// Equipment
Weapons
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 Nper 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.
| Type | Class feature (advanced ranged, but operates by class rules) |
| Range | 240 ft (extends with class scaling) |
| Damage | 3d12 piercing, versatile B (3d12 → 7d12 with class progression) |
| Traits | Penetrating 10 (→ Penetrating 20 by L19), magical, sonic splash 1d6 to 5d6 within 10 ft |
| Reload | Reload condition; clear with a 1-action Reload Boomer activity |
| Action cost | 2-action attack |
| Restriction | Requires the Locked-down state per Chromeboy class rules |
| Notes | Iconic 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)
| Type | Focus impulse manifestation |
| Damage | 1d8 force (one-handed) or 1d12 force (two-handed), with class-level dice scaling |
| Traits | Magical, psionic, force, deadly d8/d10, Psi-Edge, cannot be Disarmed or sundered |
| Notes | Psi-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)
| Type | Simple melee (manifested via a 1-action focus-impulse activity, for psionic classes with the appropriate feat) |
| Damage | 1d6 force |
| Traits | psionic, finesse, agile, magical, Psi-Edge |
| Notes | A 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)
| Type | Simple ranged |
| Range | 60 ft |
| Damage | 1d8 force (base) + 1d6 imbued (if temporarily charged with a Technomancer gadget by the original creator) |
| Traits | Magical, psionic if imbued by a Technomancer with a psionic-tagged gadget |
| Price | ~150 gp (significantly more if it includes Technomancer-specific imbue capability) |
| Notes | Civilian-grade Technomancer pistol. Plot-relevant. |
Heavy weapons (specialty)
Mini-Missile Launcher (item level 13)
| Type | Advanced ranged (heavy) |
| Range | 600 ft |
| Damage | 8d6 fire/bludgeoning (varies by warhead) |
| Bulk | 3 (vehicle or shoulder-mounted) |
| Traits | Penetrating 8, magical, heavy, area effect (10-ft burst) |
| Price | 6,500 gp |
| Notes | A 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)
| Type | Class feature (via Cyborg Built-in Weapon) |
| Damage | 1d10 fire (scaling with class level) |
| Traits | Magical, reach |
| Notes | A 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.).