As Surf said, Kane might have a bearcats video on his YouTube channel, Kane’s Kiln. That being said, I have played and run Beacats using ICRPG on a number of occasions.
Here are a few notes.
For character creation:
- all characters start with one heart
- Kid is +3 dex, +2 wis, +1 cha
- Kid (athlete, aka Brock), +2 str, +2 dex, takes an extra near move
- Teacher is +3 int, +2 wis, +1 con
- Soldier is +3 str, +2 dex, +1 con
- Rebel is +3 con, +2 str, +1 int
- Mechanic is +3 wis, +2 cha, +1 str
All characters roll easy for any special abilities or skills in which they are naturally inclined.
For weapons, use stats on p.27 in the bearcats PDF (or p.75 in the Sci-Punk Anthology).
Enemy stats:
Jugger
Two hearts
3 attacks
+3 all rolls
Energy cannon, 1d10, multiple targets
Rip sword, 1d12, destroys armor
Missile swarm, 1d4 targets, 1d6 damage
Energy shield, soak/ignore 1d10 damage
Hurl, crush, recover
Explodes on death, 2d12
Spider
5 hp
1 attack
Outmaneuver and surround foes, attacks in mass, very high speed
Rapid fire cannon, 1d4, no roll required, destroys equipment
Can be hacked
Relay
2 hearts
2 attacks
+2 all rolls
Gives a +2 bonus to all allies up to far
Sweeper ray, 1d12 all targets
Sonic sickness, con save or roll hard for 1d4 rounds
Biocide cloud, 1d12 damage, then 1d4 for 1d4 rounds thereafter
Calls reinforcements
Jams all transmissions
Spec Op Soldiers
1 heart
+2 all rolls
Possible Spec ops soldier gear:
Tek50, 2d6 damage
Arc gun, con save. On a success, -2 to all attacks for 1d4 rounds. On a fail, paralysis for 2 rounds
M90, 3d6 damage to up to 2 targets
Tac helmet, +2 armor, +2 gun effort, +1 wis
Arc sword, 1d12 damage, 2d12 against invader armor.
Body Armor, +3
Bicocide paint always does 1d12 damage, plus 1d4 for 1d4 rounds thereafter. Nasty stuff
Tech
Energy cannon, 1d10, emp disables tech, 1d4 rounds to reload
Magnet Gun, 1d8 to up to 3 targets in a straight line
Power arm, +3 str, +4 basic effort, all non-attack str rolls are easy
Atmo helmet, +2 armor, immune to biocide cloud and enough oxygen for up to an hour, +1 int, +1 wis, see thermal
Rip Sword, 2d6 damage, cuts through anything, destroys gear and armor
Shield module, soak/ignore 1d6 projectile damage
Fusion Core, add d12 damage to any weapon. Set as an explosive for 4d12 damage. On a Nat 1, instantly explodes for 4d12 damage. Can be used as a power source for vehicles, etc.
Jump Repulsor, +1 dex, take an extra near move. Once per location, dodge one hit entirely.
After that, just use the sci-fi or altered state loot tables.
That should get you pretty close to a full game.