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The following are the changes that I make in my games. If something is not listed assume it is the same as it is in the book
Rifts-Sourcebook-One-Revised-and-Expanded


Sourcebook 1


Skelebots - See Equipment changes on RUE/RMB page


IAR-2 Abolisher

AR - 17 (Vehicle)

Armour - Stops standard rounds up to and including 30mm (Explosive and Ramjet Rounds can damage the unit)

PS - 60 Robotic

Lift - 30 tons, carry 15 tons

Punch - 1d4x10+8, Kick - 1d6x10+12, Restrained Punch - 2d4+1, Body Block/Tackle - 4d6

C-144 Cannons

Damage - 2d6x10 per standard HE round, 1d4x10 per frag round to a 30ft radius

Range - 3600m direct fire, 7200m indirect fire

Rate of Fire - 3 per melee per gun

Dual Laser

Damage - 2d6 per blast per barrel. use gatling gun burst rules

Range - 1200m

Rate of Fire - only fires dual bursts equal to gunners attacks


T-21 Terrain Hopper

AR - 19 (Body Armour)

Armour - Stops standard rounds up to and including 14mm (Explosive and Ramjet Rounds can damage the unit)

Running Speed - Wearers Spd x 4. See speed rules in the character creation section.

PS - 20 Augmented

Lift - 2000lbs, Carry - 1000lbs

Punch - 4d4sd, Kick - 4d6sd, Restrained Punch - 1d6sd, Body Block/Tackle - 2d4sd


X-10 Predator

AR - 14 (Vehicle)

Armour - Stops standard rounds up to and including 20mm (Explosive and Ramjet Rounds can damage the unit)

Running Speed - Wearers Spd x 2. See speed rules in the character creation section.

PS - 40 Android

Lift - 4 tons, Carry - 2 tons

Punch - 2d6, Kick - 3d6, Restrained Punch - 6d6sd, Body Block/Tackle - 1d6

Pulse Cannon

Damage - 3d6 per blast. Use machine gun burst rules.

Range - 1800m

Rate of fire - fires only bursts

Dual Missile Launcher

Use new missile table for choices of missile


X-1000 Ultimax
RiftsSourcebookone

AR - 16 (Vehicle)

Armour - Stops standard rounds up to and including 30mm (Explosive and Ramjet Rounds can damage the unit)

PS - 40 Robotic

Lift - 20 tons, Carry - 10 tons

Punch - 4d6, Kick - 6d6, Restrained Punch - 8d6sd, Body Block/Tackle - 2d6

Rail Cannon

Damage - 2d6x10 per shot

Range - 3600m

Rate of Fire - Equal to Pilots attacks

Ammo - 100 rounds. Armour piercing

Laser

Damage - 2d6 per blast, use machine gun burst rules

Mini Missile Launcher

Use the new missile table for missile choices


X-500 Forager

AR - 16 (Vehicle)

Armour - Stops standard rounds up to and including 30mm (Explosive and Ramjet Rounds can damage the unit)

PS - 50 Robotic

Lift - 25 tons, Carry - 12.5 tons

Punch - 6d6, Kick - 9d6, restrained punch - 1d6+1, Body Block/Tackle - 3d6

Missile Launchers

Ammo - 8 per launcher. Can carry Light HE, HE or HEavy HE Surface to Air or Surface to Surface Missiles

Dual Ion Cannon

Damage - 5d6 per blast. 1d6x10 per dual blast.


DV-12 Dyna-bot

AR - 12 (Vehicle)

Armour - Stops standard rounds up to and including 12.7mm/.50 cal (Explosive and Ramjet Rounds can damage the unit)

PS - 40 Android

Lift - 4 tons, Carry - 2 tons

Punch - 2d6, Kick - 3d6, Restrained Punch - 6d6sd, Body Block/Tackle - 1d6

Laser Finger

Damage - Replace 1d6md with 2d4md


NG-V7 Hunter Mobile Gun

AR - 17 (Vehicle)

Armour - Stops standard rounds up to and including 30mm (Explosive and Ramjet Rounds can damage the unit)

PS - 40 Robotic

Lift - 20 tons, Carry - 10 tons

Punch - 4d6, Kick - 6d6, Restrained Punch - 8d6sd, Body Block/Tackle - 2d6

Howitzer Rail Cannon

Damage - 2d6x10

Range - 3600m

Ammo - 200 rounds. Armour Piercing

Mini Missile Launcher

Use new missile table for Missile Choices

Heavy Laser

Damage - 3d6 per blast. use machine gun burst rules

Rate of fire- only fires bursts equal to gunners attacks

Range - 1200m


NG-M56 Multi-Bot

AR - 14 (Vehicle)

Armour - Stops standard rounds up to and including 20mm (Explosive and Ramjet Rounds can damage the unit)

PS - 40 Robotic

Lift - 20 tons, Carry - 10 tons

Punch - 4d6, Kick - 6d6, Restrained Punch - 8d6sd, Body Block/Tackle - 2d6

Missile Launcher

Carries Light HE, HE or Heavy HE Surface to Airor Surface to Sirface Missiles

Mini Missile Launcher

Use new MIssile Table for missile choices

Ion Cannon

Damage - 3d6 per blast. use machine gun burst rules

Rate of fire - only fires bursts equal to gunners attacks

Range - 2400m

NG-100 8mm Railgun - See Equipment Changes - RUE/RMB


NG-W9 Labour Bot

AR - 10 (Vehicle)

Armour - Stops standard rounds up to and including 12.7mm/.50 cal (Explosive and Ramjet Rounds can damage the unit)

PS - 30 Android

Lift - 3 tons, Carry - 1.5 tons

Punch - 1d6, Kick - 2d4, Restrained Punch - 4d6sd, Body Block/Tackle - 5d6sd

Laser Finger - Replace 1d6md with 2d4md


NG-W10 Labour Bot

AR - 10 (Vehicle)

Armour - Stops standard rounds up to and including 14mm (Explosive and Ramjet Rounds can damage the unit)

PS - 36 Android

Lift - 3.6 tons, Carry - 1.8 tons

Punch - 2d6, Kick - 3d6, Restrained Punch - 6d6sd, Body Block/Tackle - 1d6

Laser Claw - Replace 1d6md with 2d4md


NG-V10 Super Robot Vehicle

AR - 14 (Vehicle)

Armour - Stops standard rounds up to and including 20mm (Explosive and Ramjet Rounds can damage the unit)

PS - 40 Robotic

Lift - 20 tons. Carry - 10 tons

Punch - 4d6, Kick - 6d6, Restrained Punch - 8d6sd, Body Block/Tackle - 2d6

Laser Claw

Rate of Fire - Semi-Automatic


Wilks 457 Pulse Rifle

Damage - 3d6+2 per blast

Rate of Fire - Semi-Automatic or 3 shot burst (use automatic burst rules)


NG-E4 Plasma Rifle

Rate of Fire - Semi-automatic


CV-212 - See Equipment Changes RUE/RMB


TX-500 9mm Railgun

Damage - 2d6+3 per round. use machine gun burst rules

Range - 1800m

Rate of fire - Only fires bursts.

Ammo - Clip - 100, belt - 400. Armour Piercing


TX-30 Pulse Rifle

Damage - 2d6 per blast

Rate of Fire - Semi-automatic or 3 shot burst (use automatic burst rules)


TX-11 Sniper Rifle

Range - 600m

Rate of Fire - Single Shot only


TX-16 Pump Rifle

Rate of Fire - Single Shot only


TX-5 Pump Pistol

Rate of Fire - Single Shot only


Arrowheads - Change Med Explosive to 2d4md


Explorer Body Armour

AR - 18 (Body Armour)

Armour - Stops all standard rounds upto and including 15mm. Explosive and ramjet rounds are still effective.


PC-2020

4 terabytes of RAM, 150 terabytes of hard drive space


Robotic Rhino Buffalo

AR - 15 (Vehicle)

Armour - Stops all standard rounds upto and including 20mm (Explosive and Ramjet rounds can damage the unit)

PS - 40 Robotic

Lift - 20 tons, Carry - 10 tons

Punch/Swat - 4d6, Kick - 6d6, Restrained Punch - 8d6sd, Body Block/Tackle - 2d6

Claws - damage is punch/swat damage + claw damage. Use Armour Piercing rules


A-49 Combat Drone

AR - 13 (Vehicle)

Armour - Stops all standard rounds upto and including 14.5mm (Explosive and Ramjet rounds can damage the unit)

PS - 25 Android

Lift - 2.5 tons, Carry - 1.25 tons

Punch - 1d4, Kick - 1d6, Restrained Punch - 3d6sd, Body Block/Tackle - 3d6+2sd

Arch-22 Pulse Rifle

Damage - 2d4 per blast

Rate of Fire - Semi-automatic or 5 shot burst (use automatic burst rules)


A-51 Recon Drone

AR - 12 (Vehicle)

Armour - Stops all standard rounds upto and including 14.5mm (Explosive and Ramjet rounds can damage the unit)

PS - 25 Android

Lift - 2.5 tons, Carry - 1.25 tons

Punch - 1d4, Kick - 1d6, Restrained Punch - 3d6sd, Body Block/Tackle - 3d6+2sd

Can use the Arch-22 Pulse Rifle


A-63 All Purpose Bot

AR - 14 (Vehicle)

Armour - Stops all standard rounds upto and including 20mm (Explosive and Ramjet rounds can damage the unit)

PS - 40 Android

Lift - 4 tons, Carry - 2 tons

Punch - 2d6, Kick - 3d6, Restrained Punch - 6d6sd, Body Block/Tackle - 1d6

Can use the Arch-22 Pulse Rifle


A-64 All Purpose master Bot

AR - 15 (Vehicle)

Armour - Stops all standard rounds upto and including 20mm (Explosive and Ramjet rounds can damage the unit)

PS - 40 Android

Lift - 4 tons, Carry - 2 tons

Punch - 2d6, Kick - 3d6, Restrained Punch - 6d6, Body Block/Tackle - 1d6

Can use the Arch-22 Pulse Rifle


AA-10 Botweiller

AR - 12 (Vehicle)

Armour - Stops all standard rounds upto and including 20mm (Explosive and Ramjet rounds can damage the unit)

PS - 30 Android

Carry - 1.5 tons

Punch/Swat - 1d6, Kick - 2d4, Restrained Punch/Swat - 4d6sd, Body Block/Tackle - 5d6sd

Claws - Damage + punch/swat. use armour piercing rules


Monst-Rex 001/002

AR - 15 (Vehicle)

Armour - Stops all standard rounds upto and including 20mm (Explosive and Ramjet rounds can damage the unit)

PS - 30 Android

Carry - 1.5 tons

Punch/swat - 1d6, Kick - 2d4, Restrained Punch - 4d6sd, Body Block/Tackle - 5d6sd

Claws - damage + punch/swat. use armour piercing rules

Plasma Cannon

Damage - 1d6x10

Range - 600m

Rate of Fire - up to 5 per melee

Laser

Damage - 2d6 per blast use machine gun burst rules

Range - 900m

Rate of fire - equal to bots attacks per melee

Spines and prehensile tail use the armour piercing rules


Shemarrian Warrior

AR - 14 (Vehicle)

Armour - Stops all standard rounds upto and including 25mm (Explosive and Ramjet rounds can damage the unit)

PS - 30 Android

Lift - 3 tons, Carry - 1.5 tons

Punch - 1d6, Kick - 2d4, Restrained Punch - 3d6sd, Body Block/Tackle - 5d6sd

Rail Cannon

Range - 2700m

Rate of Fire - Single Shot

Ammo - Armour Piercing

Claws - damage plus punch damage, use the armour piercing rules


AA-50 Insecton

AR - 14 (Vehicle)

Armour - Stops all standard rounds upto and including 20mm (Explosive and Ramjet rounds can damage the unit)

PS - 40 Android

Lift - 4 tons, Carry - 2 tons

Punch - 2d6, Kick - 3d6, Restrained Punch - 6d6sd, Body Block/Tackle - 1d6

Claws - Damage + punch damage. use armour piercing rules


Bot Equipment

Humanoid PS = Android

Giant Humanoid PS = Robotic

Partial Humanoid PS = Android

Feline, Canine, Horse, Bird PS = Android

Giant Animal, Spider PS = Robotic

Power Punch - Double Punch damage, takes 2 attacks

Knuckle Spikes - add to punch damage and use armour piercing rules

Claws - add to punch damage and use armour piercing rules

Biting Jaw/Teeth - use armour piercing rules

Missile Launchers

Mini Missile - use the new table for Missile choices

Short Range Missiles - Fires Light HE Surface to Air or Surface to Surface Missiles

Medium range Missiles - Fires HE Surface to Air or Surface to Surface Missiles

Long Range Missiles - Fires Heavy HE Surface to Air or Surface to Surface Missiles


Sourcebook 1 Revised


Vehicle Energy Weapons

Lasers also have a 5 shot burst setting. Use automatic burst rules

Increase all ranges by 50%


NG-EX-5 Behemoth Explorer

AR - 16 (vehicle)

Armour - stops standard rounds upto and including 12.7mm/.50 cal. Explosive and ramjet rounds are still effective

PS - Robotic 40

Lift - 20 tons, Carry - 10 tons

Punch - 4d6, Restrained Punch - 8d6sd, Kick - 6d6, Body Block/Tackle - 2d6

Mini Missile launcher uses new missile table


NG-150 Streetrunner Hovercycle

AR - 10 (vehicle)

Armour - stops standard rounds upto and including 12.7mm/.50 cal. Explosive and ramjet rounds are still effective

Light Laser fires 5 shot bursts not single shots. Use automatic burst rules


NG-357 Magnum-Turbo Hovercycle

AR - 10 (vehicle)

Armour - stops standard rounds upto and including 12.7mm/.50 cal. Explosive and ramjet rounds are still effective

Laser fires 5 shot bursts not single shots. x3 damage

Machine Gun - Replace with a 9mm sub-machine gun . Use vehicle machine gun burst rules.

Payload - 300 rounds. Cna use standard, armour piercing, explosive or ramjet rounds

Range - 300m

Mini Missile launcher uses new missile table


NG-EV-011 Pathfinder

AR - 14 (vehicle)

Armour - stops standard rounds upto and including 20mm. Explosive and ramjet rounds are still effective

Multi Missile Launcher

Replace Short Range Missile Launcher with Light HE or HE Surface to Air or Surface to Surface Missiles

Replace medium range missile launcher with Heavy HE Surface to Air or Surface to Surface Missiles

Mini-missile launcher use new missile table

Laser Cannon

Damage - 2d4x10

Range - 1800m

Lasers - Also fires 5 shot bursts. Use automatic vehicle burst rules

Lt Machine Gun - 7.62mm

Rate of fire - only fires bursts equal to gunners attacks. Use vehicle machine gun short burst rules. Only fires short bursts.

Range - 1000m

Payload - 2000 rounds. can use standard, armour piercing, explosive or ramjet rounds

Railgun

Damage - 2d6 per round. use machine gun burst rules

Range - 1800m

Ammo - Armour Piercing

Mini-Missile Launcher uses new missile table


Big Bertha

AR - 14 (vehicle)

Armour - stops standard rounds upto and including 20mm. Explosive and ramjet rounds are still effective


Wilks 320 Laser Pistol

Rate of Fire - Semi-automatic


Wilks 330 Sniping Laser Pistol

Rate of fire - single shot only


Wilks 227

Is NOT a pulse weapon but a double barrelled weapon

Rate of fire - Single or double blast


Wilks 247 backup

Rate of fire - semi-automatic


Wilks 447 Laser Rifle

Rate of Fire - semi-automatic


Wilks 457 Pulse Rifle

Damage - 3d6+2 per shot

Rate of fire - semi auto or 3 shot burst. Use automatic burst rules NOT the 3 pulse blast


Wilks VFALR

Damage - 2d6 per shot

Rate of fire - semi-automatic or 3 shot burst. Use automatic burst rules NOT the 3 pulse blast


A-63 All Purpose Bot Upgraded Model

AR - 15 (vehicle)

Vibrosword use armour piercing rules and adds punch damage

Finger Laser

Damages - 4d6sd, 1d6md, 2d4md


A-64 Master Bot upgrade

Wrist blades use armour piercing rules and adds punch damage


Shemarrian Warrior

New - add external armour AR - 17 on old models (pre 109PA), AR - 18 on newer Models (Body armour)

Armour - Stops all standard rounds upto and including 25mm. Explosive and ramjet rounds are still effective.


Titan Explorer and Light Combat Robot

AR - 15 (Vehicle)

Armour - stops standard rounds upto and including 20mm. Explosive and ramjet rounds are still effective

PS - Robotic 32

Lift - 16 tons, Carry - 8 tons

Punch - 3d6, Restrained punch - 6d6sd, kick - 4d6+3, Body Block/Tackle - 1d6+3

Short Range Missile launcher now uses Light HE or HE Surface to Air or Surface to Surface Missiles

Laser

Damage - 3d6 per shot. use vehicle machine gun burst rules

Rate of Fire - Semi auto or full auto.

Range - 1000m

Vibro-claws - add punch damage and use armour piercing rules


Titan Recon Robot

AR - 14 (vehicle)

Armour - stops all standard rounds upto and including 15mm. Explosive and ramjet rounds are still effective.

PS - Robotic 28

Lift - 14 tons, Carry - 7 tons

Punch - 2d6, Restrained punch - 5d6sd, kick- 3d6, body block/tackle - 1d6

Laser

Damage - 3d6 per shot. use vehicle machine gun burst rules

Rate of Fire - Semi auto or full auto

Range - 1000m

Vibro-claws - add punch damage and use armour piercing rules


Chromium Gaurdsman MK III

AR -17 (vehicle)

Armour - Stops all standard rounds upto and including 25mm. Laser do half damage. Explosive and ramjets rounds are still effective.

Running Speed - Wearers Spd x 3. See speed rules in the character creation section.

PS - Android 30

Lift - 3 tons, Carry - 1.5 tons

Punch - 1d6, Restrained punch - 4d6sd, Kick - 2d4, body block/tackle - 5d6sd

Railgun

Damage - 3d6 per round. machine gun burst rules

Rate of Fire - only fires bursts equal to gunners attacks

Ammo - 500 rounds. Armour Piercing

Laser

Damage - 2d4x10 per blast


Chromium Troop Armour

AR - 15 (vehicle)

Armour - stops all standard rounds upto and including 20mm. Laser do half damage. Explosive and ramjet rounds are still effective.

Running Speed - Wearers Spd x 3. See speed rules in the character creation section.

PS - Android 22

Lift - 2.2 tons, Carry - 1.1 tons

Punch - 1d4, restrained punch - 3d6sd, kick - 1d6, body block/tackle - 3d6+2sd

Laser

Damage - 3d6 per blast

Rate of fire - semi-automatic or 5 shot burst. Use automatic burst rules.

Vibro-blade - adds to punch damage and uses armour piercing rules

Energy-Rod

Damage - 5d6sd, 1d6md, 2d4md


Golden Eagle SAMAS

AR - 14 (vehicle)

Armour - Stops all standard rounds upto and including 20mm. Explosive and ramjet rounds are still effective.

PS - Android 25

Lift - 2.5 tons, Carry - 1.25 tons

Punch - 1d4, restrained punch - 3d6sd, kick - 2d4, body block/tackle - 3d6+2sd

Railgun - 10mm C-40R copy.

Damage - 3d6 per shot. Use machine gun burst rules

Rate of fire - only fires bursts equal to pilots attacks

Range - 1800m

Ammo - 500 rounds. Armour Piercing

Claws - add punch damage and use armour piercing rules


Light Ops Armour

AR - 15 (Body Armour)

Armour - Stops all standard rounds upto and including 15mm. Explosive and ramjet rounds are still effective.


Infantry Armour

AR - 18 (Body Armour)

Armour - Stops all standard rounds upto and including 15mm. Explosive and ramjet rounds are still effective.


R-22 Ion Pistol

Damage - 3d6, no burst option

Rate of fire - Semi-automatic


LSR-R52 Laser Rifle

Rate of fire - semi-automatic


PR-10 Plasma Rifle

Rate of Fire - semi-automatic


PBR-20 Particle Beam Rifle

Rate of Fire - Semi automatic

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