Bionics/Cybernetics
Cyborg armour all have an AR of 18. Big slabs of armour plate are funny that way.....use body armour rules for AR
Armour - stops all standard rounds upto and including 20mm. Explosive and Ramjet rounds are still effective.
Mini-machine gun is more of a sub machine gun
Uses 9mm or .45 acp rounds. See SDC-MD file elsewhere
Use standard burst rules.
Range - 150m
Payload - 300 round belt or 60 round clip. Can use standard, Armour Piercing, Explosive or Ramjet rounds.
Glitterboy Power Armour
AR - 17 (vehicle)
Armour - stops all standard rounds upto and including 30mm. Lasers do half damage. Explosive and Ramjet rounds are still effective.
Running - Triples pilots Spd ATT. (Typically 30-60 or 20-40mph/35-65kph)
PS - 20 Android
Boomgun is a Rail Cannon that fires different rounds.
Standard Rounds do the original 3d6x10
Armour Piercing Rounds do 2d6x10 but use the armour piercing rules.
HE Rounds do 2d4x10 to a 20 ft radius.
Ammo - 100 NOT 1000
Must spend an action to anchor before firing the boom gun. No action to disengage the anchoring system.
Cannot dodge when anchored
No Other Changes
SAMAS
AR - 19 (Body Armour)
Armour - stops up to and including standard 20mm rounds. Explosive and Ramjet rounds are still effective.
Running - Triples pilots Spd ATT. (Typically 30-60 or 20-40mph/35-65kph)
PS - 30 Augmented
C-40R 10mm Railgun
Damage - 3d6 per round. Use machine gun burst rules
Range - 1800m
Rate of Fire - Can only fire bursts equal to pilots attacks
Payload - 500 rounds. Armour Piercing.
Optional use of a .50 cal Machine gun in place of Railgun
Damage - 1d6+1 per round. Use machine gun burst rules
Range - 1500m
Rate of Fire - can only fire bursts equal to pilots attacks
payload - 400 round belt. Can also use Armour Piercing, Explosive or Ramjet rounds.
Optional use of a 5.56mm Minigun in place of railgun
Damage - 5d6sd per round (1d3md). Use gatling gun burst rules
Rate of Fire - equal to pilots attacks
Range - 600m
Payload - 800 round belt. Can also use Armour Piercing, Explosive or Ramjet rounds.
Mini-Missile Launcher
Use new Missile table to choose missiles
Rate of Fire - 1 at a time equal to pilots attacks
No other changes
UAR-1 Enforcer
AR - 15 (Vehicle)
Armour - stops upto and including standard 25mm rounds. Explosive and Ramjet rounds are still effective.
PS - 40 Robotic
C-50R Rail Cannon
Damage - 2d4x10+20 per blast
Range - 2400m
Payload - 80 rounds. Armour Piercing
Optional Use of a 75mm Cannon in place of railgun (1 in 15)
Damage - HE 5d6, HEAT 1d6x10, FRAG 4d6 to a 25ft radius, A/P 1d4x10
Range - 3000m direct, 5000m indirect
Rate of fire - 4 per melee
Payload - 50 rounds
Optional use of a 30mm chaingun in place of railgun (1 in 10)
Damage - 2d6+3 per round. Use machine gun burst rules
Range - 2000m
Rate of Fire - equal to pilots/gunners attacks
Payload - 1000 rounds. Can also use Armour Piercing, Explosive or Ramjet rounds.
Medium Range Missile Launcher fires Heavy H.E. or Plasma Surface to Air missiles. Rate of fire is 1 at a time equal to pilots/gunners attacks
Short Range Missile Launchers fires Frag, Light H.E., H.E., and Heavy H.E. Surface to Surface missiles. Rate of fire is 1 or 2 at a time (1 from each launcher if linked) equal to the pilots/gunners attacks.
Mini-missile launcher rate of fire is 1 at a time equal to pilots/gunners attacks. Use new missile table
Lasers
Damage - 3d6 per blast. use machine gun burst rules
Rate of fire - semi auto or full auto
No other changes
Spider Skull Walker
AR - 16 (Vehicle)
Armour - stops upto and including standard 30mm rounds. Explosive and Ramjet rounds are still effective.
PS - 50 Robotic
C-100R Railcannon is a solid slug singe shot weapon not the burst fire weapon they portray.
Damage - 4d4x10 per blast per gun.
Range - 3600m
Rate of Fire - 5 per melee
Payload - 80 rounds. Armour Piercing
Optional use of 120mm cannons in place of railcannons (1 in 15)
Damage - HE 1d6x10, HEAT 3d4x10, FRAG 1d4x10+10, A/P 2d4x10+10
A/P rounds use missile A/P rules
Range - 4000m direct, 8000m indirect
Rate of Fire - 4 per melee
Payload - 60 rounds
Dual Lasers
Damage - 3d6 per blast. Use gatling gun burst rules.
Rate of Fire - Only fires bursts.
No other changes
Mark V APC
AR - 15 (Vehicle)
Armour - stops upto and including standard 25mm rounds. Explosive and Ramjet rounds are still effective.
Dual C-40R 10mm Railgun Turret
Damage - 3d6 per round per barrel. Use gatling gun burst rules.
Range - 1800m
Rate of fire - equal to gunners attacks
Payload - 1000 rounds (500 per barrel). Armour piercing.
Optional Use of Dual 30mm chaingun in place of railguns (1 in 10)
Damage - 2d6+3 per round. Use gatling gun burst rules.
Range - 2000m
Rate of fire - equal to gunners attacks
Payload - 2000 rounds per twin gun (1000 per barrel). Can also use Armour Piercing, Explosive or Ramjet rounds.
Dual Laser Turret. 3d6 per blast. Use gatling gun burst rules.
Dual Side lasers do 2d6 per blast. Use gatling gun burst rules.
Hatch Lasers do 2d6 per blast. Use machine gun burst rules.
Autocannons are 20mm autocannons
Damage - 2d4+1 per round. Use machine gun burst rules
Range - 600m
Rate of Fire - equal to gunners attacks
Payload - 500 rounds each. Can also use Armour Piercing, Explosive or Ramjet rounds.
Mini Missile Launcher Rate of fire is 1 or 2 at a time (1 per launcher if linked) equal to gunners attacks. Use new missile table.
No other changes
Death's Head Transport
AR - 17 (Vehicle)
Armour - stops all upto and including standard 30mm rounds. Explosive and Ramjet rounds are still effective.
C-200DH Railcannons are single shot weapons not burst fire as portrayed.
Damage - 5d6x10 per gun or 1d6x100 dual blast
Range - 6000m
Payload - 400 rounds per gun. Armour Piercing.
Dual Laser Turret. 4d6 per blast. Use gatling burst rules.
Medium Range missile Launcher can now fire either H.E., Heavy H.E., or Plasma Air to Air missiles. Rate of fire is 1 or 2 at a time (1 per launcher if linked) equal to gunners attacks.
No other changes
Sky Cycle
AR - 12 (Vehicle)
Armour - stops upto and including standard 20mm rounds. Explosive and Ramjet rounds are still effective.
Dual laser. 3d6 per blast. use gatling gun burst rules.
Mini Missile launchers
Rate of fire - 1 or 2 at a time (1 per launcher if linked) equal to pilots attacks. Use new missile Table
+2 dodge when flying
No other changes
Skelebots
AR - 13 (Vehicle)
Armour - stops upto and including standard 15mm rounds. Explosive and Ramjet rounds are still effective.
PS - 30 Android
Vibroblade - Use the Armour piercing rules
CV-213 VF Laser Rifle
Rate of fire - Semi-Auto. 2 light md blasts equal 1 heavy md blast. Can fire semi auto bursts.
No other changes
Coalition Weapons and Armour
C-18 Laser Pistol
Rate of fire - Semi-Auto
C-10 Laser Rifle
Rate of Fire - Semi-Auto
C-12 Laser Rifle
MD Damage - 2d6 per light blast or 4d6 per heavy blast
SD Damage - 6d6 per blast
Payload - 5 sd shots equal 1 light md shot now instead of 6-1. 2 Light md shots equal 1 heavy md shot. So by extension 10sd shots equal 1 heavy md shot.
Rate of Fire - Semi-Auto
C-14 Laser Rifle and Grenade Launcher
Rate of Fire - Semi-Auto (Laser) Pump Action (Grenade Launcher)
C-27 Plasma Rifle
Rate of fire - Semi-Auto
CV-212 VF Laser Rifle
Rate of fire - Semi-Auto. 2 light md blasts equal 1 heavy md blast.
CR-1
Rate of Fire - 1 shot takes 3 attacks if used by one person, 2 attacks for a two man fire team.
Grenades and explosives - no change
Vibro-weapons - Use armour piercing rules
CA-1 Dead Boy Armour - AR is 19 (Body Armour)
Armour - stops upto and including standard 15mm rounds. Explosive and Ramjet rounds are still effective.
CA-2 Dead Boy Armour - AR is 19 (Body Armour)
Armour - stops upto and including standard 15mm rounds. Explosive and Ramjet rounds are still effective.
DPM-101 Dog Pack Amour/Riot Armour - AR is 12 (Body Armour)
Armour - stops upto and including standard 12.7mm/.50 cal rounds. Explosive and Ramjet rounds are still effective.
Common Gear
Basic gear - No Changes
Communications Equipment - No Changes (seems they updated to not include memory storage capacities in the computers thankfully)
Medical Equipment - No Changes
Optics, Goggles and Binoculars - No Changes
Optics for Gun Scopes - No Changes
Sensory Equipment - No Changes
Surveillance Equipment - No Changes
Independant Weapons and Armour
Weapons for Speedster, Wastelander and Highwayman use the Bionic versions of what is described.
Gladiator Armour - AR is 18 (Body Armour)
Armour - stops upto and including standard 15mm rounds. Explosive and Ramjet rounds are still effective.
Crusader Armour - AR is 19 (Body Armour)
Armour - stops upto and including standard 15mm rounds. Explosive and Ramjet rounds are still effective.
Juicer Plate Armour - AR is 14 (Body Armour)
Armour - stops upto and including standard 15mm rounds. Explosive and Ramjet rounds are still effective.
Urban Warrior Armour - AR is 17 (Body Armour)
Armour - stops upto and including standard 12.7mm/.50cal rounds. Explosive and Ramjet rounds are still effective.
Plastic Man Armour - AR is 15 (Body Armour)
Armour - stops upto and including standard 10mm rounds. Explosive and Ramjet rounds are still effective.
Huntsman Armour - AR is 14 (Body Armour)
Armour - stops upto and including standard 10mm rounds. Explosive and Ramjet rounds are still effective.
Bushman Armour - AR is 18 (Body Armour)
Armour - stops upto and including standard 15mm rounds. Explosive and Ramjet rounds are still effective.
Wilks 320 Pistol
Rate of Fire - Semi-Auto
NG-57 Ion Pistol
Rate of Fire- Semi-Auto
Ammo - 2 Lt blasts equal 1 Hvy blast.
NG-Super
Rate of Fire - Semi-Auto (Laser), Pump Action (Grenade Launcher)
NG-33 Laser Pistol
Rate of Fire - Semi-Auto
NG-L5 Laser Rifle
Rate of Fire - Semi-Auto
NG-P7 Particle Rifle
Rate of Fire- Semi-Auto
L-20 Pulse rifle
Damage - 2d6 per single shot,
Rate of fire - Semi-auto or 3 shot burst
JA-11
Rate of Fire - Single Shot (Laser), Semi-Auto (Ion), one (7.62mm)
Ammo - 7.62mm can also use Armour Piercing, Explosive or Ramjet rounds.
JA-9
Rate of Fire - Semi-Auto
NG-101 8mm railgun
Damage - 2d6 per round. Use machine gun burst rules
Rate of Fire - only fires bursts equal to users attacks
Range - 1800m
Ammo - Clip - 80, Belt - 300, Ammo drum - 1200
Note - Armour Piercing
NG-202 10mm railgun
Damage - 3d6 per round. use machine gun burst rules
Rate of Fire - Only fires bursts equal to users attacks
Range - 1800m
Ammo - Clip - 80, Belt - 300, Ammo drum - 1200
Note - Armour Piercing
Speedster, Wastelander, Highwayman.
AR - 10 (Vehicle)
Armour - stops upto and including standard 10mm rounds. Explosive and Ramjet rounds are still effective.
Big Boss ATV
AR - 11 (Vehicle)
Armour - stops upto and including standard 15mm rounds. Explosive and Ramjet rounds are still effective.
Mountaineer ATV
AR - 12 (Vehicle)
Armour - stops upto and including standard 15mm rounds. Explosive and Ramjet rounds are still effective.
Weapons for all the above can be the equivalent to any personal weapon (rifles handguns railguns (on the ATV's only) etc). Use vehicle burst rules where applicable.
Samson Power Armour
AR - 19 (Body Armour)
Armour - stops upto and including standard 20mm rounds. Explosive and Ramjet rounds are still effective.
Running - Multiplies the pilots Spd ATT. by 5 (typically 50-100 or 35-65mph/55-105kph)
PS - 20 Android
NG-202 10mm Super Railgun
Damage - 3d6 per round. Use gatling gun burst rules
Rate of fire - Only fires bursts equal to pilots attacks
Range - 1800m
Payload - 500 round belt. Armour Piercing
Optional use of a .50 cal Machine gun in place of Railgun
Damage - 1d6+1 per round. Use machine gun burst rules
Range - 1500m
Rate of Fire - fires only bursts equal to pilots attacks
payload - 400 round belt. Can also use Armour Piercing, Explosive or Ramjet rounds.
Optional use of a 5.56mm Minigun in place of railgun
Damage - 5d6sd per round. Use gatling gun burst rules
Rate of Fire - fires only bursts equal to pilots attacks
Range - 600m
Payload - 600 round belt. Can also use Armour Piercing, Explosive or Ramjet rounds.
Forearm Rocket launcher rate of fire is 1 at a time equal to the pilots attacks. Use new mini missiles on the new missile table.
Knuckle blades add 1d6 damage to punch attacks and use the armour piercing rules
No other changes
Flying Titan
AR - 19 (Body Ammour)
Armour - stops upto and including standard 20mm rounds. Explosive and Ramjet rounds are still effective.
Running - Multiplies the pilots Spd ATT. by 4 (typically 40-80 or 25-55mph/45-85kph)
PS - 30 exceptional
Wing Lasers
Damage - 2d4+2 per blast. Use machine gun burst rules. double damage when firing both lasers in tandem.
Wing Rockets are mini missiles, rate of fire is 1 or 2 at a time equal to pilots attacks. Use new missile table.
+2 dodge when flying
No other changes
Titan Combat Robot
AR - 15 (Vehicle)
Armour - stops upto and including standard 25mm rounds. Explosive and Ramjet rounds are still effective.
PS - 36 Robotic
Rail Cannon.
Damage - 2d4x10+10 per blast
Range - 2400m
Payload - 90 rounds. Armour Piercing
Dual Laser Turret. 3d6 per blast. Use gatling gun burst rules.
Medium Range Missile launcher fires Frag, Light H.E., H.E., Heavy H.E. surface to surface missiles or H.E., Heavy H.E, Plasma surface to air missiles
Rate of fire 1 or 2 at time (1 per launcher if linked) equal to gunners attacks.
Ammo - 3 Surface to Air or 5 surface to surface missiles per launcher.
Mini Missile launchers
Rate of fire - 1 or 2 at a time (1 per launcher if linked) equal to pilots attacks. Use new missile Table
Optional use of a 30mm chaingun in place of the railgun
Damage - 2d6+3 per round. Use machine gun burst rules.
Range - 2000m
Rate of Fire - only fires bursts equal to pilots/gunners attacks
Payload - 750 rounds. Can also use Armour Piercing, Explosive or Ramjet rounds.
No other changes
Sky King (from original RPG book/RMB)
AR - 14 (Vehicle)
Armour - stops upto and including standard 20mm rounds. Explosive and Ramjet rounds are still effective.
NG-101 8mm railguns
Damage - 2d6 per round. Use machine gun burst rules
Rate of fire - only fires bursts equal to pilots attacks
Range - 1800m
Payload - 200 rounds each.
Note - rounds are armour piercing
NG-101 Heavy Laser
Damage - 2d6 per blast. Use machine gun burst rules
Rate of fire - only fires bursts equal to pilots attacks
Optional use of a 30mm chaingun in place of the railguns or laser
Damage - 2d6+3 per round. Use machine gun burst rules
Range - 2000m
Rate of Fire - Only fires bursts equal to pilots/gunners attacks
Payload - 150 rounds per gun. Can also use Armour Piercing, Explosive or Ramjet rounds.
Mini Missile launchers
Rate of fire - 1 or 2 at a time (1 per launcher if linked) equal to pilots attacks. Use new missile table
No other changes