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)
Speed70kph
TerrainsSmooth + small bumps
Reactions Bonus+5
Fuel2km/litre, 50 litre tank
Armour LocationDCResilience
Main Body10010
Weapon Mountpoints1
Floor space (m2)1
EngineSmall piston
NotesNone
Cost1c
Robin (Bike)
Speed80kph
TerrainsSmooth + small bumps
Reactions Bonus+5
Fuel2km/litre, 50 litre tank
Armour LocationDCResilience
Main body15015
Weapon Mountpoints1
Floor space (m2)1
EngineSmall piston
NotesNone
Cost5c
Pounder (bike)
Speed80kph
TerrainsSmooth+small bumps
Reactions Bonus+5
Fuel2km/litre, 50 litre tank
Armour LocationDCResilience
Main body20020
Weapon Mountpoints2
Floor space (m2)2
EngineSmall piston
NotesNone
Cost6c
Stormer (bike)
Speed100kph
TerrainsSmooth+small bumps
Reactions Bonus+3
Fuel2km/litre, 50 litre tank
Armour LocationDCResilience
Main body29029
Weapon Mountpoints2
Floor space (m2)2
EngineSmall piston
NotesNone
Cost7.5c
Hurley (bike)
Speed150kph
TerrainsSmooth+largish bumps
Reactions Bonus+1
Fuel2km/litre, 70 litre tank
Armour LocationDCResilience
Main body50050
Weapon Mountpoints3
Floor space (m2)2
EngineMedium piston
NotesNone
Cost10c
Car
Speed80kph
TerrainsSmooth, small bumps
Reactions Bonus+2
Fuel1km/litre, 60 litre tank
Armour LocationDCResilience
Main Body505
Weapon MountpointsNone
Floor space (m2)4
EngineMedium piston
NotesNone
Cost1.5c

GRADE 1 - Small Air

Microlight
Speed200kph
TerrainsAir, needs a 50m flat strip to land
Reactions Bonus+5
Fuel4km/litre, 30 litre tank
Armour LocationDCResilience
Wing101
Trike (lower section)303
Weapon MountpointsNone
Floor space (m2)2
EngineSmall piston
NotesNone
Cost1c
Light Plane
Speed400kph
TerrainsAir, needs a 100m flat strip to land
Reactions Bonus-3
Fuel10km/litre, 50 litre tank
Armour LocationDCResilience
Left wing404
Right wing404
Body505
Weapon MountpointsNone
Floor space (m2)4
EngineSmall piston
NotesNone
Cost2c
Helicopter
Speed80kph
TerrainsAir, needs a 2m square to land
Reactions Bonus0
Fuel10km/litre, 50 litre tank
Armour LocationDCResilience
Main body505
Tail202
Weapon MountpointsNone
Floor space (m2)8
EngineMedium Rotor
NotesPopular with corporations
Cost4c
Ion Jet Flitter
Speed1,000 kph
TerrainsAir, needs a 100m strip to land
Reactions Bonus+4
Fuel7km/litre, 50 litre tank
Armour LocationDCResilience
Main body505
Wing (L)202
Wing (R)202
Ion jet+tail202
Weapon MountpointsNone
Floor space (m2)4
EngineMedium Ion
NotesMostly air ambulances, due to speed.
Cost4c
Truck/Bus
Speed80kph
TerrainsSmooth, small bumps
Reactions Bonus+2
Fuel0.5km/litre, 600 litre tank
Armour LocationDCResilience
Main Body505
Weapon MountpointsNone
Floor space (m2)5 in cabin + 75 per trailer
EngineLarge piston
NotesNone
Cost1.5c + 5c per trailer

GRADE 2 - Military Ground/Air

Large Plane
Speed700kph
TerrainsAir, needs a 500m flat strip to land
Reactions Bonus-10
Fuel4km/litre, 1,000 litre tank
Armour LocationDCResilience
Left wing40040
Right wing40040
Body50050
Weapon MountpointsNone
Floor space (m2)300
EngineLarge jet, 4 of
NotesNone
Cost500c
Cargo chopper (twin rotor)
Speed50kph
TerrainsAir, needs a 4mX10m landing pad
Reactions Bonus-10
Fuel5km/litre, 100 litre tank
Armour LocationDCResilience
Main body10010
Rotors, 2 of202
Weapon MountpointsNone
Floor space (m2)50
EngineLarge Rotor
NotesOften used for airlifts
Cost10c
Hovercraft
Speed40kph
TerrainsAny, land or water
Reactions Bonus-10
Fuel5km/litre, 100 litre tank
Armour LocationDCResilience
Main body10010
Engines, 2 of202
Weapon MountpointsNone
Floor space (m2)50
EngineLarge Piston
NotesCan cross liquids, minefields, whatever!
Cost15c

GRADE 3 - Armoured ground

N.A.F.F. (Tank)
Speed10kph
TerrainsAny
Reactions Bonus-10
Fuel1km/litre, 100 litre tank
Armour LocationDCResilience
Main Body50050
Weapon Mountpoints1
Floor space (m2)4
EngineMedium piston
NotesNone
Cost50c
Firefly (tank)
Speed50kph
TerrainsAny
Reactions Bonus-10
Fuel1km/litre, 100 litre tank
Armour LocationDCResilience
Main Body10010
Weapon Mountpoints1
Floor space (m2)2
EngineMedium piston
NotesNone
Cost100c
Thumper (tank)
Speed40 kph
TerrainsAny
Reactions Bonus-10
Fuel1km/litre, 100 litre tank
Armour LocationDCResilience
Main Body75075
Weapon Mountpoints1
Floor space (m2)4
EngineMedium piston
NotesNone
Cost150c
Death Hammer (tank)
Speed50kph
TerrainsAny
Reactions Bonus-15
Fuel1km/litre, 150 litre tank
Armour LocationDCResilience
Main Body1500150
Weapon Mountpoints1
Floor space (m2)6
EngineLarge piston
NotesNone
Cost300c
Scouter (tank)
Speed60kph
TerrainsAny
Reactions Bonus-14
Fuel1km/litre, 150 litre tank
Armour LocationDCResilience
Main Body100010
Weapon MountpointsNone
Floor space (m2)4
EngineMedium piston
NotesNone
Cost150c
Voyager (APC)
Speed40kph
TerrainsAny
Reactions Bonus-10
Fuel1km/litre, 100 litre tank
Armour LocationDCResilience
Main body50050
Weapon MountpointsNone
Floor space (m2)20
EngineMedium piston
NotesNone
Cost10c
Lancier (APC)
Speed90kph
TerrainsAny
Reactions Bonus-10
Fuel1km/litre, 100 litre tank
Armour LocationDCResilience
Main Body75075
Weapon MountpointsNone
Floor space (m2)30
EngineMedium piston
NotesNone
Cost30c
Ramper (APC)
Speed70 kph
TerrainsAny
Reactions Bonus-9
Fuel1km/litre, 100 litre tank
Armour LocationDCResilience
Main Body1000100
Weapon MountpointsNone
Floor space (m2)40
EngineMedium piston
NotesNone
Cost40c
Tramper (APC)
Speed50 kph
TerrainsAny
Reactions Bonus-11
Fuel1km/litre, 100 litre tank
Armour LocationDCResilience
Main body1250125
Weapon MountpointsNone
Floor space (m2)50
EngineMedium piston
NotesNone
Cost50c
Goliath (APC)
Speed45 kph
TerrainsAny
Reactions Bonus-15
Fuel1km/litre, 100 litre tank
Armour LocationDCResilience
Main Body1500125
Weapon MountpointsNone
Floor space (m2)60
EngineLarge piston
NotesNone
Cost60c

GRADE 4 - Armoured Air

Interceptor (plane)
Speed700kph
TerrainsAir, 100m runway
Reactions Bonus0
Fuel12km/litre, 100 litre tank
Armour LocationDCResilience
Main body10010
Weapon Mountpoints4 turrets
Floor space (m2)1
EngineMedium jet, 3 of
NotesGenerally used for patrol work
Cost50c
Tasher (Bomber)
Speed200 kph
TerrainsRequires 100m runway
Reactions Bonus-10
Fuel9km/litre, 50 litre tank
Armour LocationDCResilience
Main Body10010
Weapon Mountpoints2
Floor space (m2)2
EngineMedium jet, 2 of
Notes
Cost30c
Thrasher (plane)
Speed500 kph
TerrainsRequires 100m runway
Reactions Bonus-10
Fuel9km/litre, 50 litre tank
Armour LocationDCResilience
Main body30030
Weapon Mountpoints5
Floor space (m2)4
EngineMedium jet, 3 of
Notes
Cost50c
Basher (plane)
Speed1000 kph
TerrainsRequires 150m runway
Reactions Bonus-7
Fuel9km/litre, 50 litre tank
Armour LocationDCResilience
Main body50050
Weapon Mountpoints5
Floor space (m2)5
EngineLarge jet, 2 of
Notes
Cost100c
Assault helicopter (twin rotor)
Speed50kph
TerrainsAir, needs a 4mX10m landing pad
Reactions Bonus-6
Fuel5km/litre, 100 litre tank
Armour LocationDCResilience
Main body10010
Rotors, 2 of202
Weapon Mountpoints8
Floor space (m2)50
EngineLarge Rotor
NotesOften used for airlifts
Cost10c

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)
Speed20 kph
TerrainsAny
Reactions Bonus+20
Fuel10km/litre, 500 litre tank
Armour LocationDCResilience
Legs (Needed to move)100010
Arms100010
Head (Contains all sensors)5005
Body (Contains crew)200020
Weapon Mountpoints4 turrets + 2D20 punch
Floor space (m2)3
EngineLarge piston
Notes10m high, bipedal
Cost900c
Striker (Droid)
Speed30kph
TerrainsAny
Reactions Bonus+20
Fuel10km/litre, 500 litre tank
Armour LocationDCResilience
Legs (Needed to move)150015
Arms150015
Head (Sensors)7808
Body (Crew)220022
Weapon Mountpoints10 turrets + 3D20 punch
Floor space (m2)5
EngineLarge piston
Notes15m high, bipedal
Cost1500c
Cheetah (Droid)
Speed25kph
TerrainsAny
Reactions Bonus+20
Fuel10km/litre, 500 litre tank
Armour LocationDCResilience
Legs (Needed to move)500050
Arms500050
Head (Sensors)200020
Body (Crew)700070
Weapon Mountpoints10 turrets + 4D20 punch
Floor space (m2)10
EngineLarge piston
Notes30m high, bipedal
Cost5000c
Armorgeddon (Droid)
Speed10kph
TerrainsAny
Reactions Bonus+20
Fuel4 year nuclear reactor, refill costs 10,000c
Armour LocationDCResilience
Left Ion Accelerator100,0001,000
Right Ion Accelerator100,0001,000
Cannon 1500,0005,000
Cannon 2500,0005,000
Cannon 3500,0005,000
Cannon 4500,0005,000
Front Left Leg (At least 3 legs needed to walk.)500,0005,000
Front Right Leg (With only 3 legs, speed drops to 5kph.)500,0005,000
Rear Left Leg500,0005,000
Rear Right Leg500,0005,000
Body (Contains crew areas)100,0001,000
Missile pod 150,000500
Missile pod 250,000500
Missile pod 350,000500
Missile pod 450,000500
Artillery 150,000500
Artillery 250,000500
Artillery 350,000500
Artillery 450,000500
Underbelly near front (Contains Ammo Dump. Needed to run all weapons except Ion Accels.)1,000,00010,000
Underbelly near back (Contains engines. Needed to move legs.)1,000,00010,000
Hind quarters (Barracks)500,0005,000
Middle of back (Tank park)500,0005,000
Front of back (Helicopter hanger)500,0005,000
Weapon MountpointsSee below.
Floor space (m2)See below.
EngineLarge Ion, 8 of.
NotesQuadrupedal. 50m wide, 30m high, 100m long.
CostNot publicly available

Armorgeddons carry the following armament:

NameQuantityAmmunitionNotes
Artillery gun41000 large shells, various types
Missile pods4500 Kraan Corp Light Guided Missiles, 50 Kraan Corp Heavy Guided MissilesEach pod has a Light Missile Rack and a Heavy Missile launcher (but it can be reloaded from inside, takes 1 minute).
Ion Accelerators2-1000 damage, range 2km, Attack Bonus +20
Cannon4100,000 roundsEach is a Full Auto Cannon

They have the following additional equipment:

NameNotes
All-round visionIR+UV+night sight+telescopes
Radio suiteLong-range digital radio link to nearby military bases and STRACOMP, multi-channel short-range radio to communicate with deployed troops in the vicinity
Barracks100 troops in Shock Squad exoskeletons, and a Limtex Heavy Pistol w. 100 rounds
Tank ParkRoom 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 hangerRoom for 4 helicopters with 2 Full Auto Semi-cannons, 2 Light Missile Racks, and 1 Heavy Missile.
Crew30 crew, supplies to feed the crew, troops, tank pilots and helicopter pilots for four weeks.

Extra armour

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 typePower rating
Large Piston25
Medium Piston17
Small Piston12
Large Jet12
Medium Jet10
Small Jet5
Large Rotor25
Medium Rotor17
Small Rotor12
Large Ion10
Medium Ion7
Small Ion5

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:

ItemCostSpace UsedDescription
Seat0.5c1m2Allows an occupant to be seated, reducing crash damage. At least one required for the pilot.
Ejector Seat5c1m2As above, but allows safe escape to the ground from a flying vehicle. Single-use.
Jetpack Seat10c2m2Can 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 seat0.5c1m2Seat with lockable manacles. Can be linked to burglar alarm to go off if the lock is broken.
Additional Turret1c1m2Add an extra weapon mount to the vehicle.
Radar2c0From 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 paint1c0Camouflaged vehicles, when in the environment they are camouflaged for, require a Save with Alertness to spot.
Complete camouflage kit4c0Camouflage 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 bed1c2m2Functions as a seat normally, or folds down to become a bed for sleepng in.
Kitchen2c2m2Includes storage for 1 months' food for 1 person.
Small camper unit5c20m2Four private bunks, kitchen, small communal area with table, chemical toilet, space for 1 month's food for four people.
Large camper unit10c45m2Ten private bunks, kitchen, larger communal area with table, chemical toilet, space for 1 month's food for ten people.
Enclosed motorbike garage1c2m2Includes folding ramp for loading/unloading.
Car garage5c10m2Includes folding ramp for loading/unloading.
Van/Tank garage5c20m2Includes folding ramp for loading/unloading.
Compact Helipad5c20m2Due 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!
Workshop5c30m2Choose one of the workshops listed in Equipment, and add 5c to the price. Can also take a Surgery.
Detention cell5c5m2Cubicle with chemical toilet and seat, 100DC/m2 armoured walls and door.
Chemical toilet2c2m2Needs emptying daily.
Mainframe bay0.5c2m2Power supply and cushioned mounting for large computer systems.
Camera0.5c each0Can 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 door0.1c1m2Any 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 system0.5c0Basic 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 Tank1c1m21500 litres of extra fuel tank.
Sprinkler system1.5c1m21500 litre water tank plus automatic sprinkler system to put out fires in up to 100m2. Buy more units for larger vehicles.
Sealed air system1c1m2Tanks provide one day of air for one person. Add more to cover more people or more time.
Sound system0.005c per floor space0Speakers throughout the vehicle. Can carry voice from a microphone at the control panel, or line in socket for music.
Minelaying system1c1m2(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)50c0Adds +5 Reactions bonus
Trajectory Assist Computer (2)100c0Adds +10 Reactions bonus
Trajectory Assist Computer (3)200c0Adds +15 Reactions bonus
Trajectory Assist Computer (4)400c0Adds +20 Reactions bonus
Emergency EngineOne tenth the base vehicle cost4Any extra engine upgrade cost must be paid. Kicks in if original engine is destroyed.
Motorised searchlight2c0Can 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 drone15c1m2Can 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 drone20c2m2Can 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
CloseMediumFarExtreme
Range600m1200m1800m2400m
Attack Bonus4432
Damage2D62D41D42
Blast Radius-
Ammo13mm bullets, drum of 1000DC-Resilience-Dodge Bonus-
ModesFull Auto(500)
Grade1Cost10c
Full Auto cannon
CloseMediumFarExtreme
Range600m1200m1800m2400m
Attack Bonus4432
Damage6D66D43D41D4
Blast Radius-
Ammo20mm explosive shells, drum of 1000DC-Resilience-Dodge Bonus-
ModesFull Auto(500)
Grade1Cost10c
Semi auto cannon
CloseMediumFarExtreme
Range100m250m500m1000m
Attack Bonus0-1-3-5
Damage100+6D6*4
Blast Radius-
Ammo40mm explosive shells, drum of 50DC-Resilience-Dodge Bonus-
ModesAuto
Grade2Cost5c
Heavy semi auto cannon
CloseMediumFarExtreme
Range200m500m1000m2000m
Attack Bonus0-1-3-5
Damage200+6D6*8
Blast Radius1m
Ammo60mm explosive shells, drum of 50DC-Resilience-Dodge Bonus-
ModesAuto
Grade3Cost5c
Light Missile Rack
CloseMediumFarExtreme
Range10,000m
Attack Bonus+10
DamageAs per missile
Blast Radius"
Ammo4 Kraan Corp Light Guided MissilesDC-Resilience-Dodge Bonus-
ModesAuto
Grade3Cost5c

The following light guided missiles are available (encumbrance {-2} for transport):

NameDamageRangeCost
FearLance3D6*20 damage10km range2c
DeathLance6D6*20 damage10km range3c
Napalm6D6*10 damage, 5m blast10km range5c
Shrapnel6D6*5 damage, 5m blast10km range3c
Light Rocket rack
CloseMediumFarExtreme
Range1km2km
Attack Bonus+1-1
DamageAs per missile
Blast Radius"
Ammo50 x 50mm rocketDC-Resilience-Dodge Bonus-
ModesAuto, Burst(3)
Grade1Cost2c
Heavy Rocket rack
CloseMediumFarExtreme
Range1km2km
Attack Bonus+1-1
DamageAs per missile
Blast Radius"
Ammo25 x 100mm rocketDC-Resilience-Dodge Bonus-
ModesAuto, Burst(3)
Grade2Cost4c
Heavy Grenade Launcher
CloseMediumFarExtreme
Range500m
Attack Bonus+4
DamageAs grenade
Blast Radius2D6m
AmmoAny hand grenade, drum of 50DC-Resilience-Dodge Bonus-
ModesAuto, Burst(3)
Grade1Cost10c

Large weapons

The following weapon systems are too large to mount on a turret, and require floor space (listed in the Cost).

Heavy Missile
CloseMediumFarExtreme
Range100km
Attack Bonus+10
DamageAs per warhead
Blast Radius"
Ammo1 Kraan Corp Heavy Guided MissileDC-Resilience-Dodge Bonus-
ModesManual, can only be reloaded from outside
Grade5Cost15c, 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
CloseMediumFarExtreme
RangeDirectly below vehicle
Attack Bonus
DamageAs bomb
Blast Radius
AmmoBomb, holds 1DC-Resilience-Dodge Bonus-
ModesManual, can only be reloaded from outside
Grade5.Cost10c, 1m2 of space

Bombs have encumbrance {0} when transported. Available types:

Bomb typeDamageCost
High Explosive1D10*1000 damage, 4m blast1c
Cluster1D10*100 damage, 40m blast1c
Heavy Nuclear1D10*1,000,000,000 damage, 16km blastNot for sale
Medium Nuclear1D6*1,000,000,000 damage, 10km blastNot for sale
Light Nuclear1D4*1,000,000,000 damage, 8km blastNot for sale
Paveway100m long by 5m wide strip of land is churned into craters and littered with proximity mines, 3D6*100 damage5c
Fuel-air bomb(6D6+10)*1000, 40m blast5c
Shrapnel4D20*200, 200m blast5c
Napalm(6D6+10)*2000, 80m blast10c
Artillery gun
CloseMediumFarExtreme
Range1,000 km
Attack BonusSee below
DamageAs shell
Blast RadiusAs shell
AmmoShells, holds 30 in robotic auto-loader (can pick specific shells if you have different types).DC-Resilience-Dodge Bonus-
ModesManual, 3 turn reload
Grade4.Cost5c (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:

SizeNameDamageCost
SmallHigh Explosive1D6*1,000, 10m blast0.5c
SmallShrapnel1D20*100, 50m blast0.4c
SmallSmokeVisible light and IR sight is useless, 50m cloud0.1c
SmallNapalm(2D6+2)*1,000 damage, 10m blast1c
SmallArmour Piercing2D10*1,000 damage0.4c
SmallEmptyFill with any gas/liquid0.1c
SmallBiologicalSee below, 10m cloud1c
StandardHigh Explosive(2D6*4)*1,000, 20m blast1c
StandardShrapnel2D20*100, 100m blast0.8c
StandardSmokeVisible light and IR sight is useless, 200m cloud0.2c
StandardNapalm(4D6+4)*1,000 damage, 20m blast2c
StandardArmour Piercing2D10*4,000 damage0.8c
StandardEmptyFill with any gas/liquid0.1c
StandardBiologicalSee below, 100m cloud2c
LargeHigh Explosive(4D6*8)*1,000, 30m blast1.5c
LargeShrapnel2D20*200, 150m blast1.2c
LargeSmokeVisible light and IR sight is useless, 400m cloud0.3c
LargeNapalm(4D6+4)*2,000 damage, 40m blast3c
LargeArmour Piercing2D10*8,000 damage1.2c
LargeEmptyFill with any gas/liquid0.15c
LargeBiologicalSee below, 50m cloud3c
LargeTactical Nuke1D4*10,000,000 damage, 1km blastNot 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.