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Bionics/Cybernetics

Cyborg armour all have an AR of 18. Big slabs of armour plate are funny that way.....

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

Mini-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


Glitterboy Power Armour

AR - 17 (vehicle AR)

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 - 40 Android Lift - 8000lbs, Carry - 4000lbs, Punch - 2d6mdc, Kick - 3d6mdc, Body Block - 1d6mdc, Restrained Punch - 6d6sdc

Boomgun is a 65mm Rail Cannon that fires solid slugs. Slugs are Armour Piercing.

Ammo - 100 NOT 1000

Must spend an action to anchor before firing the boom gun. No action to disengage the anchoring system.

-1 dodge when not anchored. Cannot dodge when anchored

No Other Changes


SAMAS

AR - 14 (vehicle AR)

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

Running - Triples pilots Spd ATT. (Typically 30-60 or 20-40mph/35-65kph)

PS - 30 Android Lift - 6000lbs, Carry - 3000lbs, Punch - 1d6mdc, Kick - 2d4mdc, Body Block - 5d6sdc, Restrained Punch - 4d6sdc

C-40R 10mm Railgun Damage - 2d6 per round. Use 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 standard machine gun burst rules Range - 1500m Rate of Fire - can only fire bursts equal to pilots attacks payload - 400 rounds belt

Optional use of a 5.56mm Minigun in place of railgun Damage - 5d6sd per round (1d3md). Use standard gatling gun burst rules Rate of Fire - equal to pilots attacks Range - 600m Payload - 800 round belt

Mini-Missile Launcher Use new Missile table to choose missiles Rate of Fire - 1 at a time equal to pilots attacks

-1 dodge on the ground

No other changes


UAR-1 Enforcer

AR - 14 (vehicle AR)

Armour - stops all standard rounds upto and including 25mm. Explosive and Ramjet rounds are still effective.

PS - 40 Robotic Lift - 20 tons, Carry - 10 tons, Punch - 4d6mdc, Kick - 6d6mdc, Body Block - 2d6mdc, Restrained Punch - 8d6sdc

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. 1d4x10+5 per short burst, 1d6x10+15 per medium burst, 2d6x10 per long burst, 3d6x10 per full melee burst Range - 2000m Rate of Fire - equal to pilots/gunners attacks Payload - 100 bursts

Medium Range Missile Launcher fire Surface to Air missiles. Rate of fire is 1 at a time equal to pilots/gunners attacks

Short Range Missile Launchers fire Surface to Surface missiles. Rate of fire is 1 or 2 at a tie (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.

Lasers

Damage - 3d6 per blast, 1d4x10+15 per short burst, 2d4x10+10 per medium burst, 4d4x10 per long burst, 3d6x10+30 per full melee burst

Rate of fire - semi auto or full auto

-1 dodge

No other changes


Spider Skull Walker

AR - 16 (vehicle AR)

Armour - stops all standard rounds upto and including 30mm. Explosive and Ramjet rounds are still effective.

PS - 50 Robotic Stomp/Kick - 9d6mdc, Body Block - 3d6mdc

C-100R Railcannon is a solid slug semi automatic 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 - 62d4x10+30 per short burst, 4d4x10+20 per medium burst, 4d4x20 per long burst, 6d6x10+60 per full melee burst. Half damage if one barrel is damaged.

Rate of Fire - Only fires dual bursts.

-2 dodge

No other changes


Mark V APC

AR - 15 (vehicle AR)

Armour - stops all standard rounds upto and including 25mm. Explosive and Ramjet rounds are still effective.

Dual C-40R 10mm Railgun Turret Damage - 2d6 per round per barrel. 2d4x10+15 per short burst, 4d4x10+10 per medium burst, 4d6x10 per long burst, 6d6x10 per full melee burst. half damage if one barrel is damaged. Range - 1800m Rate of fire - equal to gunners attacks Payload - 1000 rounds (500 per barrel). Armour piercing. 40 rounds per short burst, 60 per medium burst, 80 per long burst, 400 per full melee burst.

Optional Use of Dual 30mm chaingun in place of railguns (1 in 10) Damage - 2d6+3 per round. 2d4x10+10 per short burst, 2d6x10+30 per medium burst, 4d6x10 per long burst, 6d6x10 per full melee burst. Half damage if one barrel is damaged. Range - 2000m Rate of fire - equal to gunners attacks Payload - 2000 rounds per twin gun (1000 per barrel). 20 rounds per short, 40 per medium, 60 per long and 200 per full melee.

Dual Laser Turret does 2d4x10+30 per short burst, 4d4x10+20 per medium burst, 4d4x20 per long burst, 6d6x10+60 per full melee burst. Half damage if one barrel is damaged. Only fires dual bursts.

Dual Side lasers do 6d6x2 per short burst, 2d6x10 per medium burst, 4d4x10+30 per long burst, 4d6x10+50 per full melee burst. Only fires dual bursts.

Hatch Lasers do 2d6 per blast. Use standard machine gun burst rules

Autocannons are 20mm autocannons Damage - 2d4+1 per round. 4d6+7 per short burst, 1d4x10+5 per medium burst, 1d6x10+10 per long burst, 2d4x10+30 per full melee burst. Range - 600m Rate of Fire - equal to gunners attacks Payload - 500 rounds each. 10 roundsper short burst, 20 per medium 30 per long, and 100 per full melee.

Mini Missile Launcher Rate of fire is 1 or 2 at a time (1 per launcher if linked) equal to gunners attacks.

-2 dodge

No other changes



Death's Head Transport

AR - 18 (vehicle AR)

Armour - stops all standard rounds upto and including 30mm. 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 does 2d4x10+30 per short burst, 4d4x10+20 per medium burst, 4d4x20 per long burst, 6d6x10+60 per full melee burst. Half damage if one barrel is damaged. Only fires dual bursts.

Medium Range missile Launcher can now fire either Air to Air missiles or Air to Surface missiles. Rate of fire is 1 or 2 at a time (1 per launcher if linked) equal to gunners attacks.

-10 dodge

No other changes


Sky Cycle

AR - 10 (vehicle AR)

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

Dual laser now does 2d4x10+30 per short burst, 4d4x10+20 per medium burst, 4d4x20 per long burst, 6d6x10+60 per full melee burst. Half damage if one barrel is damaged. Only fires dual bursts.

Mini Missile launchers Rate of fire - 1 or 2 at a time (1 per launcher if linked) equal to pilots attacks

-1 dodge when hovering, +2 dodge when flying

No other changes


Skelebots

AR - 12 (vehicle AR)

Armour - stops all standard rounds upto and including 15mm. Explosive and Ramjet rounds are still effective.

PS - 30 Android Lift - 6000lbs, Carry - 3000lbs, Punch - 1d6mdc, Kick - 2d4mdc, Body Block - 5d6sdc, Restrained Punch - 4d6sdc

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.

No other changes


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. Rate of Fire - Semi-Auto

C-14 Laser Rifle and Grenade Launcher Rate of Fire - Semi-Auto (Laser ) Pump Action (Grenade Launcehr)

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 15

Armour - stops all standard rounds upto and including 15mm. Explosive and Ramjet rounds are still effective.

CA-2 Dead Boy Armour - AR is 19

Armour - stops all standard rounds upto and including 15mm. Explosive and Ramjet rounds are still effective.

DPM-101 Dog Pack Amour/Riot Armour - AR is 12

Armour - stops all standard rounds upto and including 12.7mm/.50 cal. Explosive and Ramjet rounds are still effective.

Weapons for Speedster, Wastelander and Highwayman use the BIonic versions of what is described.

Gladiator Armour - AR is 18

Armour - stops all standard rounds upto and including 15mm. Explosive and Ramjet rounds are still effective.

Crusader Armour - AR is 19

Armour - stops all standard rounds upto and including 15mm. Explosive and Ramjet rounds are still effective.

Juicer Plate Armour - AR is 14

Armour - stops all standard rounds upto and including 15mm. Explosive and Ramjet rounds are still effective.

Urban Warrior Armour - AR is 17

Armour - stops all standard rounds upto and including 12.7mm/.50cal. Explosive and Ramjet rounds are still effective.

Plastic Man Armour - AR is 15

Armour - stops all standard rounds upto and including 10mm. Explosive and Ramjet rounds are still effective.

Huntsman Armour - AR is 14

Armour - stops all standard rounds upto and including 10mm. Explosive and Ramjet rounds are still effective.

Bushman Armour - AR is 18

Armour - stops all standard rounds upto and including 15mm. Explosive and Ramjet rounds are still effective.

Wilks 320 Pistol Rate of Fire - Semi-Auto

NG-57 Ion Pistol Rate of Fire- Semi-Auto

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)

JA-9 Rate of Fire - Semi-Auto

NG-101 8mm railgun Damage - 2d4 per round. Use standard gatling 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 - 2d6 per round. use standard gatling 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 AR)

Armour - stops all standard rounds upto and including 10mm. Explosive and Ramjet rounds are still effective.

-1 dodge


Big Boss ATV

AR - 12 (vehicle AR)

Armour - stops all standard rounds upto and including 15mm. Explosive and Ramjet rounds are still effective.

-2 dodge


Mountaineer ATV

AR - 12 (vehicle AR)

Armour - stops all standard rounds upto and including 15mm. Explosive and Ramjet rounds are still effective.

-3 dodge

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 - 14 (vehicle AR)

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

Running - Multiplies the pilots Spd ATT. by 5 (typically 50-100 or 35-65mph/55-105kph)

PS - 30 Android Lift - 6000lbs, Carry - 3000lbs, Punch - 1d6mdc, Kick - 2d4mdc, Body Block - 5d6sdc, Restrained punch - 4d6sdc


NG-202 10mm Super Railgun Damage - 4d4 per round. Use standard 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 standard machine gun burst rules Range - 1500m Rate of Fire - fires only bursts equal to pilots attacks payload - 400 round belt

Optional use of a 5.56mm Minigun in place of railgun Damage - 5d6sd per round. Use standard gatling gun burst rules Rate of Fire - fires only bursts equal to pilots attacks Range - 600m Payload - 600 round belt

Forearm Rocket launcher rate of fire is 1 at a time equal to the pilots attacks

Knuckle blades add 1d6 damage to punch attacks and use the armour piercing rules

-1 dodge

No other changes


Flying Titan

AR - 19 (Body Armour)

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

Running - Multiplies the pilots Spd ATT. by 4 (typically 40-80 or 25-55mph/45-85kph)

PS - 24 augmented Lift - 2400lbs, Carry - 1200lbs, Punch - 4d6sdc, Kick - 5d6+2sdc, Body Block - 2d6sdc, Restrained Punch - 1d4+2sdc

Wing Lasers Damage - 2d4 per blast. 4d6 per short burst, 1d4x10 per medium burst, 1d6x10+5 per long burst, 2d4x10+15 per full melee burst. Only fires bursts. Can be fired in tandem.

Wing Rockets are mini missiles, rate of fire is 1 at a time equal to pilots attacks

-1 dodge on the ground, no penalty when flying

No other changes


Titan Combat Robot

AR - 14 (vehicle AR)

Armour - stops all standard rounds upto and including 25mm. Explosive and Ramjet rounds are still effective.

PS - 36 Robotic Lift - 18 tons, Carry - 9 tons, Punch - 4d6mdc, Kick - 6d6mdc, Body Block - 2d6mdc, Restrained Punch - 8d6sdc

Rail Cannon. Damage - 2d4x10+10 per blast Range - 2400m Payload - 150 rounds. Armour Piercing

Dual Laser Turret does 6d6x2 per short burst, 2d6x10 per medium burst, 4d4x10+30 per long burst, 4d6x10+50 per full melee burst. Only fires dual bursts.

Medium Range Missile launcher fires surface to surface missiles or surface to air missiles Rate of fire 1 or 2 at time (1 per launcher if linked) equal to gunners attacks

Mini Missile launchers Rate of fire - 1 or 2 at a time (1 per launcher if linked) equal to pilots attacks

Optional use of a 30mm chaingun in place of the railgun Damage - 2d6+3 per round. 1d4x10+5 per short burst, 1d6x10+15 per medium burst, 2d6x10 per long burst, 3d6x10 per full melee burst Range - 2000m Rate of Fire - only fires bursts equal to pilots/gunners attacks Payload - 750 rounds. 10 rounds per short burst, 20 per medium burst, 30 per long burst, 100 per full melee burst.

-2 dodge

No other changes


Sky King (from original RPG book)

AR - 11 (vehicle AR)

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

NG-101 8mm railguns Damage - 2d4 per round. 5d6+2 per short burst, 1d4x10+15 per medium burst, 2d4x10 per long burst, 2d6x10 per full melee burst Rate of fire - only fires bursts equal to pilots attacks Range - 1800m Payload - 200 rounds each. 20 rounds per short burst, 30 per medium burst, 40 per long burst, 200 per full melee burst. Note - rounds are armour piercing

Optional use of a 30mm chaingun in place of the railguns or laser Damage - 2d6+3 per round. 1d4x10+5 per short burst, 1d6x10+15 per medium burst, 2d6x10 per long burst, 3d6x10 per full melee burst Range - 2000m Rate of Fire - Only fires bursts equal to pilots/gunners attacks Payload - 150 rounds per gun. 10 rounds per short burst, 20 per medium burst, 30 per long burst, 100 per full melee burst.

Mini Missile launchers Rate of fire - 1 or 2 at a time (1 per launcher if linked) equal to pilots attacks

-1 dodge

No other changes

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