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.
Before we dive into the arsenal, you need to understand the two-tier damage system. Think of it like this: SDC (Structural Damage Capacity) weapons are like throwing rocks at a tank - they might scratch the paint. MDC (Mega Damage Capacity) weapons are like firing anti-tank missiles - they actually matter.
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.
E-clips are the ammunition of the future. Short E-clips (for pistols) cost 5,000 credits new, while long E-clips (for rifles) run 8,000 credits. You can recharge them for about 1/3 the cost at any settlement with power, or jury-rig a recharge from a nuclear power source if you're desperate (and brave).
Rail guns fire metal projectiles at hypersonic speeds using electromagnetic acceleration. Imagine throwing a handful of metal needles at Mach 5. They shred armor and ignore most defensive angles.
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.
In Rifts, going unarmored is like going naked in a blizzard - technically possible but really stupid. Body armor comes in several categories:
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/ISP instead of conventional power sources.
Beyond weapons and armor, smart adventurers carry specialized equipment:
The standard adventurer's kit includes:
Thermal vision, night vision, telescopic sight, HUD display. Like having superhuman senses. 25,000 credits.
Translates common languages at d12+2 skill level. Essential when dealing with D-Bees. 9,600 credits.
Nanobots that provide emergency healing (d8+2). Four uses before it's depleted. 42,000 credits.
Creates an MDC shelter on ley lines. Perfect for camping in hostile territory. 90,000 credits.
Walking is for suckers. In Rifts, you have options:
Universal Credits are the standard currency across most of North America. Prices might shock you:
Most adventurers start with 2,000-5,000 credits. Yes, the good stuff is expensive. That's why salvage rights are often more valuable than payment.
Different areas have different rules:
The Hero's Journey tables can modify your starting equipment with special properties - maybe your laser rifle never misses on a called shot, or your armor can change colors like a chameleon. These personal touches make generic gear into treasured possessions.
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.