Pulverizer Mk I Giant PA (page 73)
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