// Equipment

Weapons

Related rules: Megadamage & Hardness

This is the catalog of Rifts-flavored weapons in the conversion. It covers standard mundane weapons (laser pistols, vibro-blades), heavy anti-armor weapons (plasma rifles, rail guns), the Chromeboy's Boomer (included for stat reference), and unique Rifts items.

Class-feature weapons — the Chromeboy's Boomer, the Technomancer's Technomancer Innovation, the Full-Conversion Cyborg's Built-in Weapons — are described in full in their respective class pages and cataloged here for stat reference only.

How to read entries

  • Type: simple / martial / advanced
  • Category: melee / ranged
  • Range: range increment if ranged
  • Damage: damage dice + damage type
  • Bulk: Bulk units
  • Traits: including Penetrating N per Megadamage & Hardness where applicable
  • Price: gold-equivalent
  • Notes: Rifts canon, restrictions, etc.

Standard ranged weapons

Weapon Item Level Type Range Damage Bulk Traits Price
Laser Pistol 1 Simple ranged 60 ft 1d8 fire L Modular (energy), magical (in some markets — see Technomancer pistols) 35 gp
Laser Rifle 3 Martial ranged 120 ft 2d6 fire 1 Modular (energy), magical (Technomancer variants) 100 gp
Pulse Rifle 5 Martial ranged 120 ft 2d6 fire 1 Multi-shot (3 shots per action), magical 200 gp
Heavy Laser Rifle 7 Advanced ranged (heavy) 240 ft 3d6 fire 2 Penetrating 3, magical, heavy 450 gp
Plasma Rifle 9 Advanced ranged (heavy) 120 ft 4d6 fire 2 Penetrating 5, magical, heavy 1,300 gp
Plasma Cannon 13 Advanced ranged (very heavy) 180 ft 6d8 fire 3 (typically vehicle-mounted) Penetrating 8, magical, heavy, vehicle-scale 7,500 gp
Rail Gun (Heavy) 11 Advanced ranged (very heavy) 360 ft 4d8 piercing 3 (typically vehicle-mounted) Penetrating 7, magical, heavy 2,800 gp
Vehicle-Mounted Heavy Laser 9 Advanced ranged (very heavy) 240 ft 4d6 fire 3+ (vehicle-mounted) Penetrating 5, magical, heavy, vehicle-scale 1,500 gp

Laser Pistol (item level 1)

Standard Federation issue. Civilian-legal in most regions.

Laser Rifle (item level 3)

Workhorse Federation military weapon. Civilian-restricted in some regions.

Pulse Rifle (item level 5)

Higher rate of fire than a standard laser. A Federation special-forces option.

Heavy Laser Rifle (item level 7)

An anti-armor option — the first weapon many parties acquire that can damage power-armor opponents.

Plasma Rifle (item level 9)

Significant anti-armor capability. Federation special-ops and corporate-elite gear.

Plasma Cannon (item level 13)

Mounted on vehicles or specialized power armor. Anti-power-armor and anti-tank.

Rail Gun (Heavy) (item level 11)

A Federation heavy weapon. Comparable to the Plasma Cannon, but kinetic-impact instead of energy.

Vehicle-Mounted Heavy Laser (item level 9)

A standard vehicle weapon. Adapts laser-rifle tech to vehicle-scale damage.

Boomer (Chromeboy class feature reference)

The Boomer is a Chromeboy class feature, not a purchasable item. It is statted here for reference.

TypeClass feature (advanced ranged, but operates by class rules)
Range240 ft (extends with class scaling)
Damage3d12 piercing, versatile B (3d12 → 7d12 with class progression)
TraitsPenetrating 10 (→ Penetrating 20 by L19), magical, sonic splash 1d6 to 5d6 within 10 ft
ReloadReload condition; clear with a 1-action Reload Boomer activity
Action cost2-action attack
RestrictionRequires the Locked-down state per Chromeboy class rules
NotesIconic anti-armor weapon. See Chromeboy for full mechanics.

Standard melee weapons

Weapon Item Level Type Damage Bulk Traits Price
Vibro-Knife 1 Simple melee 1d6 slashing L Agile, finesse, magical, vibrating 35 gp
Vibro-Sword 3 Martial melee 1d8 slashing 1 Magical, vibrating, versatile P 120 gp
Heavy Vibro-Axe 5 Martial melee 1d10 slashing 2 Magical, vibrating, sweep 230 gp
Mono-Edge Greatsword 7 Advanced melee 1d12 slashing 2 Magical, two-handed, Penetrating 2 500 gp
Vibro-Claws 1 Simple melee (unarmed-equivalent, via cyber-hand) 1d8 slashing N/A (built-in) Agile, finesse, magical, vibrating

Vibro-Knife (item level 1)

Civilian-grade vibro-blade. Cuts through most non-power-armor.

Vibro-Sword (item level 3)

Military-grade vibro-blade. Federation and Psi-Knight (illegal under the Knight's Code) standard.

Heavy Vibro-Axe (item level 5)

Used by some Manics and Cyborgs.

Mono-Edge Greatsword (item level 7)

A pre-Rifts-tech replica. Cuts through power armor at knife-fight range.

Vibro-Claws (item level 1; typically cyberware-integrated)

Often installed as cyberware (see the Cyberware Catalog). The Full-Conversion Cyborg's Vibro-Claw Hand is an integrated version of this weapon.

Psi-weapons (class features)

Psi-Sword (Psi-Knight class feature)

TypeFocus impulse manifestation
Damage1d8 force (one-handed) or 1d12 force (two-handed), with class-level dice scaling
TraitsMagical, psionic, force, deadly d8/d10, Psi-Edge, cannot be Disarmed or sundered
NotesPsi-Edge (see Megadamage & Hardness) — ignores Hardness and Resistance from any non-psionic source (power armor, vehicles, dragon/demon hide); only psionic defenses reduce it, and against those its graded Penetrating N (3/5/10 at L5/L13/L17) applies. See Psi-Knight for full mechanics. Class-only.

Psi-Blade (lesser psi-sword)

TypeSimple melee (manifested via a 1-action focus-impulse activity, for psionic classes with the appropriate feat)
Damage1d6 force
Traitspsionic, finesse, agile, magical, Psi-Edge
NotesA weaker version of the Psi-Sword. Shares the Psi-Edge property (ignores non-psionic Hardness/Resistance). Available to non-Psi-Knight psionic classes via class feats. Damage doesn't scale with class level (unlike the full Psi-Sword).

Technomancer (Technomancer) weapons

Technomancer weapons are Technomancer Innovation items (see that class for the Technomancer Weapon Innovation). They're class-feature gear, not standard purchases.

The following is a sample Technomancer Weapon stat-block reference, for non-Technomancer characters who acquire Technomancer gear via plot or trade.

Technomancer Pistol (varies, typical item level 3 for civilian-grade)

TypeSimple ranged
Range60 ft
Damage1d8 force (base) + 1d6 imbued (if temporarily charged with a Technomancer gadget by the original creator)
TraitsMagical, psionic if imbued by a Technomancer with a psionic-tagged gadget
Price~150 gp (significantly more if it includes Technomancer-specific imbue capability)
NotesCivilian-grade Technomancer pistol. Plot-relevant.

Heavy weapons (specialty)

Mini-Missile Launcher (item level 13)

TypeAdvanced ranged (heavy)
Range600 ft
Damage8d6 fire/bludgeoning (varies by warhead)
Bulk3 (vehicle or shoulder-mounted)
TraitsPenetrating 8, magical, heavy, area effect (10-ft burst)
Price6,500 gp
NotesA Federation heavy weapon. One shot per round; reload required between shots.

Boomer-equivalent (Chromeboy-class only, plot reference)

Class-feature only — not purchasable. See the Boomer entry above.

Plasma Lance (Built-in Weapon, Cyborg option)

TypeClass feature (via Cyborg Built-in Weapon)
Damage1d10 fire (scaling with class level)
TraitsMagical, reach
NotesA Built-in option for Heavy Combat or Aerial Full-Conversion Cyborgs.

Standard combat weapons (baseline)

These exist in any Starfinder 2e campaign and are available in Rifts: handaxes, longswords, daggers, bows, and the like. They function normally in Rifts, but rarely penetrate power armor without enhancement (a Penetrating trait, a magical bonus, etc.).