Gabriowl here. Weapon systems are chaging: anti-tank weapons and assault rifles make the older ways of fighting an obsolete memory. Here are some cards along with the 'Techno Revolution' pack's theme
Name: MT-56 Main Battle Tank
Effect: Occupies a 2x2 space. Characters inside the tank take no damage if targetted, the tank does (which has 30 or 5D8 hp, according to GM). The tank has a defense rating of 3. The tank has a move of 3, Requiring a driver and a full turn action. The gunner can use TEC to fire the cannon (for 2D8+tec damage) to fire as a full turn action and reloads as a full turn action. An optional loader can also load the gun as a full turn action. An optional commander gives the tank the dodge perk (the effective speed being 3) and takes MP rolls for the tank (which are otherwise denied) Takes a full turn to load and get positioned at ones station. The crew's initiative rolls are reduced to 3, in order of driver, then gunner, then loader, then commander. Crew cannot take speed rolls or special rolls, including for abilities, and cannot attack with thier weapons
Type: Vehicle, Crew of 4, load of 0
Appearance:

Name: GC-22 Attack Helicopter
Effect: Occupies a 1x2 space. Characters inside the helicopter take no damage if targetted, the helicopter does (which has 20 or 4D8 hp, according to GM) Attacks against the helicopter are rolled at 1d8+2. The helicopter has a movement range of 8. It flys over impedements, meaning it can travel through enemies, pits, and foliage (limits are determined by GM) Initiative of all crew is made 4, with the pilots turn coming before the gunners. The pilot has control over movement and makes MP checks for the helicopter, as well as giving a dodge perk to the helicopter (whose effective speed is 4).Crew cannot take speed rolls or special rolls, including for abilities, and cannot attack with thier weapons. A gunner has access to a 1d8+Tec machinegun (which also has a range of Tec x2) as well as a special attack:
Rocket pods (3) Fires a pair of rockets at a foe. Does 2d8 damage, and auto-crits against armored vehicles.
Type: Vehicle, Crew of 2, load of 0
Appearance:

Name:Barton infantry
Element: Gold
Location: Barton
Power:4
Speed:4
Technique:4
Mental Power:4
Special:1
Charm:3
Ability1: Weapon focus: firearms
Ability2: Immunity: Fear
Skill: Grit (passive) the Barton Infantry has a DEF of 2 against physical attacks
Alliance: Nuetral
Image:

Quote: War is hell
Name:Aekean Sniper
Element: Gold
Location: Aekea
Power:2
Speed:3
Technique:5
Mental Power:5
Special:1
Charm:4
Ability1: Weapon focus: firearms
Ability2: Hide
Skill: Headshot (passive) Crits's deal 3d8
Alliance: Nuetral
Image:

Quote: Boom... Headshot
Name
biggrin urem Anti-tank
Element: Gold
Location: Durem
Power:5
Speed:3
Technique:4
Mental Power:3
Special:2
Charm:3
Ability1: Weapon focus: firearms
Ability2: Marksman
Skill: Fragmentation (passive) targets of Durm Anti-tank's Tec attacks must do a speed roll or lose one equipped item
Alliance: Nuetral
Image:

Quote: MAGGOTS!
Name:Gambino Officer
Element: Gold
Location: Isle
Power:1
Speed:4
Technique:3
Mental Power:4
Special:3
Charm:5
Ability1: Weapon focus: firearms
Ability2: Sixth Sense
Skill: Prestige (passive) All allies of the Gambino officer get a +1 to aim rolls.
Alliance: Nuetral
Image:

Quote: War is hell?