Vehicle Special Equipment

Vehicle Special Equipment

VEHICLE SPECIAL EQUIPMENT
Name Prerequisite Prerequisite Effect Req. Cost
Hull Upgrades
Anti-Grenade Mesh - Any A light mesh made of a springy reactive material that deflects grenades away. When struck by a grenade, roll a 1d10; on a 7 or higher, the grenade scatters away 1d5 metres before detonating (in Strategic Scale, reduce the grenade's penetration by 1d5 instead). On a roll of 1 on the 1d10, the mesh is damaged and ceases to function until repaired. 1 RP
Armour Enhancements Angelic Silk, Cerovite Armour, Superior Plating, Suzanium Alloy Any A series of armour upgrades for vehicles that involve either heavier application of armour, or specialised defenses. A vehicle may not take more than one of these upgrades at a time. -
- Angelic Silk Any Extremely lightweight yet extremely tough armour, kept rigid over a thin metal shell. Increase the vehicle's AP by 4 on all facings, increase maneuverability by +20, and gain the Superior Armour trait. If the vehicle already possesses the trait, then it reduces Breach results by another 5 on top of the reduction from Superior Armour. INVALID
- Cerovite Armour Any Armour with a special mix that deflects heat. Vehicle gains the Armour (Cerovite) trait. 3 RP
- Superior Plating Any Enhanced plating techniques and materials create a firmer defensive shell. Increase the vehicle's AP by 2 on all facings, and gain the Superior Armour trait. If the vehicle already possesses the trait, then it reduces Breach results by another 2 on top of the reduction from Superior Armour. 4 RP
- Suzanium Alloy Any An armoured shell created out of the extremely difficult to produce Suzanium Alloy. Increase the vehicle's AP by 4 on all facings, and gain the Armour (Suzanium) and Superior Armour trait. If the vehicle already possesses the trait, then it reduces Breach results by another 4 on top of the reduction from Superior Armour. 4 RP
Camo-Web - Any An assortment of chemically treated materials that allow vehicles to blend in. Attempts to spot a camo-webbed vehicle take a -30 penalty. This penalty does not apply if the vehicle is moving or shooting. If the vehicle catches fire the camo-web has a 50% chance to catch fire each turn; if so, and is rendered unusable. 1 RP
Combat Sidecar - Bike An armoured sidecar fitted onto the side of a combat bike, outfitted with a heavy infantry weapon. The Bike may now carry one extra passenger, and gives the Bike a passenger-operated Ground Secondary weapon. The Bike's size increases by a step and its Maneuverability drops by 5. 1 RP
Blade Front Dozer Blade, Mine Sweeper, Ram Prow Tracked A series of heavy upgrades for tracked vehicles that involves placing some sort of hardened improvement on the front end. A vehicle may not take more than one of these upgrades at a time. 1 RP
- Dozer Blade Tracked A heavy blade mounted on reinforced hydraulics designed to shift debris. A vehicle with a Dozer Blade adds +4 to its Front Facing AP, and treats terrain with detritus and heavy debris as open ground so long as it doesn't move at a speed higher than Tactical. -
- Mine Sweeper Tracked A heavy front-mounted sensor capable of detecting mines before they explode. Whenever a vehicle with a Mine Sweeper would move over a mine, the operator may make an Awareness+10 test as a reaction. On a success, the vehicle reverses 5m, +1 per degree of success. If this is enough to avoid the blast, no damage is dealt to the vehicle. Whenever the vehicle takes a Breach to the front, the Mine Sweeper has a 40% chance of being damaged and rendered inoperable. -
- Ram Prow Tracked A heavy prow mounted on the front of the vehicle, designed for ramming objects. The vehicle counts its size as one higher when ramming. Furthermore, when ramming an object, it takes half damage before soak from ramming. -
Defender Frag Defender, Incendiary Defender Enclosed A series of built-in launchers designed to fend off melee attackers. A vehicle may not take more than one of these upgrades at a time. 1 RP
- Frag Defender Enclosed A simple frag launcher that can be fired to deter and drive off anyone trying to attack the vehicle up close. As a reaction, the vehicle's commander or operator may deploy the Frag Defender. All targets within 5m of the vehicle (or any adjacent in Strategic Scale) take a single hit using the Frag Grenade profile. Any talents the triggering character possesses may be used. The vehicle itself and any within are unharmed. Frag Defenders may only be used once before requiring replacement. -
- Incendiary Defender Enclosed A series of flame jets that wreathe the area around the vehicle with flame. As a reaction, the vehicle's commander or operator may deploy the Incendiary Defender. All targets within 5m of the vehicle (or any adjacent in Strategic Scale) take a single hit using the Incendiary Grenade profile. Any talents the triggering character possesses may be used. The vehicle itself and any within are unharmed. Incendiary Defenders may only be used once before requiring replacement. -
Fire Ports - Enclosed; No Side-mounted Weapons Thin slits cut into the side of the vehicle, allowing any within to shoot outwards at enemies. Passengers within the vehicle may make attacks to the outside with Basic weapons or smaller, to a maximum number of attacks per turn equal to the vehicle's size (Horde attacks take up one 'slot' per Squad). 1 RP
Searchlight - Any A large powerful light that illuminates an area. Light spreads out in a cone from the vehicle, negating low-light and darkness penalties whilst in this area. Activating or deactivating the light is a half action. 1 RP
Smoke Launcher - Any A series of smoke launchers that may be deployed to screen the vehicle. As a half action or reaction, the commander or operator of the vehicle may fire the launchers, which count as Blind Grenades with a 20m (2dm in S-scale) radius centered on the vehicle. 1 RP
Tactical Barriers - Powered A Tactical Barrier system generates a thin kinetically resilient field around the vehicle. The vehicle gains a Deflection Rating of 40% against all attacks except Blast attacks. As a Full Action, the Operator may increase it to 80% until the start of their next turn, or expand it to cover all adjacent squares- either method means it now affects Blast attacks. Disruption, AT Penetration and Positron weapons operate as normal, although Positron Weapons double their Penetration for the purposes of breaching deflection. However, unlike AT Field Deflection, the vehicle may test Deflection against all attacks automatically; the operator does not need to sacrifice your chance to dodge or parry to use this field, and it may be used even if the Operator is stunned. Whenever the vehicle takes a Breach to the Hull, roll a 1d10; on a 9 or 10 the Tactical Barriers are damaged and may not function until repaired. 4 RP
Motive Upgrades
Amphibious Mods - Tracked or Wheeled A series of flotation devices and rudimentary jets that allow grounded vehicles to cross bodies of open water. Vehicle gains the Amphibious trait. 2 RP
Rough Terrain Mods - Any A very broad variety of upgrades to various vehicles to make them more capable of traversing difficult terrain. Operators may reroll one failed Operate Test in Difficult Terrain. Skimmers instead increase their maneuverability by +10. 2 RP
Track Guards - Tracked Heavy ablative skirts that protect the tracks of a vehicle, which are usually very vulnerable. This vehicle's Motive Systems Armour Value is increased by +5. Track Guards negate the first Motive Systems Breach incurred against that Facing, but in the process the Track Guards on that facing are destroyed. 2 RP
Weapons Upgrades
Armament Heavy Casings - Any The vehicle's weapons are given extra armour to make them more resilient to enemy damage. This vehicle's Weapons Armour Value is increased by +5. Heavy Casings negate the first Weapons Breach incurred against that Weapon, but in the process the Casings on that Weapon are destroyed. 2 RP
Augmented Strength - Strength The vehicle's combat limbs are strengthened with special chemicals and replaced mechanics. Increase the vehicle's Strength trait by 1. This upgrade may be taken multiple times. 2 RP
Auto-Safety System - Ranged Weapons; Enclosed The vehicle's weapons are given sophisticated monitoring systems that automatically jettison or neutralise weapons that are in danger of exploding, reducing the threat to the crew. All weapons, when destroyed, no longer sets the vehicle on fire, and any damage it deals to the vehicle when exploding is halved. 2 RP
Custom Armament - Any The vehicle's weaponry is replaced with advanced, expensive models with a higher level of performance. All weapons gain the Best quality. 3 RP
Expanded Drum - Ranged Weapons The vehicle's weapons are outfitted with larger drums of ammo, allowing it to call on more reserves but also inviting more danger from breaches. All weapons double the size of their ammo clips; however, the vehicle now has the Extremely Volatile trait. 2 RP
Markerlight - Ranged Weapons The weapon is outfitted with a simple but reliable targeting relay device. As a half action, the character crewing the weapon may hit a target automatically with Markerlight. Markerlights provide +10 BS to a single ally for 1 turn. If a single hit location is hit with 3 Markerlights in the same turn, then Called Shot penalties against the location disappear and all Horde/Mob attacks against the target hit location. 1 RP
Track-Targeters - Ranged Weapons This weapon is equipped with sophisticated targeting systems that lock onto targets and provide a steady rate of fire. Select one weapon: should this weapon shoot at the same target it shot at last turn, it counts as having a free Half-Aim against that target. This bonus is lost if the target is destroyed, if the weapon doesn't fire at that target or fires at a different target. 2 RP
Miscellaneous Upgrades
AI Basic, Enhanced, Sniper, Fencer Powered A series of upgrades representing upgraded AI systems. If an operator is stunned or otherwise incapable of piloting, the AI may take over. When in automatic mode, the AI may be given simple commands, which it will then execute to the best of its ability. AI may also take over unmanned positions and fire a single weapon per turn, even if the operator is fully capable; however, these attacks use the AI's profile, not the operator's. A vehicle may not take more than one of these upgrades at a time. -
- Basic Powered A basic AI that is standard for most AC Suits and advanced combat units. It has 40 WS and BS and the Athletics, Awareness, Parry, Dodge and Operate (Vehicle Type) skills. 1 RP
- Enhanced Powered An enhanced AI with a balanced ability set. It has 45 WS and BS, possesses the Rapid Reload and Combat Master talents, and is trained in Athletics, Awareness, Parry+10, Dodge+10, and Operate (Vehicle Type)+10. 2 RP
- Fencer Powered An enhanced AI designed for close combat. It has 50 WS and 40 BS, possesses the Swift Attack and Wall of Steel talents and is trained in Athletics, Awareness, Parry+20, Dodge and Operate (Vehicle Type)+10. 2 RP
- Ballistic Powered An enhanced AI designed for ranged combat. It has 40 WS and 50 BS, possesses the Marksman and Deadeye Shot talents, and is trained in Athletics, Awareness, Parry, Dodge+20, and Operate (Vehicle Type)+10. 2 RP
Command and Control C&C Gear, Command Centre Powered A series of upgrades designed to turn vehicles into portable command posts. A vehicle may not take more than one of these upgrades at a time. -
- C&C Gear Powered A modification designed for Command and Control, presenting a field commander with a suite of comms, visual feeds and 3D maps. Whoever uses the C&C Gear (usually the commander) gains a +10 bonus to Command tests. Furthermore, whenever they would affect a number of targets (either a squad of independent characters (eg. an OD and their followers would count as one; vehicles, hordes or any combination thereof) equal to or less than their FB, they gain +2 Degrees of Success to the test. 2 RP
- Command Centre Powered, Size 9+ Nothing less than a portable command centre capable of handling a small crew and coordinating regiments. Whoever uses the C&C Gear (usually the commander) gains a +20 bonus to Command tests and may rerolled a failed Command test once per turn. Furthermore, whenever they would affect a number of targets (either independent characters, vehicles, hordes or any combination thereof) equal to or less than double their FB, they gain +3 Degrees of Success to the test. 4 RP
Enhanced Relay Gear - Powered Improved relay systems are harder to intercept and jam and can be linked to a C&C network for supreme tactical acumen. Attempts to hack or jam your communications take a -20 penalty; furthermore, if a commander using Command and Control upgrades performs a Formation using only units with ERGs, then the action cost for that Formation is reduced by a half. 2 RP

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