Choosing the base vehicle
First, you need to buy the basic vehicle from the list below. Non-pilots must buy from grade 0 or grade 1, and they must have the appropriate Skill to operate that vehicle. Pilots may purchase any vehicle at their level or lower.
GRADE 0 - Small land vehicles
Earth Shaker (bike)
Speed | 70kph |
---|
Terrains | Smooth + small bumps |
---|
Reactions Bonus | +5 |
---|
Fuel | 2km/litre, 50 litre tank |
---|
Armour Location | DC | Resilience |
---|
Main Body | 100 | 10 |
Weapon Mountpoints | 1 |
---|
Floor space (m2) | 1 |
---|
Engine | Small piston |
---|
Notes | None |
---|
Cost | 1c |
---|
Robin (Bike)
Speed | 80kph |
---|
Terrains | Smooth + small bumps |
---|
Reactions Bonus | +5 |
---|
Fuel | 2km/litre, 50 litre tank |
---|
Armour Location | DC | Resilience |
---|
Main body | 150 | 15 |
Weapon Mountpoints | 1 |
---|
Floor space (m2) | 1 |
---|
Engine | Small piston |
---|
Notes | None |
---|
Cost | 5c |
---|
Pounder (bike)
Speed | 80kph |
---|
Terrains | Smooth+small bumps |
---|
Reactions Bonus | +5 |
---|
Fuel | 2km/litre, 50 litre tank |
---|
Armour Location | DC | Resilience |
---|
Main body | 200 | 20 |
Weapon Mountpoints | 2 |
---|
Floor space (m2) | 2 |
---|
Engine | Small piston |
---|
Notes | None |
---|
Cost | 6c |
---|
Stormer (bike)
Speed | 100kph |
---|
Terrains | Smooth+small bumps |
---|
Reactions Bonus | +3 |
---|
Fuel | 2km/litre, 50 litre tank |
---|
Armour Location | DC | Resilience |
---|
Main body | 290 | 29 |
Weapon Mountpoints | 2 |
---|
Floor space (m2) | 2 |
---|
Engine | Small piston |
---|
Notes | None |
---|
Cost | 7.5c |
---|
Hurley (bike)
Speed | 150kph |
---|
Terrains | Smooth+largish bumps |
---|
Reactions Bonus | +1 |
---|
Fuel | 2km/litre, 70 litre tank |
---|
Armour Location | DC | Resilience |
---|
Main body | 500 | 50 |
Weapon Mountpoints | 3 |
---|
Floor space (m2) | 2 |
---|
Engine | Medium piston |
---|
Notes | None |
---|
Cost | 10c |
---|
Car
Speed | 80kph |
---|
Terrains | Smooth, small bumps |
---|
Reactions Bonus | +2 |
---|
Fuel | 1km/litre, 60 litre tank |
---|
Armour Location | DC | Resilience |
---|
Main Body | 50 | 5 |
Weapon Mountpoints | None |
---|
Floor space (m2) | 4 |
---|
Engine | Medium piston |
---|
Notes | None |
---|
Cost | 1.5c |
---|
GRADE 1 - Small Air
Microlight
Speed | 200kph |
---|
Terrains | Air, needs a 50m flat strip to land |
---|
Reactions Bonus | +5 |
---|
Fuel | 4km/litre, 30 litre tank |
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Armour Location | DC | Resilience |
---|
Wing | 10 | 1 |
Trike (lower section) | 30 | 3 |
Weapon Mountpoints | None |
---|
Floor space (m2) | 2 |
---|
Engine | Small piston |
---|
Notes | None |
---|
Cost | 1c |
---|
Light Plane
Speed | 400kph |
---|
Terrains | Air, needs a 100m flat strip to land |
---|
Reactions Bonus | -3 |
---|
Fuel | 10km/litre, 50 litre tank |
---|
Armour Location | DC | Resilience |
---|
Left wing | 40 | 4 |
Right wing | 40 | 4 |
Body | 50 | 5 |
Weapon Mountpoints | None |
---|
Floor space (m2) | 4 |
---|
Engine | Small piston |
---|
Notes | None |
---|
Cost | 2c |
---|
Helicopter
Speed | 80kph |
---|
Terrains | Air, needs a 2m square to land |
---|
Reactions Bonus | 0 |
---|
Fuel | 10km/litre, 50 litre tank |
---|
Armour Location | DC | Resilience |
---|
Main body | 50 | 5 |
Tail | 20 | 2 |
Weapon Mountpoints | None |
---|
Floor space (m2) | 8 |
---|
Engine | Medium Rotor |
---|
Notes | Popular with corporations |
---|
Cost | 4c |
---|
Ion Jet Flitter
Speed | 1,000 kph |
---|
Terrains | Air, needs a 100m strip to land |
---|
Reactions Bonus | +4 |
---|
Fuel | 7km/litre, 50 litre tank |
---|
Armour Location | DC | Resilience |
---|
Main body | 50 | 5 |
Wing (L) | 20 | 2 |
Wing (R) | 20 | 2 |
Ion jet+tail | 20 | 2 |
Weapon Mountpoints | None |
---|
Floor space (m2) | 4 |
---|
Engine | Medium Ion |
---|
Notes | Mostly air ambulances, due to speed. |
---|
Cost | 4c |
---|
Truck/Bus
Speed | 80kph |
---|
Terrains | Smooth, small bumps |
---|
Reactions Bonus | +2 |
---|
Fuel | 0.5km/litre, 600 litre tank |
---|
Armour Location | DC | Resilience |
---|
Main Body | 50 | 5 |
Weapon Mountpoints | None |
---|
Floor space (m2) | 5 in cabin + 75 per trailer |
---|
Engine | Large piston |
---|
Notes | None |
---|
Cost | 1.5c + 5c per trailer |
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GRADE 2 - Military Ground/Air
Large Plane
Speed | 700kph |
---|
Terrains | Air, needs a 500m flat strip to land |
---|
Reactions Bonus | -10 |
---|
Fuel | 4km/litre, 1,000 litre tank |
---|
Armour Location | DC | Resilience |
---|
Left wing | 400 | 40 |
Right wing | 400 | 40 |
Body | 500 | 50 |
Weapon Mountpoints | None |
---|
Floor space (m2) | 300 |
---|
Engine | Large jet, 4 of |
---|
Notes | None |
---|
Cost | 500c |
---|
Cargo chopper (twin rotor)
Speed | 50kph |
---|
Terrains | Air, needs a 4mX10m landing pad |
---|
Reactions Bonus | -10 |
---|
Fuel | 5km/litre, 100 litre tank |
---|
Armour Location | DC | Resilience |
---|
Main body | 100 | 10 |
Rotors, 2 of | 20 | 2 |
Weapon Mountpoints | None |
---|
Floor space (m2) | 50 |
---|
Engine | Large Rotor |
---|
Notes | Often used for airlifts |
---|
Cost | 10c |
---|
Hovercraft
Speed | 40kph |
---|
Terrains | Any, land or water |
---|
Reactions Bonus | -10 |
---|
Fuel | 5km/litre, 100 litre tank |
---|
Armour Location | DC | Resilience |
---|
Main body | 100 | 10 |
Engines, 2 of | 20 | 2 |
Weapon Mountpoints | None |
---|
Floor space (m2) | 50 |
---|
Engine | Large Piston |
---|
Notes | Can cross liquids, minefields, whatever! |
---|
Cost | 15c |
---|
GRADE 3 - Armoured ground
N.A.F.F. (Tank)
Speed | 10kph |
---|
Terrains | Any |
---|
Reactions Bonus | -10 |
---|
Fuel | 1km/litre, 100 litre tank |
---|
Armour Location | DC | Resilience |
---|
Main Body | 500 | 50 |
Weapon Mountpoints | 1 |
---|
Floor space (m2) | 4 |
---|
Engine | Medium piston |
---|
Notes | None |
---|
Cost | 50c |
---|
Firefly (tank)
Speed | 50kph |
---|
Terrains | Any |
---|
Reactions Bonus | -10 |
---|
Fuel | 1km/litre, 100 litre tank |
---|
Armour Location | DC | Resilience |
---|
Main Body | 100 | 10 |
Weapon Mountpoints | 1 |
---|
Floor space (m2) | 2 |
---|
Engine | Medium piston |
---|
Notes | None |
---|
Cost | 100c |
---|
Thumper (tank)
Speed | 40 kph |
---|
Terrains | Any |
---|
Reactions Bonus | -10 |
---|
Fuel | 1km/litre, 100 litre tank |
---|
Armour Location | DC | Resilience |
---|
Main Body | 750 | 75 |
Weapon Mountpoints | 1 |
---|
Floor space (m2) | 4 |
---|
Engine | Medium piston |
---|
Notes | None |
---|
Cost | 150c |
---|
Death Hammer (tank)
Speed | 50kph |
---|
Terrains | Any |
---|
Reactions Bonus | -15 |
---|
Fuel | 1km/litre, 150 litre tank |
---|
Armour Location | DC | Resilience |
---|
Main Body | 1500 | 150 |
Weapon Mountpoints | 1 |
---|
Floor space (m2) | 6 |
---|
Engine | Large piston |
---|
Notes | None |
---|
Cost | 300c |
---|
Scouter (tank)
Speed | 60kph |
---|
Terrains | Any |
---|
Reactions Bonus | -14 |
---|
Fuel | 1km/litre, 150 litre tank |
---|
Armour Location | DC | Resilience |
---|
Main Body | 1000 | 10 |
Weapon Mountpoints | None |
---|
Floor space (m2) | 4 |
---|
Engine | Medium piston |
---|
Notes | None |
---|
Cost | 150c |
---|
Voyager (APC)
Speed | 40kph |
---|
Terrains | Any |
---|
Reactions Bonus | -10 |
---|
Fuel | 1km/litre, 100 litre tank |
---|
Armour Location | DC | Resilience |
---|
Main body | 500 | 50 |
Weapon Mountpoints | None |
---|
Floor space (m2) | 20 |
---|
Engine | Medium piston |
---|
Notes | None |
---|
Cost | 10c |
---|
Lancier (APC)
Speed | 90kph |
---|
Terrains | Any |
---|
Reactions Bonus | -10 |
---|
Fuel | 1km/litre, 100 litre tank |
---|
Armour Location | DC | Resilience |
---|
Main Body | 750 | 75 |
Weapon Mountpoints | None |
---|
Floor space (m2) | 30 |
---|
Engine | Medium piston |
---|
Notes | None |
---|
Cost | 30c |
---|
Ramper (APC)
Speed | 70 kph |
---|
Terrains | Any |
---|
Reactions Bonus | -9 |
---|
Fuel | 1km/litre, 100 litre tank |
---|
Armour Location | DC | Resilience |
---|
Main Body | 1000 | 100 |
Weapon Mountpoints | None |
---|
Floor space (m2) | 40 |
---|
Engine | Medium piston |
---|
Notes | None |
---|
Cost | 40c |
---|
Tramper (APC)
Speed | 50 kph |
---|
Terrains | Any |
---|
Reactions Bonus | -11 |
---|
Fuel | 1km/litre, 100 litre tank |
---|
Armour Location | DC | Resilience |
---|
Main body | 1250 | 125 |
Weapon Mountpoints | None |
---|
Floor space (m2) | 50 |
---|
Engine | Medium piston |
---|
Notes | None |
---|
Cost | 50c |
---|
Goliath (APC)
Speed | 45 kph |
---|
Terrains | Any |
---|
Reactions Bonus | -15 |
---|
Fuel | 1km/litre, 100 litre tank |
---|
Armour Location | DC | Resilience |
---|
Main Body | 1500 | 125 |
Weapon Mountpoints | None |
---|
Floor space (m2) | 60 |
---|
Engine | Large piston |
---|
Notes | None |
---|
Cost | 60c |
---|
GRADE 4 - Armoured Air
Interceptor (plane)
Speed | 700kph |
---|
Terrains | Air, 100m runway |
---|
Reactions Bonus | 0 |
---|
Fuel | 12km/litre, 100 litre tank |
---|
Armour Location | DC | Resilience |
---|
Main body | 100 | 10 |
Weapon Mountpoints | 4 turrets |
---|
Floor space (m2) | 1 |
---|
Engine | Medium jet, 3 of |
---|
Notes | Generally used for patrol work |
---|
Cost | 50c |
---|
Tasher (Bomber)
Speed | 200 kph |
---|
Terrains | Requires 100m runway |
---|
Reactions Bonus | -10 |
---|
Fuel | 9km/litre, 50 litre tank |
---|
Armour Location | DC | Resilience |
---|
Main Body | 100 | 10 |
Weapon Mountpoints | 2 |
---|
Floor space (m2) | 2 |
---|
Engine | Medium jet, 2 of |
---|
Notes | |
---|
Cost | 30c |
---|
Thrasher (plane)
Speed | 500 kph |
---|
Terrains | Requires 100m runway |
---|
Reactions Bonus | -10 |
---|
Fuel | 9km/litre, 50 litre tank |
---|
Armour Location | DC | Resilience |
---|
Main body | 300 | 30 |
Weapon Mountpoints | 5 |
---|
Floor space (m2) | 4 |
---|
Engine | Medium jet, 3 of |
---|
Notes | |
---|
Cost | 50c |
---|
Basher (plane)
Speed | 1000 kph |
---|
Terrains | Requires 150m runway |
---|
Reactions Bonus | -7 |
---|
Fuel | 9km/litre, 50 litre tank |
---|
Armour Location | DC | Resilience |
---|
Main body | 500 | 50 |
Weapon Mountpoints | 5 |
---|
Floor space (m2) | 5 |
---|
Engine | Large jet, 2 of |
---|
Notes | |
---|
Cost | 100c |
---|
Assault helicopter (twin rotor)
Speed | 50kph |
---|
Terrains | Air, needs a 4mX10m landing pad |
---|
Reactions Bonus | -6 |
---|
Fuel | 5km/litre, 100 litre tank |
---|
Armour Location | DC | Resilience |
---|
Main body | 100 | 10 |
Rotors, 2 of | 20 | 2 |
Weapon Mountpoints | 8 |
---|
Floor space (m2) | 50 |
---|
Engine | Large Rotor |
---|
Notes | Often used for airlifts |
---|
Cost | 10c |
---|
GRADE 5 - Assault Droids
Assault droids are humanoid, giant, robots. All are fitted with direct neural
connections for control only, and incorporate advanced computer systems to
enhance reactions.
Viper (Droid)
Speed | 20 kph |
---|
Terrains | Any |
---|
Reactions Bonus | +20 |
---|
Fuel | 10km/litre, 500 litre tank |
---|
Armour Location | DC | Resilience |
---|
Legs (Needed to move) | 1000 | 10 |
Arms | 1000 | 10 |
Head (Contains all sensors) | 500 | 5 |
Body (Contains crew) | 2000 | 20 |
Weapon Mountpoints | 4 turrets + 2D20 punch |
---|
Floor space (m2) | 3 |
---|
Engine | Large piston |
---|
Notes | 10m high, bipedal |
---|
Cost | 900c |
---|
Striker (Droid)
Speed | 30kph |
---|
Terrains | Any |
---|
Reactions Bonus | +20 |
---|
Fuel | 10km/litre, 500 litre tank |
---|
Armour Location | DC | Resilience |
---|
Legs (Needed to move) | 1500 | 15 |
Arms | 1500 | 15 |
Head (Sensors) | 780 | 8 |
Body (Crew) | 2200 | 22 |
Weapon Mountpoints | 10 turrets + 3D20 punch |
---|
Floor space (m2) | 5 |
---|
Engine | Large piston |
---|
Notes | 15m high, bipedal |
---|
Cost | 1500c |
---|
Cheetah (Droid)
Speed | 25kph |
---|
Terrains | Any |
---|
Reactions Bonus | +20 |
---|
Fuel | 10km/litre, 500 litre tank |
---|
Armour Location | DC | Resilience |
---|
Legs (Needed to move) | 5000 | 50 |
Arms | 5000 | 50 |
Head (Sensors) | 2000 | 20 |
Body (Crew) | 7000 | 70 |
Weapon Mountpoints | 10 turrets + 4D20 punch |
---|
Floor space (m2) | 10 |
---|
Engine | Large piston |
---|
Notes | 30m high, bipedal |
---|
Cost | 5000c |
---|
Armorgeddon (Droid)
Speed | 10kph |
---|
Terrains | Any |
---|
Reactions Bonus | +20 |
---|
Fuel | 4 year nuclear reactor, refill costs 10,000c |
---|
Armour Location | DC | Resilience |
---|
Left Ion Accelerator | 100,000 | 1,000 |
Right Ion Accelerator | 100,000 | 1,000 |
Cannon 1 | 500,000 | 5,000 |
Cannon 2 | 500,000 | 5,000 |
Cannon 3 | 500,000 | 5,000 |
Cannon 4 | 500,000 | 5,000 |
Front Left Leg (At least 3 legs needed to walk.) | 500,000 | 5,000 |
Front Right Leg (With only 3 legs, speed drops to 5kph.) | 500,000 | 5,000 |
Rear Left Leg | 500,000 | 5,000 |
Rear Right Leg | 500,000 | 5,000 |
Body (Contains crew areas) | 100,000 | 1,000 |
Missile pod 1 | 50,000 | 500 |
Missile pod 2 | 50,000 | 500 |
Missile pod 3 | 50,000 | 500 |
Missile pod 4 | 50,000 | 500 |
Artillery 1 | 50,000 | 500 |
Artillery 2 | 50,000 | 500 |
Artillery 3 | 50,000 | 500 |
Artillery 4 | 50,000 | 500 |
Underbelly near front (Contains Ammo Dump. Needed to run all weapons except Ion Accels.) | 1,000,000 | 10,000 |
Underbelly near back (Contains engines. Needed to move legs.) | 1,000,000 | 10,000 |
Hind quarters (Barracks) | 500,000 | 5,000 |
Middle of back (Tank park) | 500,000 | 5,000 |
Front of back (Helicopter hanger) | 500,000 | 5,000 |
Weapon Mountpoints | See below. |
---|
Floor space (m2) | See below. |
---|
Engine | Large Ion, 8 of. |
---|
Notes | Quadrupedal. 50m wide, 30m high, 100m long. |
---|
Cost | Not publicly available |
---|
Armorgeddons carry the following armament:
Name | Quantity | Ammunition | Notes |
---|
Artillery gun | 4 | 1000 large shells, various types | |
Missile pods | 4 | 500 Kraan Corp Light Guided Missiles, 50 Kraan Corp Heavy Guided Missiles | Each pod has a Light Missile Rack and a Heavy Missile launcher (but it can be reloaded from inside, takes 1 minute). |
Ion Accelerators | 2 | - | 1000 damage, range 2km, Attack Bonus +20 |
Cannon | 4 | 100,000 rounds | Each is a Full Auto Cannon |
They have the following additional equipment:
Name | Notes |
---|
All-round vision | IR+UV+night sight+telescopes |
Radio suite | Long-range digital radio link to nearby military bases and STRACOMP, multi-channel short-range radio to communicate with deployed troops in the vicinity |
Barracks | 100 troops in Shock Squad exoskeletons, and a Limtex Heavy Pistol w. 100 rounds |
Tank Park | Room for 8 tanks with deployment lift. Carries eight Death Hammer tanks, each fitted with a Heavy Semi Auto Cannon and a Light Missile Rack. |
Helicopter hanger | Room for 4 helicopters with 2 Full Auto Semi-cannons, 2 Light Missile Racks, and 1 Heavy Missile. |
Crew | 30 crew, supplies to feed the crew, troops, tank pilots and helicopter pilots for four weeks. |
You can fit extra armour to your vehicle, but it will cost money and may reduce the speed (or require you to spend more on upgrading engines).
Each extra DC of armour plating costs 0.01c, and you need to choose how many points to add to different locations on the vehicle if it's large enough to have multiple locations.
Keep track of how much DC you add, as you'll need it in the next section...
Calculate Speed
The base vehicle lists a Speed and a Fuel Consumption, but they are both affected by the weight of extra armour, and can both be improved by spending money on engine upgrades.
Every extra 100DC (round down - adding 99 extra DC has no effect, but adding
101DC knocks off a single 5%) of armour plating added knocks 5% off of the rated
speed and fuel efficiency (in km/litre). So multiply both by 0.95 for each added
100DC.
If you have a scientific calculator handy, you can do this with the following expression:
X = 0.95 ^ round_down(Extra_DC / 100)
Actual speed = Listed speed * X
Actual fuel efficiency = Listed efficiency * X
If the resulting speed/efficiency aren't acceptable, you can spend some money to boost it, like so:
First of all, use the following table to find the power rating of the vehicle:
Engine type | Power rating |
---|
Large Piston | 25 |
Medium Piston | 17 |
Small Piston | 12 |
Large Jet | 12 |
Medium Jet | 10 |
Small Jet | 5 |
Large Rotor | 25 |
Medium Rotor | 17 |
Small Rotor | 12 |
Large Ion | 10 |
Medium Ion | 7 |
Small Ion | 5 |
If the vehicle has multiple engines, multiply the power rating by the number of
engines.
The power rating is the cost, in credits, to add 10% to the actual speed and efficiency. Decide how many upgrades you can afford, at that cost each, then work out your final speed and efficiency by multiplying by 1.1 that many times, or use this formula if you have a scientific calculator:
Final speed = Actual speed * 1.1 ^ Upgrades
Final fuel efficiency = Actual fuel efficiency * 1.1 ^ Upgrades
Fill floor Space
Every base vehicle lists "Floor space" in square meters. Now you get to decide what to put there. You'll need a seat for everybody you plan on carrying in the vehicle (you can carry standing passagers in an emergency, but they'll take quadruple damage in a crash). The pilot will need a seat to operate the vehicle, so always buy at least one seat!
Things you can buy to fill floor space include:
Item | Cost | Space Used | Description |
---|
Seat | 0.5c | 1m2 | Allows an occupant to be seated, reducing crash damage. At least one required for the pilot. |
Ejector Seat | 5c | 1m2 | As above, but allows safe escape to the ground from a flying vehicle. Single-use. |
Jetpack Seat | 10c | 2m2 | Can deploy from vehicles whether they're flying or on the ground. Can reach 50kph, 500m altitude. Fuel: 1km/litre, 10 litre tank. Can be re-packed into the mother vehicle, but needs to land nearby first (you can't just fly back in). |
Detention seat | 0.5c | 1m2 | Seat with lockable manacles. Can be linked to burglar alarm to go off if the lock is broken. |
Additional Turret | 1c | 1m2 | Add an extra weapon mount to the vehicle. |
Radar | 2c | 0 | From the ground, track all air vehicles to the horizon (9km away). From the sea, track all air and sea vehicles to the horizon. In the air, track air and sea vehicles up to 100km away. Includes recognition of known USOC + Mountain vehicle types. |
Camouflage paint | 1c | 0 | Camouflaged vehicles, when in the environment they are camouflaged for, require a Save with Alertness to spot. |
Complete camouflage kit | 4c | 0 | Camouflage paint (as above), plus a set of camouflage tarps to cover the vehicle when stationary in the chosen environment, taking 20 minutes to set up. When the tarps are in place, adds a -10 penalty to Alertness in the saving throw to spot the vehicle. |
Folding bed | 1c | 2m2 | Functions as a seat normally, or folds down to become a bed for sleepng in. |
Kitchen | 2c | 2m2 | Includes storage for 1 months' food for 1 person. |
Small camper unit | 5c | 20m2 | Four private bunks, kitchen, small communal area with table, chemical toilet, space for 1 month's food for four people. |
Large camper unit | 10c | 45m2 | Ten private bunks, kitchen, larger communal area with table, chemical toilet, space for 1 month's food for ten people. |
Enclosed motorbike garage | 1c | 2m2 | Includes folding ramp for loading/unloading. |
Car garage | 5c | 10m2 | Includes folding ramp for loading/unloading. |
Van/Tank garage | 5c | 20m2 | Includes folding ramp for loading/unloading. |
Compact Helipad | 5c | 20m2 | Due to its compact nature, landing requires a Save with Reactions, or the pilot must try again. Reactions penalty -10 if the vehicle is in motion when landing on it! |
Workshop | 5c | 30m2 | Choose one of the workshops listed in Equipment, and add 5c to the price. Can also take a Surgery. |
Detention cell | 5c | 5m2 | Cubicle with chemical toilet and seat, 100DC/m2 armoured walls and door. |
Chemical toilet | 2c | 2m2 | Needs emptying daily. |
Mainframe bay | 0.5c | 2m2 | Power supply and cushioned mounting for large computer systems. |
Camera | 0.5c each | 0 | Can be fitted inside and out. Can pan/tilt/zoom under pilot control or from a manual control panel. Optics modules can be added to extend capabilities. |
Secret door | 0.1c | 1m2 | Any amount of floor space can be behind the secret door. Requires a Save with Alertness when within line of sight of it to spot it. |
Alarm system | 0.5c | 0 | Basic burglar alarm central panel. All locks on the vehicle (including external doors) can be linked to the alarm system at no extra cost. Additional accessories (including a siren, if required) are listed in Security. |
Additional Fuel Tank | 1c | 1m2 | 1500 litres of extra fuel tank. |
Sprinkler system | 1.5c | 1m2 | 1500 litre water tank plus automatic sprinkler system to put out fires in up to 100m2. Buy more units for larger vehicles. |
Sealed air system | 1c | 1m2 | Tanks provide one day of air for one person. Add more to cover more people or more time. |
Sound system | 0.005c per floor space | 0 | Speakers throughout the vehicle. Can carry voice from a microphone at the control panel, or line in socket for music. |
Minelaying system | 1c | 1m2 | (Ground vehicles only) When activated, this module embeds a small bomb into the ground beneath it, with a Metal Proximity fuse. When a metal object the size of a car or above drives over it detonates and a shaped charge explosive does 3D6*100 damage. Stores 50 mines inside the unit. Replacement mines cost 0.5c each. |
Trajectory Assist Computer (1) | 50c | 0 | Adds +5 Reactions bonus |
Trajectory Assist Computer (2) | 100c | 0 | Adds +10 Reactions bonus |
Trajectory Assist Computer (3) | 200c | 0 | Adds +15 Reactions bonus |
Trajectory Assist Computer (4) | 400c | 0 | Adds +20 Reactions bonus |
Emergency Engine | One tenth the base vehicle cost | 4 | Any extra engine upgrade cost must be paid. Kicks in if original engine is destroyed. |
Motorised searchlight | 2c | 0 | Can illuminate things in a 5 degree arc up to 5km away, or broadened to cast a pool of light 180 degrees wide for 15m. UV and IR versions are also available. |
Spy drone | 15c | 1m2 | Can reach 90kph, 1,000m altitude. Can re-dock with mother vehicle. Fuel: 1.5km/litre, 15 litre tank. Cost: 15c. Controlled by radio - must remain in line of sight of antenna. Control antenna may be detached and set up outside if the vehicle is covered or indoors. Optics modules may be fixed to the camera. |
Attack drone | 20c | 2m2 | Can reach 50kph, 500m altitude. Can re-dock. Fuel: 1km/;itre. 15 litre tank. Controlled by radio, like the above. Comes with one weapon turret. Optics modules may be fixed to the camera. |
Only one Trajectory Assist computer can be fitted.
There are also some heavy weapons that can be fitted, which take up space rather than a turret as they're too large. See below.
Weapons
A base vehicle may have some weapon mounts already fitted.
Vehicles with a Control Port interface include servo control of weapons so they
can be controlled directly by the pilot, using the pilot's Reactions attribute
instead of the Attack attribute when firing the weapon (the vehicle's Reactions
bonus does NOT apply here - that only applies to steering the vehicle itself).
Vehicles without a Control Port have the weapons locked in a particular
direction, which can be adjusted while the vehicle is stopped (usually forwards,
but backwards and sidewards can be useful too). The person driving the vehicle
(or a passenger) can then fire the weapon by pressing a button, and it fires
wherver the vehicle is pointing (or directly behind the vehicle, or
whatever). This means that the driver's Reactions is used as the Attack score,
including the Reactions Bonus of the vehicle as it must be steered to aim - but
there is also a -10 penalty.
All turrets can also be manually controlled by a passenger, in which case their
Attack attribute is used for aiming rolls, just like any other weapon.
Any portable weapon may be mounted in a vehicle turret, or one of these special vehicle-only weapons:
The Grade attribute here refers to the grade of pilot licence needed.
Full Auto semi-cannon
| Close | Medium | Far | Extreme |
---|
Range | 600m | 1200m | 1800m | 2400m |
---|
Attack Bonus | 4 | 4 | 3 | 2 |
---|
Damage | 2D6 | 2D4 | 1D4 | 2 |
---|
Blast Radius | - | | | |
---|
Ammo | 13mm bullets, drum of 1000 | DC | - | Resilience | - | Dodge Bonus | - |
---|
Modes | Full Auto(500) |
---|
Grade | 1 | Cost | 10c |
---|
Full Auto cannon
| Close | Medium | Far | Extreme |
---|
Range | 600m | 1200m | 1800m | 2400m |
---|
Attack Bonus | 4 | 4 | 3 | 2 |
---|
Damage | 6D6 | 6D4 | 3D4 | 1D4 |
---|
Blast Radius | - | | | |
---|
Ammo | 20mm explosive shells, drum of 1000 | DC | - | Resilience | - | Dodge Bonus | - |
---|
Modes | Full Auto(500) |
---|
Grade | 1 | Cost | 10c |
---|
Semi auto cannon
| Close | Medium | Far | Extreme |
---|
Range | 100m | 250m | 500m | 1000m |
---|
Attack Bonus | 0 | -1 | -3 | -5 |
---|
Damage | 100+6D6*4 | | | |
---|
Blast Radius | - | | | |
---|
Ammo | 40mm explosive shells, drum of 50 | DC | - | Resilience | - | Dodge Bonus | - |
---|
Modes | Auto |
---|
Grade | 2 | Cost | 5c |
---|
Heavy semi auto cannon
| Close | Medium | Far | Extreme |
---|
Range | 200m | 500m | 1000m | 2000m |
---|
Attack Bonus | 0 | -1 | -3 | -5 |
---|
Damage | 200+6D6*8 | | | |
---|
Blast Radius | 1m | | | |
---|
Ammo | 60mm explosive shells, drum of 50 | DC | - | Resilience | - | Dodge Bonus | - |
---|
Modes | Auto |
---|
Grade | 3 | Cost | 5c |
---|
Light Missile Rack
| Close | Medium | Far | Extreme |
---|
Range | 10,000m | | | |
---|
Attack Bonus | +10 | | | |
---|
Damage | As per missile | | | |
---|
Blast Radius | " | | | |
---|
Ammo | 4 Kraan Corp Light Guided Missiles | DC | - | Resilience | - | Dodge Bonus | - |
---|
Modes | Auto |
---|
Grade | 3 | Cost | 5c |
---|
The following light guided missiles are available (encumbrance {-2} for transport):
Name | Damage | Range | Cost |
---|
FearLance | 3D6*20 damage | 10km range | 2c |
DeathLance | 6D6*20 damage | 10km range | 3c |
Napalm | 6D6*10 damage, 5m blast | 10km range | 5c |
Shrapnel | 6D6*5 damage, 5m blast | 10km range | 3c |
Light Rocket rack
| Close | Medium | Far | Extreme |
---|
Range | 1km | 2km | | |
---|
Attack Bonus | +1 | -1 | | |
---|
Damage | As per missile | | | |
---|
Blast Radius | " | | | |
---|
Ammo | 50 x 50mm rocket | DC | - | Resilience | - | Dodge Bonus | - |
---|
Modes | Auto, Burst(3) |
---|
Grade | 1 | Cost | 2c |
---|
Heavy Rocket rack
| Close | Medium | Far | Extreme |
---|
Range | 1km | 2km | | |
---|
Attack Bonus | +1 | -1 | | |
---|
Damage | As per missile | | | |
---|
Blast Radius | " | | | |
---|
Ammo | 25 x 100mm rocket | DC | - | Resilience | - | Dodge Bonus | - |
---|
Modes | Auto, Burst(3) |
---|
Grade | 2 | Cost | 4c |
---|
Heavy Grenade Launcher
| Close | Medium | Far | Extreme |
---|
Range | 500m | | | |
---|
Attack Bonus | +4 | | | |
---|
Damage | As grenade | | | |
---|
Blast Radius | 2D6m | | | |
---|
Ammo | Any hand grenade, drum of 50 | DC | - | Resilience | - | Dodge Bonus | - |
---|
Modes | Auto, Burst(3) |
---|
Grade | 1 | Cost | 10c |
---|
Large weapons
The following weapon systems are too large to mount on a turret, and require floor space (listed in the Cost).
Heavy Missile
| Close | Medium | Far | Extreme |
---|
Range | 100km | | | |
---|
Attack Bonus | +10 | | | |
---|
Damage | As per warhead | | | |
---|
Blast Radius | " | | | |
---|
Ammo | 1 Kraan Corp Heavy Guided Missile | DC | - | Resilience | - | Dodge Bonus | - |
---|
Modes | Manual, can only be reloaded from outside |
---|
Grade | 5 | Cost | 15c, 1m2 of space |
---|
Heavy Guided Missiles cost 5c plus the cost of a warhead (pick any bomb from the table below), and are encumbrance {1} for transport:
Bomb bay
| Close | Medium | Far | Extreme |
---|
Range | Directly below vehicle | | | |
---|
Attack Bonus | | | | |
---|
Damage | As bomb | | | |
---|
Blast Radius | | | | |
---|
Ammo | Bomb, holds 1 | DC | - | Resilience | - | Dodge Bonus | - |
---|
Modes | Manual, can only be reloaded from outside |
---|
Grade | 5. | Cost | 10c, 1m2 of space |
---|
Bombs have encumbrance {0} when transported. Available types:
Bomb type | Damage | Cost |
---|
High Explosive | 1D10*1000 damage, 4m blast | 1c |
Cluster | 1D10*100 damage, 40m blast | 1c |
Heavy Nuclear | 1D10*1,000,000,000 damage, 16km blast | Not for sale |
Medium Nuclear | 1D6*1,000,000,000 damage, 10km blast | Not for sale |
Light Nuclear | 1D4*1,000,000,000 damage, 8km blast | Not for sale |
Paveway | 100m long by 5m wide strip of land is churned into craters and littered with proximity mines, 3D6*100 damage | 5c |
Fuel-air bomb | (6D6+10)*1000, 40m blast | 5c |
Shrapnel | 4D20*200, 200m blast | 5c |
Napalm | (6D6+10)*2000, 80m blast | 10c |
Artillery gun
| Close | Medium | Far | Extreme |
---|
Range | 1,000 km | | | |
---|
Attack Bonus | See below | | | |
---|
Damage | As shell | | | |
---|
Blast Radius | As shell | | | |
---|
Ammo | Shells, holds 30 in robotic auto-loader (can pick specific shells if you have different types). | DC | - | Resilience | - | Dodge Bonus | - |
---|
Modes | Manual, 3 turn reload |
---|
Grade | 4. | Cost | 5c (Small 150mm shells), 10c (Standard 200mm shells), 15c (Large 300mm shells). 6m2 space. |
---|
Artillery can hit any specific point; the shell will take 1 second per
10km range to arrive - so hopefully, the target has not moved out of the
blast range!
The following types of shell are available, and are encumbrance {-1} for transport:
Size | Name | Damage | Cost |
---|
Small | High Explosive | 1D6*1,000, 10m blast | 0.5c |
Small | Shrapnel | 1D20*100, 50m blast | 0.4c |
Small | Smoke | Visible light and IR sight is useless, 50m cloud | 0.1c |
Small | Napalm | (2D6+2)*1,000 damage, 10m blast | 1c |
Small | Armour Piercing | 2D10*1,000 damage | 0.4c |
Small | Empty | Fill with any gas/liquid | 0.1c |
Small | Biological | See below, 10m cloud | 1c |
Standard | High Explosive | (2D6*4)*1,000, 20m blast | 1c |
Standard | Shrapnel | 2D20*100, 100m blast | 0.8c |
Standard | Smoke | Visible light and IR sight is useless, 200m cloud | 0.2c |
Standard | Napalm | (4D6+4)*1,000 damage, 20m blast | 2c |
Standard | Armour Piercing | 2D10*4,000 damage | 0.8c |
Standard | Empty | Fill with any gas/liquid | 0.1c |
Standard | Biological | See below, 100m cloud | 2c |
Large | High Explosive | (4D6*8)*1,000, 30m blast | 1.5c |
Large | Shrapnel | 2D20*200, 150m blast | 1.2c |
Large | Smoke | Visible light and IR sight is useless, 400m cloud | 0.3c |
Large | Napalm | (4D6+4)*2,000 damage, 40m blast | 3c |
Large | Armour Piercing | 2D10*8,000 damage | 1.2c |
Large | Empty | Fill with any gas/liquid | 0.15c |
Large | Biological | See below, 50m cloud | 3c |
Large | Tactical Nuke | 1D4*10,000,000 damage, 1km blast | Not for sale |
Biological shells produce a cloud of fine dust. All humanoids (not animals)
within the range of effect must Save with Endurance or contract a deadly disease
which will kill them within 2D12 hours unless they receive hospital-grade
medical attention, in which case they're critically ill for 6D6 days.