 8 12 -- 490 1 2/ - 10 WR-20 Giant Plasma Ejector spcl. 22d 8 14 -- 530 1 5/ - 15 Atlantean Plasma Rifle (treat as Fusion Gun for dmg. purposes) spcl. 8dx3 16 10 914 1230 1 20:80 - 10 Atlantean Plasma Wrist Blaster (treat as Fusion Gun for dmg. purposes) spcl. 4dx5 9 5 610 825 1 20:70 - 13 Heavy Blaster Rod (std. equipment for Triax Dyna-bots as well as many FC Borgs) imp 6dx3 10 3 480 610 20 1 6/ -1 15 SON OF RIFTS WEAPONS CONVERTED TO GURPS (Rifts Mercenaries) Type Dmg SS Acc 1/2d max Wt. Rof Shots Rcl ST Cost TL NG-56 Lt. Ion Pistol imp 8d 11 7 120 200 ~3 2/ -1 7 NG-E12 Plasma Ejector (Tripod Version) spcl. 6dx3 14 13 610 800 1 9/ 0 20T NG-E4A Plasma Ejector (Rifle Version) spcl. 5dx2 13 12 560 720 1 8/ 0 20 NG-LG6 Laser Rifle & Grenade Launcher Combo: ^^^Laser Rifle imp 2d+1 12 13 480 740 8 2/ - 0 ^^^Grenade Launcher var. var. 11 6 -- 300 1 4 -1 9 MP-10 Caseless pistol (10mm) cr 3d 10 5 300 400 10 20or30 -1 8 MP-23A Caseless SMG cr 3d+1 12 7 520 660 20 100 -1 9 WI-20 Laser Rifle imp 2d 11 15 500 650 8 1.5/ - 0 WI-15 Laser Pistol imp 1d+2 9 8 250 650 4 1.5/ - 0 NE-10 Plasma Cartridge Rifle imp 15d 13 7 360 430 ~2 20 -1 16 NE-4 Plasma Cartridge Pistol imp 15d 9 3 150 190 ~2 10 -3 11 NE-200 Plasma Cartridge Machine Gun imp 15d 15 10 600 710 8 40+++ -1 25T NE-50 Particle Beam Rifle imp 14d 13 7 370 440 ~2 6/ -1 10