Vibro-Knife
        Mega-Damage: 1D6 M.D.
        Weight: 1 Ib (.45 kg).
Vibro-Bayonet. Designed for attachment to a variety of rifles.
        Mega-Damage: 1D6+1 M.D. (As a normal Vibro-Knife when not attached to a rifle)
Vibro-Saber (short sword).
        Mega-Damage: 2D4 M.D.
        Weight: 3 lbs (1.35 kg).
Vibro-Sword (large, one-handed sword):
        Mega-Damage: 2D6 M.D.
        Weight: 4 lbs (1.8 kg).
Giant-Sized Sword: Usually used by oversized power armor suits or by giant robot vehicles. Rarely used by the CS.
        Mega-Damage: 3D6 M.D.
        Weight: 8 lbs (5.4 kg)
Vibro-Spear. Rarely used by the CS.
        Mega-Damage: 1D6 M.D.
Vibro-Axe: Rarely used by the CS.
        Mega-Damage: 2D6 M.D.
Vibro-Pole Arm. Rarely used by the CS.
        Mega-Damage: 3D6 M.D.
for large blade pole arms.
Vibro-Forearm Claws: usually three hooked blades attached to a forearm gauntlet or protective plate. Great for parrying (+1 bonus) and slashing.
        Mega-Damage: 2D6 M.D.
        Weight: 3 lbs (1.35 kg).

CS Vibro-Blade Vambraces. Dog Boys have forearm vambraces available to them with a variety of Vibro-Blades, large and small. These vambraces can be part of the DPM Riot Control Armor (half suits) or the full environmental suit. Having armor or a vambrace with both forearm and hand-guard blades does not increase the overall damage, because only one set of blades can be used at a time; hand or forearm.
Short Blade Hand-Guard. Two short Vibro-Blades with serrated edges. Ideal for slashing and stabbing as well as sawing/cutting or chipping through light M.D.C. wire, plastic, and ceramics, or S.D.C. metal and concrete.
        Mega-Damage: 2D4 M.D.
Triple-Bladed "Cat's Claw" Hand-Guard. Three curved, claw-like Vibro-Blades, sharp on one or both sides, serrated or not.
        Mega-Damage: 3D4 M.D.
Dual Long-Blade Hand-Guard (2). A pair of long, sharp Vibro-Blades that are partially retractable (half length), maximum length is 10 inches (0.29 m). Ideal for slashing, stabbing and parrying.
        Mega-Damage: 2D6 M.D.
Hooked Forearm Vibro-Blades (2). The vambrace or forearm plate has a pair of hooked Vibro-Blades that are partially retractable (half length), maximum length is 20-24 inches (0.58 to 0.6 m). Excellent for slashing, parrying and hooking weapons and disarming opponents. They are also suitable for climbing (+5% to climb skill).
        Mega-Damage: 2D6 M.D. and is +1 to parry and +2 to disarm.
Sabre Forearm Vibro-Blades. The vambrace or forearm plate has a pair of straight blades that are partially retractable (half length), maximum length is 24 inches (0.6 m).
        Mega-Damage: 2D6+2 M.D. and is +1 to parry.

Dog Pack Spikes. One of the Dog Pack's patented images is spikes. This is largely a stylistic gimmick to evoke a feeling of fear and power. Spiked collars, arm and wrist bands, knee pads, gloves and vambraces are all available in a large variety of different styles. Damage for all spikes is S.D.C./Hit Point damage. The spiked gloves are weighted "sap gloves" and add 1D6+1 S.D.C. damage to punches. The knee pads have the weight and power of the leg behind it and add 1D6 S.D.C. to knee kicks. All others inflict 1D4 S.D.C. damage. The hand and arm spikes can also be used to parry normal S.D.C. attacks; +1 bonus to parry with spiked arm bands or glove only. Ideal in urban, civilian situations where Mega-Damage weapons are not appropriate.

ES-10 Electro-Stun Hand Prod
Nicknamed the "Motivator," the short rod can be used as a club or to jab prisoners, jamed into the mouths of animals to prevent them from biting and to shock and motivate the animals and test subjects to behave, move, and follow commands. To inflict damage, the front, "tooth" end of the stick must touch the intended target. Physical contact will unleash a short, sudden shock with varying degrees of power and damage potential. The electrical burst will penetrate ordinary metal armor (an excellent conductor) and most types of S.D.C. armor, inflicting damage to the character inside but doing no damage to the armor. It is powerless against most insulated mega-damage environmental armor, power armor and M.D.C. robots and bionics.
Shock Damage: Three energy settings (all generally nonlethal):
1. Light shock: 1D4 S.D.C./hit point damage.
2. Moderate: 2D6 S.D.C./hit point damage.
3. Strong (lethal): 5D6 S.D.C./hit point damage plus a 01-33% chance of stunning humans, D-bees and small animals for 1D4 melee rounds; 01-03% chance against large or inhumanly powerful animals, including Kill Hounds who have supernatural endurance. Victims can roll to save vs stun. A successful roll means they suffer half damage and only lose initiative and one melee attack for the round. Stunned victims are -6 to strike, parry, and dodge plus reduce the character's speed and number of attacks per melee round by half. The accumulative effect on the nervous system of the body being repeatedly shocked may knock the victim unconscious, even if he has previously saved. After being shocked on the "strong" setting more than five times, or when hit points are below half (S.D.C. gone), the character may be stunned into unconsciousness for 2D4 melee rounds. When he recovers, he will suffer the stun penalties for one minute. Furthermore, if all S.D.C. are gone and hit points are reduced to 8 or less, there is a 01-60% likelihood that the character will lapse into cardiac arrest and die within 1D4 minutes unless CPR is applied immediately (or roll to save vs coma and death). The heart is likely to be started again with minimal effort but the victim will feel like he was run over by a truck and suffer the stun penalties for 2D4x10 minutes.
Physical Damage: 2D4 S.D.C. plus P.S. attribute bonus when used as a clubbing weapon, 1D4 S.D.C. when used as a jabbing weapon. However, the rod is an M.D.C. structure and can be used to parry M.D. attacks from mega-damage animals (bites and claws) vibro-blades, 'Borgs, 'bots and power armor. It has 50 M.D.C.
Duration of Stun Effects: 1D4 melee rounds. The duration of the impairment is increased 1D4 melee rounds for every hit by the Electrostunner in which the character does not save.
Save vs Electric Shock: 15 or higher. The character must save each time he or she is struck with a strong/lethal shock; the lower settings do not cause the stun affect nor cause cardiac arrest. A successful save means the character takes half damage, loses initiative and one melee attack/action that round but is otherwise okay.
Payload: 50 strong blasts or 100 moderate — rechargeable.
Size: 2 feet (0.6 m) long.
Cost: 6,500 credits.
Note: The Electro-Stunner is ineffective against environmental, M.D.C. body armor or power armor, bots and 'Borgs, but is effective against Dog Pack riot armor and half suits, or body armor without a helmet (not fully environmental without the helmet attached).

Neural Mace

Another hand-held weapon used by the Dog Pack and police is a neural mace. The mace is effectively a stun weapon that releases an energy charge that temporarily short-circuits the nervous system. There is a chance of rendering an unarmored person unconscious, but even if the individual remains conscious, the charge will impair his movements. Penalties: -8 to strike, parry, and dodge for 2D4 melees. The duration of the impairment is increased 2D4 melees for every hit by the mace (also roll each time to see if knocked unconscious). Save vs. Neural Mace is the same as saving against non-lethal poison, 16 or higher. The character must save each time he or she is struck. Note: The mace is ineffective against environmental M.D.C. body and power armor, but is effective against Dog Pack armor and half suits, or body armor without a helmet (not fully environmental without the helmet attached). Physical damage from the mace is 1D8 S.D.C, plus P.S. attribute bonus. However, the mace is a M.D.C. structure and can be used to parry M.D. attacks from robots and power armor.



High-Tech Arrowheads
Bows and arrows of all types are popular among many of the denizens of Rifts Earth. Even compared to high-tech energy weapons, the bow and arrow still have their advantages. One, the firing mechanism requires no artificial energy supply. Second, the weapon is entirely silent. Third, it is extremely accurate in trained hands. Lastly, the weapon can be made by hand (carpentry skill is needed) without machinery.
Light Explosive: S.D.C. Damage: 1D6x10 S.D.C.
Medium Explosive: Mega-Damage: 1D6 M.D.
Heavy Explosive: Mega-Damage: 2D6 M.D.
High Explosive: Mega-Damage: 3D6 M.D.
Gas: Arrowhead shatters on impact, releasing a toxic gas that fills a ten (10) foot area (3 m). Tear gas, tranquilizer gas (sleep/knockout for 1D6 minutes), and paralysis gas (a nerve toxin, causing temporary paralysis for 1D6 minutes) are all available. Everybody in the gaseous area must roll to save versus harmful drugs (15 or higher).
Smoke: No damage; creates a smoke screen covering a 20 foot (6 m) area. Come in four colors: yellow, red, grey and black.
Flare: Emits a bright, sparkling light; burns for 60 seconds.
Neural Disrupter: Works like a Neural Mace (see Coalition Weapons). Rechargeable and reusable 1D6 times before breaking. Inflicts no other damage.
Tracer Bug: Transmits a radio signal that can be followed up to 8 miles (12.8 km) away. Battery powered, with a limited life of 72 hours of constant transmission. Arrow must stick into the target or fall on top of the object (without falling off). There is always a chance that the tracer bug arrow will become dislodged and fall off (roll once for every half hour; 1-32% chance). Inflicts normal S.D.C. arrow damage