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Small Arms
Australian Defence Industries Havoc Mk1
ADI Havoc Mk2 20mm Heavy Assault Rifle
ADI 40mm Grenade Launcher
Taser Pistol
Sterling New Standard Laser Pistol
Sterling New Standard Laser Rifle
General Electric Anti-Personnel Laser "Apple" Rifle
General Electric Non-Lethal Anti-Personnel Laser
Power Armour and Robot Vehicles
ADI Agressor Mk1 Power Armour
ADI Agressor Mk2 Power Armour
ADI Aggressor Mk3 Powered Suit
Optimax Warden Mk3 Power Armour
Optimax Warden Mk4
Robots
Bentley Mk4 Digit
Bentley Mk5 Tactical
Optimax SP-DR "Spider" Mk1 Patrol Drone
Optimax LRRP "Lurps" Mk1 Patrol Drone
Optimax Police Support Robot Mk1
Vehicles
Long Range Recon Patrol (LRRP) Vehicle
Mosquito ACV-APC
Bonaparte Urban Combat Tank (UCT)
Leopard Plus Main Battle Tank (MBT)
BAe Viper Helicopter Micro Gunship
Serpent Combat Transport
Harrier Plus Tactical VTOL Fighter
BAe Wedge-Tail V-23 Tilt-Rotor Transport

Small Arms

The small arms described in HU were far too weak for use by and against really tough targets. They were replaced, as a need was revealed, by the weapons described below - first by the government, then by the opposition, who stole them from the government.

Australian Defence Industries (ADI) Havoc Mk1
12.7mm Heavy Assault Rifle. Range 1200m, 40 or 100 round magazine, damage 7D6 SDC/round. Requires a minimum physical strength of 22 to fire (otherwise a miss is guaranteed and the user will suffer 4D6 damage). Cost $1,500, mass 20 kg empty, full clip mass 10 or 25 kg. These were designed for use by Army power armour, and are bullpup-style weapons. First deployed in 1990. In 1994 they were issued to Bentley combat robots (who made them infamous), as well as to government SPBs.

ADI Havoc Mk2 20mm Heavy Assault Rifle.
Range 1500m, 20 or 50 round magazine, damage 8D6+25 SDC/round. Requires a minimum PS of 28. Cost $2,500, mass 40 kg, full clip mass 20 or 50 kg. First appeared in 1990.

ADI 40mm grenade launcher (cyborg assault rifle conversion).
Range 300m, 20 round clip, damage 3D4x10 SDC to 3m radius. Requires a minimum PS of 20. Cost $5,000, mass 15 kg, full clip mass 10 kg. Designed for Army and intelligence cyborgs, they look like enormous sub-machine guns. First appeared in 1994.

The "special weapons" in HU always seemed a very complete list, except for this item;

Taser Pistol.
Uses a spring to hurl a tiny dart trailing a fire up to 5m. The wire then delivers 40,000 volts to the target, which will go right through soft armour or clothing (rigid, non-metallic armour or wetsuits are effective protection). Range 5m, payload 2, damage D3 SDC (and save vs. poison (16) or be unable to move for 1D4 minutes). Mass 2 kg, cost $2,000. Have been available for decades.

The laser weapons presented in HU I called "first-generation lasers", which I considered to have been available since about 1980. Second generation lasers are listed below.

Sterling New Standard laser pistol.
Payload 10-shot E-clip, range 200m, damage 6D6 SDC, mass 3 kg, E-clip mass 1 kg, cost $10,000, E-clip cost $1,000. Released in 1993.

Sterling New Standard laser rifle.
Payload 20-shot E-clip, range 1200m, damage 7D6 SC, mass 6 kg, E-clip mass 2 kg, cost $25,000, E-clip cost $2,000. Released 1993.

General Electric Anti-Personnel Laser "Apple" rifle.
A heavy energy rifle with both a detachable E-clip and a cable-connected energy cell backpack. Actually 2 lasers, a light over a heavy one. Payload is 20 for the light laser (from the E-clip) and 50 for the heavy laser (from the cell pack). Range is 900m for both. Damage is 7D6 SDC for the light laser, 2D6x10 SDC for the heavy laser. The heavy laser's capacitor is slow to charge, limiting its rate of fire to 2 per melee, and it is only 84% reliable. Every time it is fired, roll percentage dice: on a result of 85-00, the laser has shorted out and requires 1D6 hours of repairs. Cost is $50,000 for the weapon, $25,000 for the cell pack, and $2,000 for each E-clip. Mass is 10 kg for the weapon, 20 kg for the pack, and 2 kg for the E-clip. Released in 1997.

General Electric Non-Lethal Anti-Personnel (NLAP) laser.
A heavy support weapon usually mounted on a vehicle or tripod, designed to deal with massed troops or rioters. Diffracted visible laser light in the area of effect permanently blinds any natural eye, optic sensor or camera facing it up within 100m and causes temporary blindness (for 1D10 minutes) within 1 km. A portable energy cell provides sufficient power for 20 minutes of continuous fire. The area of effect is a cone 100m long and 100m wide at the base. The weapon masses 40 kg, the energy cell 10 kg. Cost is $100,000 for the weapon and $10,000 for the energy cell. $100K and $10K for cell. Extremely ruthless as a device for quelling social disobedience, it was originally supposed to be a humane weapon of war. Released in 1998.

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Power Armour and Robot Vehicles

Most mass-produced power armour employed a gas turbine system, which reduced costs by more than half. Since they were used primarily in an urban or short-range role, this was not considered a serious flaw.

Australian Defence Industries (ADI) Aggressor Mk1 Power Armour.
Introduced in 1979, this armour was made obsolete in the early 90's, but was retained as a second-line unit and employed for training purposes. Painted in olive drab.

2.1m tall, mass 250 kg, A.R. 13, SDC 300, physical strength 24, top speed 110, power plant gas turbine (4 hour endurance). Life support also has a 4 hour endurance.

Sensor suite comprises light intensification, target sight, pilot bio-scan, motion sensor, short-range radio receiver/transmitter with scrambler, video receiver/transmitter, and audio sensor. Essentially the pilot has a bubble helmet with necessary information projected onto the inside of it.

Armament was limited to a chemical spray in the chest (holding 5 units of fire retardant foam and 10 units of tear gas), though the suit could punch for 2D6 +9 SDC damage, and usually carried firearms.

ADI Aggressor Mk2 Power Armour.
Introduced in 1992, this armour was state of the art for only two years, but remained in service with the regular army for nearly a decade. Painted in disruptive-pattern camouflage, either green (for vegetated regions) or red (for desert). Details are identical to the Mk1, except where noted below.

2.3m tall, mass 300 kg, A.R. 15, SDC 400, equipped with liquid-fuel jump jets supplying up to 6 jumps 100m high or 200m long, or a total of 15 seconds' hover time.        

Sensors include thermograph, laser rangefinder and loudspeaker.

Armament includes an electrical discharge in both hands (range 10m, damage 4D6 SDC or stun; stun requires a save vs. poison (16) or be unable to move for 1D4 minutes), a Steyr 5.56mm assault rifle built into the left arm (payload 200 rounds, damage 4D6 SDC/round), and a 40mm grenade launcher built into the right arm (range 300m, payload 1, damage 3D4x10 SDC to 3m radius).

ADI Aggressor Mk3 Powered Suit.
Introduced in 1994 but purchased only for elite units, primarily because of high casualties among the units equipped with Mk2 suits engaged in anti-SPB activities. Painted in disruptive-pattern camouflage, either green (for vegetated regions) or red (for desert). Details are identical to the Mk2, except where noted below. One big change was the replacement of the bubble-type helmet with a heavily armoured helmet with a small viewing port, which was polarised to prevet the pilot being visible.

2.4m tall, 400 kg, A.R. 16, SDC 500, physical strength 30, top speed 220, power delivered by fuel cells (8 hour endurance). Life support has 24 hour endurance.

Sensors include amplified audio and mini radar.

This suit was equipped with a Direct Neural Interface (DNI) jack, permitting pilots with DNI cyberware to control the suit as if it were their body, without the crude meat interface. This provided the suit with an effective Physical Prowess of 22, +4 initiative, and +1 to strike, parry, dodge, and roll with punch, fall or impact.

Weapons include a 12.7mm machine gun with 200 rounds of ammunition replacing the Steyr assault rifle.

A Mk4 suit had gone to the prototype stage, and a Mk5 was in the design stage, when in 1996 the government acquired samples of mega-damage equipment. Everything was put on hold, and when the technology was delivered a new suit was delivered from the ground up using the mega-damage tech. This was the Mk6, which is not described here, introduced in 1999.

Optimax Warden Mk3 Power Armour.
Specifically designed for use in dealing with SPB prisoners, and optimised for non-lethal combat. Never purchased in great numbers, this suit was commissioned for the Gibson's Hole SPB prison where it served from 1990-1994. Following this the remaining examples were donated to military police units. Design was a hulking humanoid shape (the pilot was contained entirely within the torso), usually painted a stark white or pale blue. The chief improvement over previous marks (which served in the MaxSec wing) was the remote operation option, which permitted pilots to control their suits from the safety of the control centre, avoiding injury which SPB prisoners could frequently inflict even on armoured guards. When remotely operated, some fine control is lost (-3 to strike, parry and dodge, -15% on skills requiring fine control).

4m tall, mass 1350 kg, A.R. 17, SDC 300, pilot's compartment A.R. 19, SDC 200, physical strength 50, top speed 176, power plant gas turbine (4 hour endurance), life support 4 hour endurance.

Sensors included 4 optic sensors (there was no visor or viewport) with light intensification and target sight, an audio sensor with amplification, pilot bio-scan, motion sensor, video receiver/transmitter, short range radio receiver/transmitter with scrambler, and a digital remote operation receiver/transmitter system (range limited to 200m).

Armament comprises a chest-mounted chemical spray (containing 5 units of fire retardant foam and 10 units of tear gas), a retracting palm needle (containing 20 units of tranquiliser) in the left hand, a tranquiliser dart rifle (payload 50 rounds) in the right arm, a Taser (payload 8 darts) in the right arm, and a 40mm grenade launcher (payload 25 each tear gas and sleep gas shells) mounted on the left shoulder.

Optimax Warden Mk4.
Following a single successful escape from Gibson's Hole, and a series of attempted breakouts which, while unsuccessful, nonetheless resulted in several dead guards, this new suit was commissioned and put into service in 1994. A notable change was the addition of lethal weaponry for emergencies. It remained in service until 1999, when unarmed Aggressor Mk6. Power Armour was employed instead. At that point these suits were transferred to military police and other high security prisons. Colour scheme was white or light blue. Considered identical to the Mk3., except where noted below.

Fuel cell power (8 hour endurance), physical strength 30, top speed 88. Life support endurance 8 hours. The hands were capable of locking in place, requiring their actual destruction before releasing (equivalent to a P.S. of 50).

The sensor suite includes thermographic vision, identification friend-or-foe (IFF), pilot and bio-scan.

Armament includes a chemical spray (with 5 units of fire retardant foam and 10 units each of sleep gas, tear gas, and Sarin), electrodes over the entire body where by it may be electrified (save vs. poison (16) or be unable to move for 1D4 minutes), and a claymore-style mine mounted over a heavily armoured plate on the centre of the chest (when triggered, anyone in front of the body to a range of 10m suffers 10D10 damage, or 4D10 damage out to 100m).

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Robots

Bentley Mk4 Digit.
Combat robot deployed to the Army in 1994. They operate in units called "hands", comprising 5 Bentley Mk4s and 1 Bentley Mk5 to a "hand". When first deployed they were painted in a striking black-and-yellow stripe scheme, but within a year this was altered to grey-and-black urban camouflage.

2.4m tall and 262 kg humanoid frame, obviously mechanical appearance, powered by a gas turbine system (8 hour endurance). A.R. 17, the body has 300 SDC (reducing the body to 0 will trigger the self-destruct system), the limbs and head 60 SDC each (destroying the head does not stop the robot, but blinds it and makes it -6 to strike, parry and dodge. It can however receive telemetry from other robots in it's "hand", and can accurately fire its weapons using that telemetry and gaining its normal bonuses). It can move at a speed of 176. Tampering with the robot's interior will trigger a self-destruct mechanism attached to 5 kilos of thermite, which will do 3D6x100 SDC damage to a 3m radius (and destroy the robot completely).

The sensor suit (head-mounted) comprises two optic sensors equipped with low-light intensification and target sights, an audio sensor, laser rangefinder, short-range radio receiver/transmitter with scrambler, a radio direction finder, loudspeaker, identification friend-or-foe (IFF), and a video receiver/transmitter.

The robot has a physical strenth of 30 and can punch or kick for 2D6 +15 SDC. It is also armed with an electric discharge in the left hand (range 4m, damage 5D6 or stun; the stun setting requires a save vs. poison (16) or be unable to move for 1D4 minutes), a heavy laser rifle in the right forearm (identical to the heavy laser rifle described in HU), and a chemical spray mounted in the torso front (normally supplied with 20 units of tear gas, but sarin may be substituted). Typically Bentley robots carry Havoc Mk.2 20mm assault rifles with 2 clips.

A basic artificial intelligence controls the body. It has a very limited decision-making ability, and will normally refer hard decisions to it's "hand" leader. It can recognise law enforcement personnel, Australian army, and has a regularly updated file of wanted criminals. If deprived of it's "hand" leader or any other supervisor, such as soldiers or police, it will be very dangerous, prone to respond to any possibly hostile move with immediate attack.

6 attacks per melee, +2 strike, +1 parry, +2 dodge, +3 roll with punch, fall or impact, +4 strike with Havoc rifle or +6 with on-board ranged weapons.

Bentley Unit

Bentley Mk5 Tactical.
This is the leader of a "hand", coordinating 5 Bentley Mk4 robots. It's paint scheme (basic black) differentiates it in appearance, which is otherwise identical to a Mk4, but is more heavily armoured (the body has 500 SDC) and powered by a super-solar power plant. In addition, the artificial intelligence has an extra layer of armour, A.R. 19, SDC 200. The optical sensors include thermographic vision and a motion sensor (mounted in the chest) is added. This means that a Mk5 which has been decapitated may be blind, but it can still detect movement and respond.

The armament has added to it a flamethrower mounted in the left arm (payload 20 bursts, range 40m, damage 5D10) and a pair of 20mm cannons. These are mounted on the back, behind the shoulders, and fire over the shoulders; they can elevate to fire at aerial targets (payload 50 rounds/gun, range 1200m, damage 8D6+25 SDC/round, ammunition is armour-piercing, so reduce defender A.R. by 2).

The robot's brain is an advanced artificial intelligence. They are provided with basic military programming, combat programming, and a database of government insignia and wanted criminal identities. They can access files of known powers and recommended tactics regarding SPBs, are as intelligent as humans, and develop personalities over the course of their lives. This was not discovered until 1997, when some Mk5s (who perceived that they'd been poorly treated) went rogue. However, the relatively large numbers of Mk5s then in service caused the authorities to treat rogue Mk5s as Army deserters. Few of them escaped detection and eventual destruction.

8 attacks per melee, +9 initiative, +3 strike, +4 parry, +6 dodge, +3 roll with punch, fall or impact, +4 strike with Havoc rifle or +7 with on-board ranged weapons.

Optimax SP-DR "Spider" Mk1 Patrol Drone.
A non-humanoid design intended for patrol and ambush work without human supervision. The name drone is appropriate; these robots do not have a high intelligence and were employed more as a complicated sort of mobile booby-trap than a combat robot. Normal paint scheme is disruptive pattern camouflage, green for vegetated regions, red for desert. Rarely seen except outside sensitive military installations.

The body is a flat disk 1m wide, with 6 legs and 2 utility arms at the front on either side of the sensory cluster. Standing 1.1m tall with a normal leg-spread of 2.6m, mass 200 kg, powered by a fuel cell (8 hours endurance). Top running speed is 110. A.R. 15, body SDC 300 and 50 per limb. There is no distinct head.

The sensor suite comprises 2 optic sensors equipped with light intensification, target sight and thermograph, a laser rangefinder, motion sensor, audio sensor with amplification, short-range radio receiver/transmitter with scrambler, video receiver/transmitter, loudspeaker, seismic sensor and identification friend-or-foe (IFF).

These robots have a physical strength of 20 and can punch for D6 +5 SDC damage. Armament comprises an electric stinger which can telescope out to 6m; this is mounted under the sensor cluster (damage 5D6 or stun; stun requires a save vs. poison (16) or be unable to move for 1D4 minutes), a chemical spray which can disperse sleep gas, smoke, or Sarin in a 6m radius (10 units of each chemical), a flamethrower mounted above the sensor cluster (payload 20 bursts, range 40m, damage 5D10 SDC) and a 40mm grenade launcher mounted above the body (payload 20 HE grenades, fires singly shots only, range 300m, damage 3D4x10 SDC to a 3m radius).

Spider drones have extremely limited artificial intelligence. They are capable of maneuvering, identifying targets, and attacking. Normally when on patrol they transmit video data every minute or so and receive orders. If cut off from orders, they presume all units without a friendly IFF system are hostile, and engage them, but otherwise carry out their last orders. Spider drones can dig and are often concealed under loose earth or sand, using their seismic sensor to detect nearby movement.

4 attacks per melee, +7 initiative, +1 strike, +3 parry, +5 dodge, +3 roll with punch, fall or impact, +3 strike with on-board ranged weapons.

Optimax LRRP "Lurps" Mk1 Patrol Drone.
A robot conversion of an all-terrain vehicle used by the army for Long Range Reconnaissance Patrols. Used for similar duties. About as smart as the Spider drone. Painted in the same schemes.

The body is a 3-axle 6-wheel all-terrain vehicle with roll bars, armoured bullbar, open cabin, and liquid fuel (diesel) power plant (endurance 16 hours). There is a retractable sensor mast behind the driver's seat, secondary optic clusters located behind the radiator grille and in tandem with both weapon systems. A folding robot arm is mounted on the roll bar (3m long, physical strength 20, punch 4D6 +5 SDC). The body is A.R. 13, has 575 SDC, the 6 run-flat tyres 50 each, the sensor mast 100. The artificial intelligence has an armoured casing (A.R. 19, SDC 300). Top speed is 220 (150 mph).

The sensor suite comprises 5 pairs of optic sensors with light intensification, telescopic and thermograph, a laser rangefinder, motion sensor, mini radar, audio sensor, long-range radio receiver/transmitter with scrambler, Navstar GPS, video receiver/transmitter, loudspeaker and identification friend-or-foe (IFF).

Armament comprises a 7.62mm minigun (payload 1000 rounds, range 800m, damage D4x10 SDC per round) in a cupola in front of the passenger seat and an open turret in the cargo tray mounting a 40mm automatic grenade launcher (payload 200 rounds, range 300m, damage 3D4x10 SDC to a 3m radius) and a Hellfire laser-guided missile launcher (payload 2 missiles, range 1000m, damage 2D6x100 SDC). The missiles can be fired singly or in pairs. The vehicle can ram for 4D6 SDC +4 per 20 mph of speed; the vehicle takes half damage in crashes.

The robot is controlled by a very limited artificial intelligence. It is capable of maneuvering, identifying targets, and attacking. Normally it patrols, sending video data every minute or so and receiving orders. If cut off from orders, it presumes all units without a friendly IFF system are hostile, and engages them, but otherwise carries out its last orders.

4 attacks per melee, +1 initiative, +1 strike, +3 dodge, +7 strike with on-board ranged weapons.

Optimax Police Support Robot Mk1.
Called the Cyberswine in street parlance, the PSR Mk1 is a humanoid, obviously mechanical design painted in a white and dark blue colour scheme. It is intended to augment police units dealing with seiges, riots, and SPBs.

The body is humanoid, 1.9m tall, with a very chunky, nut-and-bolt look. A.R. 13, body SDC 300, limb and head SDC 60 each. Top speed is 44. Power is provided by a fuel cell system (24 hours endurance). Destroying the head will disable the robot.

The sensor suite comprises two optic sensors with light intensification, audio sensor, short-range radio receiver/transmitter with scrambler, loudspeaker, video receiver/transmitter, laser rangefinder, and an external biomonitor (this is designed to determine the medical condition of victims, but can be used as a polygraph with 75% accuracy; the robot is not programmed to do this unless ordered).

Physical strength is 24, and a punch does 2D6 +9 SDC. The robot has a modular armament system, which can mount one weapon pod on each forearm. The range of pod weapons includes a Non-Lethal Anti-Personnel (NLAP) laser (payload unlimited), automatic shotgun (normally loaded with 50 plastic baton rounds) and 40mm grenade launcher (normally loaded with 20 tear gas rounds, single shots only). A chemical spray in the chest (holds up to 20 units of up to 2 chemicals; fire retardant foam, smoke, tear gas or paint are usually selected) is a permanent item. Finally, both fists can be electrified to cause a stun effect (save vs. poison (16) or be unable to move for 1D4 minutes). Other accessories include a zipper tie dispenser, holding 200 single-use plastic restraints, and a pair of high-power spotlights, capable of blinding opponents (save vs. poison (16) or be -4 strike, parry and dodge for 1D4 melees).

The robot has a very basic artificial intelligence. It is not programmed for lethal combat or complex situations, but if instructed to attack repeatedly is easily capable of causing death. Its programming covers basic english, maths, human behaviour, police procedure, basic law, a combat program and first aid. These robots can make a police presence very powerful, but unsupervised can be both very deadly and very vulnerable.

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Vehicles

Long Range Recon Patrol (LRRP) Vehicle.
A ubiquitous 3-axle 6-wheel all terrain vehicle used by the army for patrols and as a universal transport and towing vehicle. Seats 2 crew and up to 8 passengers. For statistics, refer to the "Lurps" drone in the robot section, which is a conversion of this basic vehicle. Armament and communications gear remains the same.

Mosquito ACV-APC.
Air cushion vehicle equivalent to armoured 5-ton truck. Ubiquitous armoured transport used for everything from assaults to prisoner transfers. Loud, but capable.

Top speed 150 mph on any roughly flat surface, amphibious, loses 25 mph for every 50 points done to the airbag. A.R. 15, SDC 1,000 body, 400 turret. Light-intensification optics for all crew members, long-range radio with scrambler, Navstar GPS, identification friend-or-foe (IFF). Crew of 3, can carry 12 troops or 16 civilians.

Armed with a 20mm vulcan (range 1200m, payload 1000 rounds, damage 8D6+25 SDC/round), a roof-mounted 12.7mm machine-gun (payload 500 rounds), and an anti-tank missile launcher (payload 5 missiles, range 1000m, damage 2D6x100 SDC, can only fire singly).

Bonaparte Urban Combat Tank (UCT).
A light tracked vehicle with bull bars and a dozer blade. Called in for special urban situations, such as major seiges and disasters. The grenade launcher armament is capable of direct or indirect fire i.e. it can shoot at visible targets, or lay down a barrage in a street or parking lot obscured by walls or buildings.

Top speed 75 mph, non amphibious (can traverse 1.5m-deep water), A.R. 17, SDC 2,000 body, turret 800. Crew 4. Light intensification and thermal optics for all crew. Long-range radio, scrambler, Navstar GPS, IFF, and laser light sensor.

Armed with a turret-mounted 40mm automatic grenade launcher with multiple ammo feeds, a universal mount, laser rangfinder and gyrocompass (payload 200 rounds primary ammo type, 50 rounds each of up to 4 other types), remote-controlled cupola-mounted 7.62mm minigun (payload 2,000 rounds, damage 6D6/round), and 12 smoke dischargers (effectively smoke grenade launcher, payload 12 total, range 100m).

Leopard Plus Main Battle Tank (MBT).
A medium tracked vehicle. Leopards make up the backbone of the Australian army's armour, and rather than replace these expensive and still effective vehicles they were upgraded. Rarely used except in all-out warfare or defence of sensitive installations.

Top speed 60 mph, non amphibious (can traverse 3m-deep water using a schnorkel), A.R. 17, SDC 3,000 body, turret 1,200. Crew 4. Light intensification and thermal optics for all crew. Long-range radio, scrambler, Navstar GPS, IFF, and laser light sensor.

Armed with turret-mounted 105mm cannon with autoloader, laser rangefinder and gyrocompass (range 2000m, payload 40 rounds of APFSDS (damage 3D6x100) and 20 rounds of HE (2D6x100 to 6m radius), coaxial 12.7mm MG (payload 2000 rounds, damage 7D6/round, rate of fire 5/melee maximum), remotely-operated roof 12.7mm MG (payload 2000 rounds), remotely-operated anti-tank missile launcher in cupola (payload 5, single shot only) and 12 smoke dischargers (effectively smoke grenade launcher, payload 12 total, range 100m).

BAe Viper Helicopter Micro Gunship. A tiny, deadly aircraft, well suited to pursuit and combat in the canyons of the inner city (if you don't mind a fair bit of collateral damage). Their range is pretty short, which limits their offensive capability, but for city ops they're cherry.

Speed class 12, T.M.F. 4, A.R. 12, SDC 400. Single seat open cockpit helicopter (the pilot has 75% cover from the side, front and above). The pilot wears special goggles which contain all visual displays, and also supply light intensification and data from a laser rangefinder. The engine has sonic and IR suppressors. Long-range radio with scrambler, Navstar GPS, IFF, and micro radar. A defensive system contains 6 chaff canisters and 18 IR decoys in groups of 3 (each use of the defense system drops one canister and 3 decoys).

A chin turret mounts a 3-barrelled 12.7mm minigun (payload 500 rounds, damage 7D6/round). The craft has 2 hardpoints on stubby wings; each hardpoint can support either a heat-seeking missile (damage 2D6x100 to 10m radius, proximity warhead), a cluster of 4 anti-tank missiles (damage 2D6x100, can be fired singly or in volleys of 2, 4 or 8) or a 60mm rocket pack (17 rockets per pack, 5D6x10 damage to 6m radius per rocket, can be fired singly or in volleys of 2, 4, 8, 17 or 34).

Serpent Combat Transport.
Large hover vehicle with no wings, but 4 ducted fan pods which can be angled for vertical or horizontal flight. The transport of choice for special ops crews and Bentley units, since it can hover at low altitude, deploying troops while laying down a deadly fusillade. It can fly sluggishly with 1 engine disabled, but losing two will cause it to lose altitude, possibly crashing.  They have a relatively short range but can refuel in mid-air.

Top speed 750 mph, cruise speed 350 mph, T.M.F. 4, A.R. 12, SDC 1,500 body, engine pods 500. Crew 6 (2 flight crew, 4 gunners), and can carry either 60 civilians, 40 troops or 20 power armour or Bentley robots. All crew have light intensification and thermal optics and ejection seats. Long-range radio with scrambler, Navstar GPS, IFF, radar.

Armed with a single 30mm cannon each in nose and tail remote-control turrets (payload 500 rounds each, damage D6x10+40/round) and a single 7.62mm minigun in each of left and right waist turrets (payload 2000 rounds, damage D4x10/round).

Harrier Plus Tactical VTOL Fighter.
Single-engine jet fighter, and the mainstay of the Royal Australian Air Force (RAAF) tactical wing. Equally good in the air superiority or ground attack role. The Plus models have been optimised with a Direct Neural Interface (DNI) jack which permits the pilot to fly as if the aircraft were his body, adding +6 to average T.M.F., +4 initiative, and +1 to strike and dodge.

Top speed mach 1.5, T.M.F. 6, SDC 600. Seats 2, and both crew have light intensification and thermographic optics and ejection seats. Long-range radio with scrambler, Navstar GPS, IFF, and radar.

Armed with 2 30mm cannon pods (payload 400 rounds each, damage D6x10+40/round) firing forward and 6 under wing hardpoints, each of which can support a fuel tank, bomb, air-to-air missile (damage 2D6x100 to 10m radius, proximity warhead), cluster of 3 anti-tank missiles (damage 2D6x100, can be fired singly or in volleys of 2 or 3) or 60mm rocket pod (17 rockets per pod, damage 3D6x10 to 6m radius, can be fired singly or in volleys of 2, 4, 8, or 17 per pod).

BAe Wedge-Tail V-23 Tilt-rotor transport.
Twin-engine conventional transport aircraft with tilt-rotors. Capable of vertical take-off and landing. This is the newest of the RAAF's fleet of transport aircraft, and the best for rough or short airfields. It is also very robust, capable of remaining in the air despite far more damage than it was designed to sustain. Excellent range if they avoid vertical take-offs or landings.

Top speed 320 mph, T.M.F. 3, SDC 800 body, engines 250 each. Normally unarmed, but door machine-guns can be added. Crew 2, both have light intensification optics. Long range radio with scrambler, radar, and provision for the addition of long-range fuel tanks. Can carry 60 civilians or 40 troops or 20 power armour units or Bentley robots.

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