Name |
Mass |
Cost |
Oversized Engine |
5kg S |
See text |
Wings |
3kg S |
$500 S |
Streamlined |
-- |
$5,000 S |
Additional Movement |
10kg S |
See text |
Stunted Movement |
1kg S |
See text |
Afterburners |
1kg S |
$1,000 S |
STOL |
-- |
$10,000 S |
Jump Jets |
1kg S |
$1,000 S |
Self-Sealing Tires |
-- |
$500 S |
Rocket Pack |
1kg S |
$250 S |
S This component scales. Multiply its cost and weight by the vehicle's Scale Multiplier. |
Oversized Engine
: The vehicle's speed increases by +50%. If the vehicle has multiple
movement methods, this only applies to one (though it may be taken
multiple times and applied to a different one each time). An oversized
engine doubles the cost multiplier of the modified mobility type.
Activation:
Passive
Mass:
5kg x Size Modifier
Wings:
Wings come for free (no extra mass or cost) with propeller or jet
movement types. Extra wings can be added to other vehicles, however.
Wings grant a vehicle a glide ratio of (10 „ mobility penalties):1.
This means that, without any mobility penalties, a vehicle with no
ability to fly (either no movement type, or it is out of fuel) can
glide 10m horizontally for every 1m it falls. Further, a winged-vehicle
using thrusters or jump jets for travel can halve the pp cost for
flying so long as it moves only horizontally or downwards. Wings are
obviously only functional in an atmosphere.
Activation: Passive
Mass:
3kg x Size Multiplier
Streamlined
: Extra care is put into the design of the vehicle: it is built
specifically for speed. Multiply one of the vehicle's movement speeds
by +50%. Decrease the vehicle's encumbrance step by 25% though, due to
less room for cargo.
Activation:
Passive
Mass:
none
Additional Movement
: The vehicle adds another form of movement. With more than one movement
type, apply both cost multipliers „ but remember the rule for stacking
multipliers. A doubled double is a triple, etc.. Thus, a vehicle with
both propeller flight and thrusters would cost 110x the base cost.
Activation:
Passive
Mass:
10kg x Size Multiplier
Stunted Movement
: The vehicle adds another form of movement, although while using the
second form, it has a -4 mobility penalty. This costs one quarter as
much as Additional Movement.
Activation:
Passive
Mass:
4kg x Size Multiplier
Afterburners
: Afterburners boost a vehicle€s speed at the cost of power. Despite the
name, afterburners (or their equivalents) can be added to any vehicle
regardless of movement type. Afterburners drain 1pp per round they are
used, but boost one of the vehicle€s movement speeds by +50% of base.
Multiple afterburners can be added to the same vehicle. A vehicle with
multiple afterburner systems does not have to use them all at the same
time, but can. The speed bonuses stack, but so do the pp costs.
Activation:
Pilot€s 0SA
Mass:
1kg x Size Multiplier
STOL
: (short take-off and landing) The vehicle is designed to minimize
runway use. It halves the runway distance necessary to take off and
land.
Activation:
Passive
Mass:
none
Jump Jets
: These are a series of relatively small (and incredibly inefficient)
thrusters on a vehicle. They allow it to make short bursts of flight.
Each round of flight uses one power point. VTOL (Vertical Take-Off and
landing) jet planes use Jump Jets to lift directly off the ground and
then fly normally using jet engines. Vehicles can hover using jump
jets, but cannot run.
Activation:
Passive
Mass:
1 kg x Size Multiplier
Self
-
Sealing Tires:
This vehicle has tires that cannot be punctured easily. Boost the
Durability from 1 to 4, and the tires only puncture if they are
destroyed, not merely on a wound. This can only be added to wheeled
vehicles. The cost is for four tires.
Activation:
Passive
Mass:
same as regular tires
Strength |
Max Rocket Packs |
1 |
-2 |
2 |
-1 |
3 |
0 |
4 |
1 |
5 |
2 |
6 |
3 |
7 |
5 |
8 |
8 |
Rocket Packs:
Rocket packs are one-use temporary speed boosters. Activating them is a
0SA, and boosts your speed by +20m/s for six seconds. Shutting off
rocket packs before they finish firing takes a DC 6 Pilot check as a
0SA. Failure means that the rockets continue to fire. Rocket packs,
once they have been used (whether disabled early or not) cannot be used
again. Multiple rocket packs may be added, allowing additional uses.
Rocket packs, once fired, can be jettisoned as a 1SA to save on weight.
Multiple rocket packs can be fired simultaneously, to a maximum based
on the vehicle€s strength. The speed bonuses stack. Every additional
rocket pack fired in a round above the vehicle€s maximum deals one
wound.
Activation:
0SA
Mass:
1kg x Size Modifier each