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Pulverizer Mk I Giant PA (page 73)
Rifts-Mercenaries

AR - 16 (use body armour AR due to size and function)

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

Characters Speed is tripled. See rules in character creation for how fast this may allow them to run.

PS - Is Robotic. Use appropriate table for lifting and damages

Kittani Plasma Axe - See entry for fixes to World Book 2 Atlantis


Golden Age Weaponsmiths


Ignore the material on the old M-48 tanks and M2 Bradley. See elsewhere for thier SDC/MDC variants.

No change to the modified vehicles section, modifying MDC vehicles or the Weapons, Extras Features, Notes section.


Northern Gun


NG-56 Light Ion Pistol

Rate of fire - Semi-auto


NG-E4 Plasma Ejector

Rate of fire - semi-auto


NG-E12 Heavy Plasma Ejector

Rate of fire - semi-auto


NG-LG6 Laser rifle and Grenade Launcher

Rate of Fire - Laser - Semi-auto, Grenade Launcher - Single shot pump action


Hand grenades, Plastique Explosives and others, and Mines - No changes

NG-S2 Survival Pack - No Change


NG-EX10 Gladius Exo-skeleton Battle Armour

AR - 19 (use Body Armour rules)

Armour - stops upto and including standard .50cal rounds.

Speed - Doubles the speed of the wearer. See rules on speed in the character creation section

PS - treat P.S. of wearer as augmented. Use appropriate table for damage and lifting.

Bonuses - Remove the initiative bonus and bonus attack.


Wellington Industries


MP-10 Caseless pistol

Damage - only use single round damage. Use burst rules found elsewhere for burst damages

Rate of Fire - semi-auto or full auto


MP-23 Caseless SMG

Damage - only use single round damage. Use burst rules found elsewhere for burst damages

Rate if fire - semi-auto or full auto


Explosive rounds increase SD round damage by 50% (x1.5 damage)


Ramjet rounds increase SD round damage by 100% (double damage)


WI-23 Missile launcher

Rate of fire - single shot


WI-GL4 Revolving Grenade Launcher

Rate if fire - single shot


WI-GL20 Automatic Grenade Launcher

Damage - use the single shot damage and then use the burst rules foiund elsewhere for burst damages

Rate of fire - semi-auto or full auto


WI-40M Fire and Forget Super Heavy Missile Launcher - No Change


Wellington Land mines

Light Saws - use any mini missile damage

Medium Saws - Uses HEAT, Frag or Armour Piercing surface to surface warheads

Heavy Saws - Uses HE, Heavy HE or Plasma surface to surface warheads


Iron Heart Armaments


Iron Hammer Battle Tank


AR - 19 (vehicle)

Armour - stops upto and including standard 30mm rounds

Decrease Dimensions to:

Height - 13 feet (3.96m)

Width - 8 feet (2.44m)

Length - 23 feet (7.01m)

200mm Cannon

Range - 6km direct, 10km indirect

IH-100 12mm Railgun

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

Range - 2000m

Rate of fire - bursts only

Ammo - 2000 rounds. Armour Piercing.

IH-105 Railgun - See NG-202 in the Equipment RUE/RMB thread.

IH-44L Gatling Laser

Damage - 5d6 per blast, use gatling gun burst rules

Rate of fire - bursts only


Iron Fist Medium Tank


AR - 18 (vehicle)

Armour - stops upto and including standard 25mm rounds

Decrease Dimensions to:

Height - 12 feet (3.66m)

Weight - 7 feet (2.13m)

Length - 21 feet (6.40m)

120mm Cannon

Range - 5km direct, 8km indirect

IH-100, IH-105 - See above

IH-34L

Damage - 3d6 per blast per barrel

Rate of fire - semi-auto


Iron Bolt Missile Vehicle


AR - 17 (vehicle)

Armour - stops upto and including standard 20mm rounds

Decrease Dimensions to:

Height - 18 feet (5.50m)

Length - 7 feet (2.13m)

Width - 21 feet (6.40m)

ML-12 Long Range Missile System

Range - 200km

Rate if fire - 1, 2, 5, 10 per volley

Payload - 10 cruise like missiles with the following warheads: Frag, Light HE, HE, Heavy HE, Light Plasma or Plasma

MLRS-120 Multiple Rocket Launch System

Rate of fire - 1, 2, 5, 10 per volley

IH-34L - see above entry for Iron Fist Tank


Iron Maiden APC


AR - 16 (vehicle)

Armour - stops upto and including standard 20mm rounds

IH-10J 30mm auto-cannon

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

Range - 2000m

Rate if fire - semi-auto or full auto

Payload - 750 rounds (can use standard, armour piercing, explosive or ramjet ammunition)

MLRS-24 Multiple Rocket Launcher System

Rate if Fire - 1, 2, 4, 7 per volley per launcher

Payload - 21 mini missiles per launcher

IH-34L - see above


GF-1A Iron Falcon Attack Jet

A - 12 (vehicle)

Armour - stops upto and including standard 12.7mm rounds

Wing Mounted Missiles

Rate of fire - 1, 2, 4 per launcher

Payload - 4 Heavy HE, Plasma or Heavy Plasma Air to Air Missiles OR Air to Surface missiles.

Remove the side mounted missile launchers

Belly Missile Bay

Rate of fire - 1, 2, 4, 8

Payload - 40 mini missiles in 5 magazines of 8. Each magazine can be a different type.

Forward Mounted Railgun

Damage - 2d6 per round, use gatling gun burst rules

Range - 2400m

Rate of fire - bursts only

Payload - 1000 rounds. Armour Piercing.


AC-29 Air Castle Bomber

AR - 14 (vehicle)

Armour - stops upto and including standard 20mm rounds

IH-44L Gatling Laser - See above

Twin 30mm Autocannon turrets

Damage - 2d6+3 per round per barrel, use autocannon burst rules

Range - 2000m

Rate of fire - bursts only

Payload - 4000 rounds of standard (can use armour piercing, explosive or ramjet rounds) (2000 per barrel)

Wing Mounted Missile launchers

Rate of fire - 1, 2, 6 per launcher

Payload - 6 Armour piercing, Heavy Armour Piercing or High Explosive Air to surface missiles

Forward MIssile Launcher

Rate of fire - 1, 2, 6, 12

payload - 12 cruise missile weapons with any of the following warheads: High explosive, Heavy High explosive, Light Plasma, Plasma or Heavy Plasma

Bomb Bay

Rate of fire - 10, 20 or 30

payload - 200 heavy high explosive or plasma bombs


Iron Eagle Attack Helicopter

AR - 14 (Vehicle)

Armour - stops upto and including standard 20mm rounds

Mini Missile Launchers - no change

Missile Launchers

Rate of fire - 1, 2, 4 per launcher

Payload - 4 high explosive air to air missiles or 4 armour pericing air to surface missiles

30mm autocannon

Damage - 2d6+3 per round, 1d4x10+5 per short burst, 1d6x10+10 per medium burst, 2d6x10 per long burst, 3d6x10 per full melee burst

Range - 2000m

Payload - 1000 rounds or standard (can use armour piercing, explosive or ramjet)


Iron heart Torpedoes - Replace with Torpedoes on the missile table found here elsewhere


Black Eel Torpedo Boat

AR - 13 (vehicle)

Armour - stops upto and including standard 20mm rounds

MDC - double all MDC values

Twin 14.5mm Machine gun

Damage - 2d4 per round, use gatling gun burst rules

Range - 1800m

Rate of fire - bursts only

Payload - 2000 rounds of standard (can use, armour piercing, explosive or ramjet)

Torpedo Tube

Payload - 6 Light or medium High Explosive

Depth Charge Launcher

Rate if fire - 1 at a time 3 time per melee

Payload - 10


Triton Patrol Boat

AR - 14 (vehicle)

Armour - stops upto and including standard 30mm rounds

Mini Missile Launcher

Rate of fire - 1, 2, 4, 8 or 16 per volley

Torpedo Tubes

Rate of fire - 2 per melee per tube

Payload - 50 per tube, Light or Medium High Explosive

Twin Railgun turrets

Damage - 2d6+3 per round, use gatling gun burst rules

Rate of fire - bursts only

Ammo - 1000 rounds per barrel. Armour Piercing

Depth Charge Launchers

Rate of Fire - 1 at a time per launcher 3 times per melee

Payload - 50 per launcher


Sea King Missile Cruiser

AR -16 (vehicle)

Armour - stops upto and including standard 40mm rounds

Missile Launchers

Rate of fire - 1, 2, 4, 8, 16

Payload - 160 cruise missiles per launcher, all warheads available

Torpedo Tubes

Rate of fire - 1 at a time, 3 times per melee

Payload - 100 torpedoes per tube, Light or Medium High Explosive

Twin Railgun turrets

Damage - 2d6+3 per shot per barrel, Use gatling gun burst rules

Rate of fire - bursts only

Ammo - 1000 rounds per barrel. Armour Piercing

8 inch (200mm) Naval Guns

Damage - 4d6x10 HE, 3d6x10 A/P, 6d6x10 Plasma

Range - 12km direct fire, 32km indirect fire

Depth Charger Launchers

Rate of fire - 1 at a time per launcher 3 times per melee

Payload - 50 per launcher


Naruni Enterprises


NE-10 Plasma Cartridge Rifle

Rate of fire - semi-auto


NE-4 Plasma Cartridge Pistol

Rate of fire - semi-auto


NE-50 Particle Beam Rifle

Rate of fire - semi-auto


NE-200 Plasma Cartridge Machinegun

Damage - use single round damage and machine gun burst rules found here elsewhere

Rate of fire - semi-auto or full auto


NE-1000 Plasma Ejector Rifle

Rate of fire - semi-auto


NE-c20 Camouflage Variable Armour

AR - 17 (body armour AR)

Armour - stops upto and including standard 15mm rounds


Force Fields - no changes


NE-010 Destructo Drone

AR - 10 (vehicle)

Armour - stops upto and including standard 15mm rounds

Light Laser Rate of fire is semi-auto or full auto. 4 attacks per melee

Damage - 2d6 per blast, use assault rifle burst rules

Explosive Charge - no change


NE-020 Combat Drone

AR - 12 (vehicle)

Armour - stops upto and including standard 15mm rounds

Laser cannon rate of fire is semi-auto or full auto.

Damage - 5d6 per blast, use assault rifle burst rules

Mini missile launcher rate of fire is 1 at a time


NE-030 Spy Drone

AR - 12 (vehicle)

Armour - stops upto and including standard 15mm rounds

Laser cannon rate of fire is semi auto.


NE-300 OMAV Combat Pod

AR - 15 (vehicle)

Armour - stops upto and including standard 20mm rounds

Particle Beam turret

Range - 600m

Rate of fire - semi-auto

Mini missile launchers

Rate of fire - 1, 2, 4, 6


Carnivore Mark I Light Hover Tank

AR - 18 (vehicle)

Armour - stops upto and including standard 30mm rounds

Particle Beam Cannon

Damage - 3d6x10

Range - 3km

Rate of Fire - 4 per melee maximum

Mini Missile Launcher - no change

Laser Turret

Damage - 4d6 per blast, use machine gun burst rules

Rate of fire - semi-auto or full auto


Juggernaut Heavy hover Tank

AR - 19 (vehicle)

Armour - stops upto and including standard 40mm rounds

Particle Beam Cannon

Rate of fire - 4 per melee maximum

Range - 4km

Rail Gun

Damage - 3d6+3 per round, use gatling gun burst rules

Rate of fire - bursts only

Payload - 2000 rounds. Armour Piercing

Mini missile launchers (2 not 8)

Rate of fire - 1, 2, 4, 8

Payload - 24 per launcher

Laser Cannon

Damage - 5d6 per blast, use machine gun burst rules

Rate of fire - semi-auto or full auto

Side mounted missile launchers (2 not 8)

Rate of fire - 1, 2, 4 per launcher

Payload - 8 missiles per launcher, High Explosive, Heavy High Explosive or Plasma

Rail Cannon

Damage - no change but it is a solid slug weapon not flechette

Ammo - Armour Piercing

Force Field - no change


Mecha-Knight

AR - 15 (vehicle)

Armour - stops upto and including standard 20mm rounds

Running Speed - Triples the speed of the wearer. See rules on speed in the character creation section.

PS - Considered Android level, use appropriate table for damage and lifting capability

Particle Rifle - no change

Energy Sword - no change

Laser

Damage - 4d6 per dual blast


Death Knight

Ar -18 (vehicle)

Armour - stops upto and including standard 25mm rounds

PS - Robotic, use approrpriate table for lifting and damage

Particle Beam Cannon

Damage - 3d4x10

Energy Axe - no change other than add punch fdamage when used as a blunt weapon

Laser

Damage - 3d6+2 per blast, use machine gun burst rules

Rate of fire - semi-auto or full auto

Belly Railgun

Damage - 2d6+3 per round, use gatling gun burst rules

Range - 2000m

Rate of fire - bursts only

Ammo - Armour Piercing


Nomad Scout Robot

AR - 16 (vehicle)

Armour - stops upto and including standard 20mm rounds

PS - Robotic. Use appropriate table for lifting and damage

Rail Cannon (Replaces railgun)

Damage - 2d4x10

Range - 2400m

Rate of fire - single fire

Payload - 100 rounds. Armour Piercing

Mini Missile launcher - no change

Laser

Damage - 1d4x10

Range - 1200m

Rate of fire - single fire


Crescent Moon Space Plane

AR - 15 (vehicle)

Armour - stops upto and including standard 25mm rounds

Plasma Projector

Rate of fire - single fire

Laser

Damage - 1d6x10+10

Range - 2400m

Rate of fire - single fire

Combined damage of a laser/plasma blast is 3d6x10+10

Missile launcher (1 not 4)

Rate of fire - 1, 2, 4

Payload - 20 missiles, High Explosive , Heavy High Explosive or Plasma Air to Air missiles OR Armour Piercing, Heavy Armour Piercing or High Explosive Air to Surface missiles

Nose laser

Damage - 1d4x10+10 per blast


Boomerang Attack Aerodyne

Ar - 14 (vehicle)

Armour - stops upto and including standard 20mm rounds

Railgun

Damage - 3d6+2 per round, use gatlgin gun burst rules

Range - 2000m

Rate of fire - bursts only

Payload - 2000 rounds. Armour Piercing

Mini Missile launcher (1 not 4)

Rate of fire - 1, 2, 4, 8

Payload - 40 mini missiles total


Angrar Robotics


Angrar Mark II Power Armour

AR - 15 (vehicle)

Armour - stops upto and including standard 25mm rounds

Running Speed - Multiplies the speed of the wearer by 4. See speed rules in the character creation section.

PS - Robotic. Use the appropriate table for lifting and damage

Angrar Railgun

Damage - 2d6+3 per round, use gatling gun burst rules

Range - 2400m

Rate of fire - bursts only

Payload - 500 rounds. Armour piercing

AR-90 Plasma Gun

Rate of fire - single fire


Angrar Assault Robot

AR - 18 (vehicle)

Armour - stops upto and including standard 30mm rounds

PS - Supernatural, use appropriate table for lifting and damage

Hellfire Canon

Rate of fire - single fire

Range - 2400m

Mini Missile Launcher (1 not 2)

Rate of fire - 1, 2, 4

payload - 20 mini missiles

Energy Claws - no change


Chipwell Armaments


CAI-50 Challenger Light Combat Armour

AR - 18 (use body armour AR)

Armour - stops upto and including standard 10mm rounds.

Running Speed - Doubles the speed of the wearer. See speed rules in teh character creation section.

PS - treat the PS of the wearer as augmented. use appropriate table for lifintg and damage


Chipwell Assault Suit

AR - 18 (use body armour AR)

Armour - stops upto and including standard 12.7mm rounds

Running Speed - Doubles the speed of the wearer. See speed rules in teh character creation section.

PS - Android, use appropriate table for lifting and damage

14.5mm Machine Gun

Damage - 2d4 per round, use machine gun burst rules

Range - 1800m

Rate of fire - bursts only

Payload - 500 rounds of standard, armour piercing, explosive or ramjet

Integral Laser

Rate of fire - single fire or 3 shot burst use assault rifle burst rules


CAI-100 Warmonger

AR - 16 (use body armour AR)

Armour - stops upto and including standard .357 rounds

Running Speed - Doubles the speed of the wearer. See speed rules in teh character creation section.

PS - Android, use appropriate table for lifting and damage

SDC - divide all locations by 10. (since I use a 10-1 not 100-1 ratio of sdc-mdc)

Modified WI-23 Mini Missile Launcher


Coalition Military


Grinning Skull Main Battle Tank

AR - 18 (vehicle)

Armour - stops upto and including standard 25mm rounds

Decrease Dimensions to:

Height - 12 feet (3.65m)

Length - 8 feet (2.44m)

Width - 22 feet (6.71m)

C-144 Cannons

Damage - 4d4x10 per gun

Range - 3200m direct fire, 5km indirect fire

Rate of fire - 2 per gun per melee

Payload - 60 rounds total

CR-4T Dual Laser Turret

See MK V APC on the RUE/RMB changes page

C-2T Dual laser Turret

See MK V APC on the RUE/RMB changes page

Mini Missile Launchers

Rate of Fire - 1, 2, 5, 10 per launcher


Mk IX Misile Launcher Vehicle

AR - 15 (vehicle)

Armour - See Mark V on the RUE/RMB changes page

MLRS

Rate of Fire - 1, 2, 4, 8

Range - 200km

Payload - 24 cruise like missiles with any of the following warheads: Frag, Light HE, HE, Heavy HE, Light Plasma or Plasma

C-2T Dual Laser Turret

See MK V APC on the RUE/RMB changes page

CR-10 Mini Missile Launcher

See MK V APC on the RUE/RMB changes page

Forward Auto-Cannons

See MK V APC on the RUE/RMB changes page


NA-15 Nightwing Fighter Jet

AR - 13 (vehicle)

MDC By Location

Wings 150

Missile Launchers 75 (replaces wing mounted medium range missile launchers)

Wing Pylons 30 (replaces wing mounted long range missile launchers)

Belly Mounted Laser Turret 90

Main Body 300

Nose/Cockpit 160 (replaces reinforced pilots compartment)

AR - 12

Armour - stop upto and including standard 20mm rounds.

Maximum Altitude of 40 000 feet

Laser Turret

Damage - 4d6 per blast, use machine gun burst rules

Range - 2400m

Rate of fire - bursts only

Missile Launchers

Rate of fire - 1, 2, 3, 6 per launcher

Payload - 6 Light HE, HE or Heavy HE air to air missiles OR Armour Piecing, Light HE, HE Air to Surface Missiles

Wing Pylons

Rate of fire - 1 at a time equal to pilots attacks. Linked to other pylons

Payload - 1 Plasma or Heavy Plasma Air to Air missiles OR Heavy HE, Plasma or Heavy Plasma Air to Surface missiles

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