Naruni Industries Weapons and Armor (Three Galaxies):
Pistols:
- Naruni NE-2200 Fusion Pistol:
- This is one of the most powerful energy weapons ever constructed and
is very popular. Fusion weapons are not available on Rifts Earth. The Naruni
Fusion Weapons work much like plasma weapons but the material is even hotter.
The spell impervious to fire will protect the target from the weapon but
the weapon inflicts full damage against heat resistant materials. The gun
uses powerful magnetic fields to contain and collapse the plasma until
it reaches fusion. It then releases as a powerful bolt of particles. In
an atmosphere, the beam travels down a path burned by a low powered laser.
Weight: 5.5 lbs (2.5 kg)
Mega Damage: 6D6+6 per single shot
Rate of Fire: Single Shot only (No bursts)
Maximum Effective Range: 800 feet (244 meters)
Payload: 8 shots per short E-Clip or 12 shots per long E-Clip
Market Cost: 35,000 credits
- Naruni NE-2800 Fusion Rifle:
- The Fusion Rifle is based on the frame of the NE-1000 Plasma Ejector
Rifle. . Fusion weapons are not available on Rifts Earth. The Naruni Fusion
Weapons work much like plasma weapons but the material is even hotter.
The spell impervious to fire will protect the target from the weapon but
the weapon inflicts full damage against heat resistant materials. The gun
uses powerful magnetic fields to contain and collapse the plasma until
it reaches fusion. It then releases as a powerful bolt of particles. In
an atmosphere, the beam travels down a path burned by a low powered laser.
Weight: 21 lbs (9.5 kg)
Mega Damage: 2D4x10+20 per single shot
Rate of Fire: Single Shot only (No bursts)
Maximum Effective Range: 2,000 feet (610 meters)
Payload: 20 shots per short E-Clip or 30 shots per long E-Clip
Market Cost: 65,000 credits.
- Naruni NE-400 Heavy Plasma Cartridge Machine-gun:
- This is the big brother of the NE-200 Plasma Cartridge Machine-gun
which fires the larger cartridge developed for the NE-75H "Shoulder Cannon."
Like the weapon's smaller cousin, the weapon is belt fed and is incredibly
powerful. The weapon has the added feature of being able to fire three
round bursts to conserve ammunition. The weapon is designed to be vehicle
or tripod mounted and has an incredible recoil. Under development is a
rifle version of the machine-gun which requires a strength of 30 or higher
to handle. This version is not yet on the market and will most likely be
marketed towards power armors, cyborg troops, and creatures with supernatural
strength.
Weight: Machine-gun: 125 lbs (56.7 kg), Magazine: 12 lbs (5.4 kg), and 200 Round Belt: 50 lbs (22.7 kg)
Mega Damage: 2D4x10+20 per single shot, 4D4x10+40 for a rapid fire three shot burst, and 6D6x10+120 for a ten shot burst.
Rate of Fire: Single Shot, Three Round Burst, and Ten Round Bursts.
Maximum Effective Range: 6,000 feet (1,830 meters)
Payload: 40 Round Magazine or 200 Round Belt.
Market Cost: 350,000 Credits. Each oversized cartridge costs 50 cartridges (A full magazine costs 2,000 credits and a belt costs 10,000 credits)
- Naruni NE-32R Naruni Revolving Micro-Missile Launcher:
- In many ways similar to a revolving grenade launcher but fires micro-missiles
instead of grenades. Due to the heat of the micro-missiles, the user of
the missile launcher should be in body armor or will take 5D6 S.D.C. Because
the missiles are potentially guided, the launcher can be far more effective
in many cases. Cylinder hinges open and reloads rapidly. A total of twelve
rounds are carried in the lightweight launcher. Does not fire bursts like
the NE-800R.
Weight: 11.02 lbs (5.0 kg)
Mega Damage: 6D6 per micro-missile
Rate of Fire: Single Shot only (Equal to hand to hand attacks)
Maximum Effective Range: As per micro-missile type (1 mile [1.6 km] for unguided micro-missiles or 2 miles [3.2 km] for guided micro-missiles). Using modified rules, multiply ranges by 8 times in space.
Payload: 12 Micro-Missiles
Market Cost: 40,000 Credits
- Similar in design to the M-203 grenade launcher mounted under the M-16
rifle. The micro-missile launcher is designed to be able to be mounted
under most rifles. Due to the heat of the micro-missiles, the user of the
rifle should be in body armor or will take 5D6 S.D.C. The weapon is a favorite
among mercenaries and has a much greater range than grenades fired from
grenade launchers.
Weight: 7.05 lbs (3.2 kg)
Mega Damage: 6D6 per micro-missile
Rate of Fire: Single Shot only (Equal to hand to hand attacks)
Maximum Effective Range: As per micro-missile type (1 mile [1.6 km] for unguided micro-missiles or 2 miles [3.2 km] for guided micro-missiles). Using modified rules, multiply ranges by 8 times in space.
Payload: 4 Micro-Missiles
Market Cost: 25,000 Credits
- Naruni Industries designers have been looking into the potential uses
of their new micro-missiles. One ideas was to put them in a directional
box launcher similar to the old Claymore mine which could be set up in
front of attacking troops and could be fired. The advantages of the micro-missiles
is that, if smart missiles are used, each missile can be guided to their
targets. Of course, the mine system can fire unguided missiles as well.
While originally designed as an anti-personnel weapon, it was found to
be an effective anti-armor weapon when firing large swarms and to be an
effective anti-missile defense as well. Because of this, some designers
have begun mounting the launchers on vehicles. The launcher comes in three
basic sizes, twelve missiles, twenty four missiles, or forty eight missiles.
The launcher mounts the missiles in rows of six missiles each.
Weight: Twelve Missile: 12 lbs (5.4 kg), Twenty-Four Missile: 24 lbs (10.8 kg), and Forty-Eight Missiles: 48 lbs (21.8 kg.) Weights are for loaded launchers.
Mega Damage: 6D6 per micro-missile
Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), eight (8), twelve (12), twenty-four (24), or forty-eight (24) missiles (Depending on capacity of launcher.)
Maximum Effective Range: As per micro-missile type (1 mile [1.6 km] for unguided micro-missiles or 2 miles [3.2 km] for guided micro-missiles). Using modified rules, multiply ranges by 8 times in space.
Payload: 12, 24, or 48 micro-missiles depending on launcher type.
Market Cost: Twelve Missile: 50,000 credits, Twenty-Four Missile: 75,000 credits, and Forty-Eight Missiles: 100,000 credits. Costs are for unloaded launcher, each unguided micro-missile costs 1,600 credits and each guided micro-missile costs 8,000 credits.
- K-Hex
- K-Hex TX-5 Ammo:
- Many companies on Phase World and in the Three Galaxies make copies
of the Triax TX-5 Pistol and the weapon family. Naruni has designed ammo
for the weapons that uses their new K-Hex explosive. A few cases of this
ammo have found their way to Rifts Earth and are sold by Metalworks Incorporated.
Mega-Damage: 5D6 per round
Cost: 500 each round
- While not as common as the copies of the Triax TX-5 Pistol and family,
some companies in the Three Galaxies and on Phase World itself makes copies
of the WI-GL4, WI-GL20, and WI-GL21 grenade launchers. Naruni has created
ammo for these weapons as well as for the TX-5 Series. Available is both
fragmentation and armor piercing rounds.
Mega-Damage: Fragmentation: 5D6 with a blast radius of 12 feet (3.6 m) for one round and 4D4x10 with a blast radius of 40 feet (12 m) for a burst of ten rounds. Armor Piercing: 1D6x10 with a blast radius of 3 feet (0.9 m) for one round and 4D6x10 with a blast radius of 8 feet (2.4) for a burst of ten rounds
Cost: Fragmentation: 600 each round. Armor Piercing: 800 each round.
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Writeup by Kitsune (E-Mail Kitsune)
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