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Movement Modifications:

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


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