This gear category includes all methods of transport, including mounts (which are treated as vehicles when ridden and standard NPCs otherwise).
As noted in Chapter 2, there are 12 vehicle categories: Personal Ground Vehicles, Standard Ground Vehicles, Heavy Ground Vehicles, Mounts and Animal-Drawn Vehicles, Personal Aircraft, Performance Aircraft, Service Aircraft, Rotary-Wing Aircraft, Personal Watercraft, Standard Watercraft, Ships, and Submarines.
All vehicles within each category are controlled with a skill or skill focus, as shown on Table: Vehicle Skills and Focuses. This table also lists the additional penalty for making an untrained skill check to control a vehicle from each category.
Each vehicle acquired as part of a character's Lifestyle, Possessions, or mission gear includes basic crew and supplies required for operation. If the vehicle is acquired as a Possession, this skeleton crew consists of a number of Tier I vehicle crew members equal to the vehicle's first Occupancy number minus 1. If the vehicle is acquired as part of the character's mission gear, this skeleton crew consists of a number of Tier I vehicle crew members equal to the vehicle's first Occupancy number minus the number of characters on the team. Each of these standard NPCs possesses the following statistics.
Vehicle Crew Member (Standard NPC - 6 XP): Init II; Atk I; Def I; Resilience: I; Damage Save: I; Competence: II; Skills: Drive V; Wealth: None; Weapons: None; Gear: None; Vehicle: None; Qualities: meek (-16), non-combatant.
The GC determines what supplies a vehicle requires, though the complement should only include Common Items absolutely necessary to get the vehicle from Point A to Point B (e.g. food for the crew, power for essential systems, tools for basic repairs, etc.). All other gear must be requested separately.
Entering or leaving a vehicle is a move action that consumes 5 ft. of movement (for a personal vehicle), 60 ft. of movement (for a vehicle possessing the capital scale quality), or 10 ft. of movement for any other vehicle.
A character may make a Reflex save (DC 15) to bail out of any vehicle at any time. Whether successful or not, this counts as the character's bonus 5-ft. step during his next Initiative Count.
Attacking a vehicle is handled with the basic combat rules (see Chapter 5), except that if the vehicle is in motion, the driver's Dexterity modifier applies to its Defense. A vehicle's Defense is further modified based on its Power Ratings relative to those of any attacker, as follows.
- If the vehicle's Acceleration Rating is higher than that of an attacker, its Defense increases by the difference between Acceleration Ratings.
- If the vehicle's Turning Rating is higher than that of an attacker, its Defense increases by the difference between Turning Ratings.
All standard Damage save rules apply to vehicles (see Damage Saves). Additionally, each time a vehicle suffers a critical hit, the attacker rolls 1d20 and consults Table: Vehicle Damage. The vehicle suffers the corresponding effect 1 time per Damage save the vehicle fails as a result of the hit. Any damage result that can't be applied is re-rolled.
Also, a character may attempt a vehicle variant of the Called Shot trick. He reduces his Initiative Count by 5 and accepts a -6 penalty with his attack check, but with a successful hit and 1 or more failed Damage saves, the attacker chooses, rather than rolls, the affected Vehicle Damage location. In this case, the failed Damage saves have no effect on the vehicle and are ignored after the listed Vehicle Damage effects are applied (i.e. the vehicle suffers the listed Vehicle Damage effects instead of the failed Damage saves, not in addition to them).
A vehicle may not suffer more than 1 Vehicle Damage result per attack.
Vehicle Damage results have the following effects. All of these effects are cumulative.
Cargo: One random cargo item suffers the attack's damage minus the vehicle's Damage save bonus (minimum 1). If the damage possesses the armor-piercing quality, the Damage save bonus decreases by an equal amount before it decreases the damage.
Controls (Cont): For each Damage save failed, the vehicle's Turning Rating decreases by 1 (minimum 0). If this decreases the Rating to 0, the vehicle becomes immobilized and may not move again until it is repaired (with a skill check as if it were broken).
Further, for each Damage save failed, the vehicle's Acceleration Rating decreases by 1 (minimum 0). If this decreases the Rating to 0, the vehicle becomes immobilized and may not move again until it is repaired (with a skill check as if it were broken).
Flotation (Flot): For each Damage save failed, the vehicle's Acceleration and Turning Ratings each decrease by 1 (minimum 0). If this decreases either Rating to 0, the vehicle becomes immobilized and may not move again until it is repaired (with a skill check as if it were broken).
Further, the attack floods one of the watercraft's interior compartments, subjecting any unprotected occupants to the effects of pressure and suffocation.
Fuel: For each Damage save failed, the vehicle loses 1 hour's fuel. If the vehicle catches on fire as a result of this attack (or if it's already on fire), its remaining fuel explodes, inflicting explosive damage as shown on Table: Vehicle Explosions. Vehicles powered by diesel, oil, nuclear fuel, or batteries cannot explode.
Occupant (Occ): One random occupant suffers the attack's damage minus the vehicle's Damage save bonus (minimum 1). If the occupant hit is a standard NPC and the damage possesses the armor-piercing quality, the Damage save bonus decreases by an equal amount before it decreases the damage. If the attack has a blast increment, the damage is applied to 1 additional random occupant per 5 ft. of blast increment (up to a maximum of 1/2 the vehicle's current occupants).
Rotors: The vehicle must make 1 additional Damage save against the attack's damage minus the vehicle's Damage save bonus (minimum 1). With failure, the rotors shatter and the aircraft crashes (see page 365).
Traction (Tract): The attack hits one of the vehicle's tires. The tire must make a Damage save against the attack's full damage, gaining a bonus determined by the vehicle's Size: +0 for Small or smaller, +1 for Medium, +2 for Large, +4 for Huge, or +6 for Colossal or larger. If this Damage save fails, the tire is punctured and the vehicle's Turning Rating decreases by 2 (minimum 0). If this decreases the Rating to 0, the vehicle becomes immobilized and may not move again until it is repaired (with a skill check as if it were broken).
Weapon/Secondary Gear (W/G): One random weapon or other piece of vehicle gear suffers the attack's damage minus the vehicle's Damage save bonus (minimum 1). If the damage possesses the armor-piercing quality, the Damage save bonus decreases by an equal amount before it decreases the damage.
In order to determine the distance a character, animal, or vehicle covers while increasing its speed, consult Table: Acceleration to Distance. This may not increase a vehicle's speed beyond its Top MPH.
Outside a chase, when a moving vehicle becomes broken (or a moving air vehicle becomes immobilized or loses its last hour of fuel), its driver must make a Maneuver check (DC 20 if moving at, or slower than, its cruising MPH; DC 35 if moving faster than its cruising MPH). With success, the vehicle comes to a safe stop. With failure, it crashes (see page 365).
When a moving vehicle is destroyed, it automatically crashes.
A vehicle's signature is a measure of its relative visibility to nonvisual sensors such as radar or sonar, as well as its Defense against weapons guided by such systems. The types of signature from which a vehicle may benefit differ according to its basic movement mode, as follows.
ture only serves as the DC for searching ground-surveillance radar. Some anti-tank missiles are infrared-guided and use a ground vehicle's thermal signature when targeting it.
Aircraft also have radar and thermal signatures. In both cases, anti-air missiles use these signatures to find their targets. Watercraft have radar, sonar, and thermal signatures. Certain weapons track all three signature types, though a submarine that dives is undetectable by radar and thermal imaging, so only its sonar signature is relevant once it slips beneath the waves. Special Note: Structures may possess signatures as well, based on the circumstances at hand (e.g. all structures possess a radar signature equivalent to their actual Size, while a building on fire would possess a much larger thermal signature, per the GC's discretion).
Using Signature in Play
Signature comes into play in two ways. First, when a guided weapon is fired at any vehicle, it may only target the vehicle's signature Defense. Second, when a sensor is used to locate any vehicle, an Electronics (Int) check is made against the vehicle's signature DC. This check gains a synergy bonus from Search and possesses the Gear Only (sensor), Hearing, and Vision tags (see page 101).
A vehicle's signature Defense and DC are equal and based on the vehicle's actual Size or its signature Size (with a listed signature Size taking precedence), as well as other factors, as shown on Table: Vehicle Signature (see page 292). A vehicle's signature Size is listed in parentheses following the high-observable (HOB) or low-observable (LOB) qualities (see page 294).
Vehicles are complex mechanical devices and don't always respond well to extreme environments - hazardous terrain and weather can critically impair an unprepared vehicle. All Maneuver checks are modified as shown on Table: Vehicle Hazards (see page 293). All hazard modifiers are cumulative.
Qualities are one of the ways that broad, identical rules are applied to large numbers of vehicles and weapons. Qualities may not be added or removed except through the application of certain upgrades (see page 296). The following section contains vehicle qualities; weapon qualities are handled in a separate section.
A vehicle may not possess two mutually exclusive qualities (e.g. comfortable and uncomfortable, dependable and unreliable, forgiving and unforgiving, or high-observable and low-observable). If a vehicle possesses one of these qualities and gains the other, both qualities are lost (though one of them may be added later without incident).
Advanced Passenger Protection (APP): Restraints, roll bars, and other safety systems protect this vehicle's crew. During any crash (but not during an attack), each occupant benefits from an amount of DR/- listed in parentheses following this quality.
Camouflaged (CMF): The vehicle's color blends with 1 type of terrain. While the vehicle is located in the designated terrain, its driver gains a +2 bonus with all Blend/Stealth and Sneak/Hide checks. Available terrain types are aquatic, arctic, desert, forest, jungle, mountain, plains, and swamp.
Capital Scale (CAP): This vehicle is sufficiently massive that it's more a moving building than a conveyance. All Maneuver checks made with this vehicle use the Tactics skill. Further, its driver automatically loses any opposed Maneuver check made against another vehicle without this quality. Additionally, entering or leaving this vehicle requires 60 ft. of movement. Finally, unarmedattacks, close range weapons, and firearms may never score critical hits against this vehicle, regardless of threat range, attack check result, or class abilities.
Chaff and Flares (CHF): This vehicle can launch chaff, exploding bundles of aluminum foil that confuse radar-guided missiles, and magnesium flares, which have the same effect against heatseeking missiles. Triggering this defensive system requires 1 half action and increases the error range of all thermal- and radarguided missile attacks against the vehicle by 2 until the end of the current round.
Comfortable (COM): Excellent ergonomics and plush seats make this an exceptional driving experience. During overland movement, each character in this vehicle recovers vitality as if resting, even if he's functioning as part of the vehicle's crew.
Crew (CRW): This vehicle is too large for a small, unified team to handle - it requires a crew of dozens, hundreds, or even thousands, as indicated by its Occupancy (see page 225). All Maneuver checks made with this vehicle use the Tactics skill.
Drone (DRN): Remote control takes the risk out of piloting this vehicle, even if it also removes some of the thrill. This vehicle is controlled via a direct cable or by radio broadcast (in the case of radio, with a signal rating, as listed after the quality). All attack checks made with the vehicle's weapons, if present, suffer a -4 penalty, and the error range of all Maneuver checks made using the vehicle increase by 1. Further, if the vehicle loses its control signal (because the cable is cut or the signal is jammed), the vehicle stops moving (hovering or circling if an air vehicle). Finally, you may not take the Regroup action while operating a drone.
Dual Controls (DUC): This vehicle has two sets of controls (usually in two crew positions, but occasionally in one front-seat passenger position). Characters in these drivers' seats may make cooperative Maneuver checks. Alternately, if they wish to attempt different maneuvers, an opposed Maneuver check is called for, with the winner gaining control of the vehicle (in this case, the winner's Maneuver check result is equal to the difference between the opposed results).
Ejection Seats (EJS): Almost exclusively seen in aircraft, rocketpropelled ejection seats hurl crew away from a stricken vehicle during an emergency. A vehicle with this quality possesses 1 ejection seat per crew member (but not per passenger). An ejection seat grants a +6 bonus with the Reflex save of any seated character to escape a destroyed or crashing vehicle, and includes a parachute. Use of an ejection seat inflicts 2d6 subdual damage upon the occupant, or 3d6 lethal damage if the vehicle is traveling at supersonic speeds (above 750 MPH).
Environmental Tolerance (ENV): Heavy-duty seals or corrosionresistant alloys enable this vehicle to function in extreme conditions that would disable most gear in a matter of days. This vehicle is immune to one specific penalty listed on Table: Vehicle Hazards. For example, an air vehicle might become immune to the penalty suffered in a desert, or an off-road ground vehicle could become immune to the penalty for broken terrain.
Fire Suppression System (FSS): Halon systems, seawater pumps, or other safety systems mitigate the dangers of fire in this vehicle. At the start of each round during which the vehicle is on fire, this system automatically decreases the fire damage by 1d6.
Firmpoints (FMP): The vehicle features one or more attachment points for a non-vehicular machine gun, grenade launcher, or missile launcher (which must be requisitioned separately). The parenthetical number following this quality indicates the number of firmpoints available. A weapon mounted on a firmpoint may be used by 1 crew member or passenger, though this exposes him to enemy fire (at 1/2 cover).
Flammable (FLM): Unsafe fuel storage or combustible structural materials make this vehicle especially susceptible to fire. The vehicle suffers a -5 penalty with any Damage save made to resist the effects of fire, and all fire damage it suffers is doubled.
Forgiving (FOR): A simple design and stable controls allow this vehicle's driver to quickly recover from mistakes. The action die cost to activate any error suffered with a Maneuver check made using this vehicle increases by 1, and its untrained Maneuver check penalty decreases by 2.
Ground Effect Vehicle (GEV): A flexible skirt and lift fans create an air cushion that enables this watercraft to traverse flat, relatively level ground - including roads, desert, plains, and urban terrain, as well as ice, oil, dirt track, and any depth of snow or sand - as if it were water. The vehicle has no draft, floating above whatever surface supports it, but its skirt is anything but resistant to damage, and the effect of each flotation damage result is doubled.
Heavy Armor (HAR): Thanks to advanced - or just thick - protection, the number of action dice required to activate a critical hit against the vehicle increases by the number following this quality in parentheses.
High-Observable (HOB): Hot or noisy engines make this vehicle stand out on sensors like the proverbial sore thumb, increasing its signature Size (see page 291). This quality may apply to one or more sensor types, each following it in parentheses.
Hot (HOT): Horsepower shimmers from this vehicle like heat waves from its exhaust, or its classic sheen appeals to all. Each of the vehicle's crew gains a +1 gear bonus with Impress checks while their target has line of sight to it. The vehicle loses this quality if it suffers any critical hit (though it may be restored with a successful Mechanics/Repair check).
Jamming Gear (JAM): Powerful radio-frequency emitters enable this vehicle's crew to jam enemy transmissions (see Signals and Jamming, page 276). All jamming gear has a range increment of 5 miles and each vehicle's jamming Power Rating follows this quality in parentheses. Turning this equipment on or off requires a number of half actions equal to its Power Rating. While this equipment is active, radiation belies the vehicle's position, and increases its radar signature by a number of Size categories equal to 1/2 its Power Rating (rounded down).
Low-Observable (LOB): "Stealth" characteristics make this vehicle appear smaller to sensors, decreasing its signature Size (see page 291). This quality may apply to one or more sensor types, each following it in parentheses.
Luxury (LUX): Leather upholstery, fine wood furnishings, superior sound insulation, and possibly a wet bar all contribute to this vehicle's air of sophistication. Anyone believed to be this vehicle's owner gains a +2 bonus with all Impress checks made inside. The vehicle loses this quality if it suffers 2 or more critical hits (though it may be restored with a successful Mechanics/Repair check).
Muscle Powered (MUS): Having no engine, this vehicle relies entirely upon its crew for propulsion. Its Acceleration Rating is equal to the average Strength modifier of its crew members, its top MPH is equal to the average Constitution of its crew members, and its cruising MPH is equal to 1/2 its top MPH. All of these calculations are rounded down. Further, any unfilled crew position counts as a crew member with a Strength and Constitution of 0.
Open (OPN): This vehicle leaves its crew and passengers exposed, allowing enemies to directly attack them rather than firing at the vehicle. When attacked, an occupant benefits from cover as listed in parentheses following this quality. Additionally, if the vehicle crashes, each occupant suffers the following additional lethal damage: no cover (4d6), 1/4 cover (3d6), 1/2 cover (2d6), or 3/4 cover (1d6). This damage is also reduced if the character leaps free of the vehicle (see page 365).
Point Defense Cluster (PDC): Radar-directed Gatling guns, jamming lasers, or more esoteric technologies protect this vehicle from guided missile attack. This quality lists a number of point defense clusters, their error range, and their threat range. Whenever the vehicle is subject to a successful missile attack, roll 1d20 for each cluster - with a result of 1, the cluster jams or runs out of ammo and is out of action for the remainder of the scene; with an 18-20, the incoming missile is destroyed before impact.
Poor Visibility (PVI): Small portholes or vision blocks replace this vehicle's windows. Each occupant suffers the vision penalty listed in parentheses following this quality. When an "X" follows the quality rather than a number, the vehicle has no windows at all and occupants cannot see outside. This penalty does not apply to attack checks made using the vehicle's weapons, as they're assumed to possess their own gun sights or equivalent targeting systems.
Redundant Systems (RDD): Backup hydraulics, self-sealing fuel tanks, or component armor allow this vehicle to operate at full capacity after sustaining damage. This vehicle ignores the first damage result suffered in each location listed in parentheses following this quality.
Rugged (RGD): This exceptionally sturdy vehicle gains a +2 bonus with all Damage saves if it's Medium size or smaller. For each Size category above Medium, this bonus increases by an additional +2 (e.g. +4 for Large vehicles, +6 for Huge vehicles, +8 for Gargantuan vehicles, etc.).
Sensors (SEN): This vehicle is equipped with electronic radar, sonar, or thermal sensors, as noted in parentheses with associated Power Ratings following this quality (see Signals and Jamming, page 276). All vehicle sensors have a range increment of 10 miles.
Stabilized (STB): All-wheel drive, canard wings, outriggers, or hull stabilizers mitigate the effects of weather and poor surfaces upon this vehicle's handling. Whenever this vehicle suffers a weather-inflicted penalty, it decreases by 2 (see page 292).
Tracked (TRK): This vehicle uses a set of treads, rather than wheels, for ground movement, and gains many benefits in harsh terrain (see Terrain and Weather, page 292). Additionally, when the vehicle suffers a traction damage result, it makes a Damage save against only 1/2 the damage (rounded down).
Uncomfortable (UNC): Painful seats or a lack of elbow room make long trips in this vehicle a special punishment. For every hour of continuous overland movement in this vehicle after the first, each occupant suffers 1 point of subdual damage. Additionally, the DC of any Reflex save to exit this vehicle during a crash increases by 5 unless the vehicle also possesses the open quality.
Unforgiving (UNF): This vehicle's controls or handling characteristics are dangerous even to experienced operators - and potentially fatal to novices. Its untrained Maneuver check penalty increases by 4.
Unpowered (UNP): This vehicle has no engine. It is towed to cruising or maximum speed by another vehicle, or shoved off a tall cliff or building, and then released to glide freely. Its Acceleration Rating may not rise above 5 due to any character option or other effect. The vehicle may glide horizontally up to 8 × the distance it descends (if an air vehicle, up to 6 × the distance it descends (if a service aircraft), or up to 4 × the distance it descends (if a performance aircraft).
Vertical Takeoff and Landing (VTL): Vectored thrust or rotors allow this aircraft to take off and land vertically on an unprepared surface. Additionally, as a half action, the vehicle's pilot may increase its Acceleration Rating by up to 2 in order to decrease its Turning Rating by the same amount, or vice-versa. This option is not available to any character who suffers the vehicle's untrained Maneuver penalty.
Wind-Powered (WND): This vehicle has no engine and relies on the wind for motive power. When moving with the wind, the vehicle moves at the current wind speed. Against the wind, it moves at about 1/4 the current wind speed (rounded down), and perpendicular to the wind, the vehicle moves at about 1.5 × the current wind speed (rounded up). Wind speeds range from 5-15 MPH for a light wind, 16-30 MPH for a moderate wind, 31-50 MPH for a strong wind, 51-75 MPH for a severe wind, and up to a 100 MPH or more during a tornado (when moving the vehicle against or perpendicular to the wind is impossible). At any time, a windpowered vehicle has an Acceleration Rating equal to the wind speed divided by 15 (rounded down).
Most vehicles require no description; here is a handy guide to those that do.
Ambulance: This vehicle has a basic emergency service package pre-installed (see page 296 - the upgrade is already factored into this vehicle's statistics). Additionally, most ambulances carry a Grade III first aid kit.
Bomber, Warbird: This World War II-era relic originally featured up to 13 heavy machine guns mounted singly and in pairs. Its table entry includes no weapons, as most modern Warbirds are showpieces without armament.
Drone, Recon: This "flingable" robot can be tossed into buildings to check for booby traps and enemies, or used in collapsed building rescues, without risking a human explorer. This drone is radio-controlled with a Signal Rating of 4 out to a maximum range of 3 miles.
Drone, ROV (Remotely Operated Vehicle): This unmanned vehicle is used to explore shipwrecks and other underwater areas that larger submersibles can't safely enter. This drone is cablecontrolled with a maximum range of 2,500 ft.
Drone, High-Endurance UAV (Unmanned Aerial Vehicle): This winged drone is built to withstand rugged weather conditions. It is radio-controlled with a Signal Rating of 5 out to a maximum range of 100 miles.
Drone, EOD (Explosive Ordnance Disposal): This police robot is used to investigate and sometimes disarm bombs. It features a gripping arm with a Strength score of 10 and a Dexterity score of 8. This drone is cable-controlled with a maximum range of 500 ft.
Fighter, Close Air Support: This military plane design lives "down in the weeds," providing heavy firepower on call for ground combatants. Examples of this design include the A-10 "Warthog" and the Su-25.
Fighter, Next-Generation: This fighter plane design is positioned as the early 21st century's supreme air combatant, if only because its parent nation can afford to build it. Examples include the F-22 Raptor and the EF-2000 Eurofighter.
Fighter, Warbird: This is a propeller-driven WWII fighter aircraft design (e.g. the Spitfire and P-51). This vehicle's listed street value applies to a modern restoration without working weapons. Typically, such aircraft feature provisions for mounting up to 8 GPMGs or HMGs, but arming a civilian vehicle is universally illegal.
Helicopter, Gunship: This vehicle features the best and worst elements of light transport and attack helicopters, carrying both ground-attack weapons and an infantry squad. An example is the Mi-24 Hind.
Police Cruiser: This vehicle is typically a converted full-size sedan, sometimes with a slightly different engine and transmission - and with a police emergency service package pre-installed (see page 296 - the upgrade is already factored into this vehicle's statistics).
Snow Tractor: This truck-sized tracked vehicle is used in snowy climates. Many designs are articulated, with the driver, half the passengers, and the engine in the front, and the cargo and remainder of the passengers in the rear.
Tracked Combat Vehicles: This category of vehicles is built on a military-grade tracked chassis and not intended for front-line fighting. Examples include mobile artillery and combat engineer vehicles.
Tractor-Trailer Cab: This is the front end of an "18-wheeler," used to tow up to 3 semi-trailers (with each adjusting the vehicle's statistics as noted in its table entries). Each attack on this vehicle must target the cab or 1 trailer.
Truck, Armored: This design is built on a standard commercial truck chassis and used to transport money and precious goods. It is vastly overpowered for its weight, allowing it to get out of bad situations with (relative) haste. Truck, Light Tactical: This 4-wheel drive mil-spec design is the basis for many modern vehicles, including the American HMMWV (Humvee). This design is commonly illegal for civilian sale due to its inability to pass road safety tests (though urbanized versions do exist as heavy SUVs).
Vehicle upgrades may be acquired as Possessions or during the Intel Phase with upgrades, as shown on Table 4.28: Vehicle Upgrades (see page 245).
After the Intel Phase, they may be installed using the appropriate Modify check and the information on Table 4.28. Vehicle upgrades have the following effects.
Acceleration Boost: This cheap but risky upgrade involves nitrous oxide tanks, alcohol or water injection, or upgraded afterburners. Triggering an acceleration boost requires 1 free action, at which point the vehicle's Acceleration Rating increases by 1d4. At the start of each following round, the vehicle's Acceleration Rating decreases by 1, until it returns to standard. While the vehicle's Acceleration Rating is increased, it gains the flammable (no blast) quality, and the error range of each Maneuver check made using it increases by 1.
If a natural 1 is rolled on the d4 to determine Acceleration boost, it empties the system, after which it may not be used again until it is refilled at a cost of 1 Vehicle gear pick or 5% of the upgrade's installation cost.
A vehicle cannot benefit from multiple Acceleration boost upgrades at the same time.
Acceleration Increase I-II: These reliable upgrades involve finetuning the fuel system or installing a turbocharger, supercharger, or replacement transmission. Each boosts the vehicle's Acceleration Rating by 1, but Acceleration Increase II also decreases the vehicle's top MPH by 10% (rounded down).
Advanced Stability: This upgrade installs all-wheel drive, canards, or outriggers, providing additional control in inclement weather and other rough conditions. The vehicle gains the stabilized quality.
Control Increase I-II: These upgrades adjust the vehicle's suspension, hydraulics, or other handling and braking systems. Each boosts the vehicle's Turning Rating by 1, but Control Increase II also adds the uncomfortable quality.
Convertible Roof: The appeal of a ragtop cannot be denied, particularly during a 120 MPH chase on a beautiful spring day. Aftermarket convertible conversion is risky, however, as removing the roof lessens the vehicle's structural integrity. This upgrade grants the hot and open qualities to any antique, classic, muscle, passenger, or sports car, but also decreases its Damage save bonus by 20% (rounded down).
Emergency Service Package: The basic version of this comprehensive upgrade prepares a standard, personal, or commercial ground vehicle, or any helicopter or standard watercraft, for use by emergency services. It includes a siren and public address system, emergency strobes, a searchlight, an upgraded battery and electrical system, a mounting bracket for a laptop computer and GPS receiver (not included), a police-band radio, and a reinforced bumper and suspension (increasing a ground vehicle's Turning Rating by 1; this has no effect upon helicopters and watercraft).
The police version also includes a dashboard-mounted radar gun and a commercial video camera with 24-hour recording capacity, a locking clamp for a shotgun or assault rifle (not included), a thick transparent plastic shield between the front and rear seats (granting DR 9/-), and no interior handles on the rear doors.
Ergonomic Seating: This upgrade replaces the vehicle's seats, granting the comfortable quality to the vehicle. It may be installed in any non-personal vehicle except for one possessing the ejection seats quality.
Off-Road Suspension: "Goin' muddin'" requires that a vehicle's entire suspension system be replaced with a less comfortable - but more rugged - model suitable for bouncing down dirt roads and over sand dunes. This upgrade grants the off-road and uncomfortable qualities to any standard ground vehicle.
Race Tires: "Slicks" provide superior traction on dry pavement, but are of dubious value under any other conditions. This upgrade increases a ground vehicle's Turning Rating by 1 on a paved road, but decreases it on all other surfaces. Additionally, the vehicle suffers 1 traction damage result at the end of each round spent in any terrain that applies a Maneuver check penalty (see Terrain and Weather, page 292).
Run-Flat Tires: This upgrade uses a foam compound to seal leaks and a composite donut around the wheel to keep the vehicle moving - in a manner of speaking - even with a full set of flats. It decreases the Turning Rating decrease for each traction damage result to 1.
Security Package I-II: This defensive upgrade mounts ballistic material behind the vehicle's body panels and replaces the regular safety glass with polycarbonate. Each boosts the vehicle's Damage save bonus by +4.
Security Package I grants the redundant systems (crew) quality, but decreases the vehicle's Acceleration Rating by 1 and lowers its top MPH by 10% (rounded down). Security Package II grants the redundant systems (engine, fuel) quality, but decreases the vehicle's Acceleration Rating by an additional 1 and lowers its top MPH by an additional 5% (rounded down).
"Technical" Conversion: Civilian vehicles mounting improvised weapons are known as "technicals," a holdover from when United Nations personnel in Africa had to write off locally-hired bodyguards as "technical advisors." This upgrade welds metal tubing to a non-personal ground or water vehicle's frame, or that of any helicopter without the weapon quality, granting it the firmpoints (1) quality. It may be installed in a Large or bigger vehicle multiple times, each time increasing the number of firmpoints by 1 (maximum 1 per Size category above Small).
Top Speed Increase I-II: These upgrades involve weight reduction, engine or exhaust tuning, "re-chipping," or even extensive re-tooling of the engine, transmission, or other major components. Each increases the vehicle's top MPH by 10% (rounded up), but Top Speed Increase II also reduces its fuel range by 2 hours (minimum 1).
Weatherproofing: This upgrade uses lubricants rated for extreme temperatures, corrosion-resistant finishes, and de-icing heaters to reduce the vehicle's susceptibility to environmental extremes. It grants the environmental tolerance (any one) quality to the vehicle. This upgrade may not be installed multiple times to gain immunity to multiple Table 4.76 penalties.
Vehicle weapons may only be installed into a vehicle the character already possesses; unless otherwise specified or allowed by the GC, they may not be used independently. They may be acquired as Possessions or during the Intel Phase with upgrades, as shown on Table 4.29: Vehicle Upgrades - Vehicle Weapons (see pages 246-249).
After the Intel Phase, vehicle weapons may be installed using the appropriate Modify check and the information on Table 4.29.
Installing a Vehicle Weapon
The maximum number of weapons a vehicle may gain is equal to the number of hardpoints the vehicle possesses (see page 294). Bombs are the only exception to this rule; up to 3 bombs may be installed in each hardpoint.
The types of weapons that may be installed in each vehicle, the minimum vehicle Size required for each weapon, and the minimum Caliber required to install each weapon are all included in the following sections devoted to each vehicle weapon type.
Vehicle Weapon Skills and Focuses
All vehicle weapons utilize the Vehicle Weapons, Guided or Indirect weapon proficiencies, as noted in the following sections. Most vehicle weapons require 1 full round to fire, seemingly making them impossible to use during a chase, when a character is limited to 1 half action (see page 365). This is not the case, however; during a chase, a character may fire a vehicle weapon that requires 1 full action to use by applying the multi-tasking rules (see page 98).
Special Note: Vehicle weapons cannot receive any of the weapon upgrades in this book.
When an artillery gun is used to fire at a target within line of sight, the Vehicle Weapons proficiency applies with Dexterity as the key attribute; otherwise, the Indirect proficiency applies with Intelligence as the key attribute. In both cases, the untrained penalty is -12.
Each Standard Attack with an artillery gun requires 1 full action. Artillery guns may only be fired in Single-Shot mode, regardless of character abilities and other effects. Further, any miss with an artillery gun is subject to deviation (see page 346), and all indirect artillery gun attacks are subject to hang time (see page 300).
Not prepared explosives, but metal shells designed to be dropped from fixed-wing aircraft, vehicle bombs are fire and forget weapons. The aircraft must fly directly at and over the target, allowing its momentum to carry the bomb to the target. A very few bombs are "smart" - that is, laser-or GPS-guided (see page 299).
The Indirect weapon proficiency applies to all bomb attacks with Intelligence as the key attribute. The untrained penalty is -14. Each Standard Attack with a vehicular bomb requires 1 full action. Bombs may only be fired in Single-Shot mode, regardless of character abilities and other effects. All vehicular bomb attacks are subject to deviation when they miss (see page 346), and they're always subject to hang time (see page 300).
A vehicular bomb's range increment in feet is equal to the current MPH of the aircraft carrying it (e.g. when an aircraft travelling at 600 MPH drops a bomb, the bomb's range increment is 600 ft.).
When a cannon is used to fire at a target within line of sight, the Vehicle Weapons proficiency applies; otherwise, the Indirect proficiency applies. In both cases, the untrained penalty is -12. Each Standard Attack with a cannon requires 1 full action.
Cannons may only be fired in Single-Shot mode, regardless of character abilities and other effects. Further, any miss with a cannon is subject to deviation (see page 346).
The Vehicle Weapons proficiency applies to all vehicular flamethrower attacks with Dexterity as the key attribute. Otherwise, all personal flamethrower special rules apply (see page 313).
The Vehicle Weapons proficiency applies to all vehicular grenade launcher attacks with Dexterity as the key attribute. Otherwise, all personal grenade launcher special rules apply (see page 314).
The Vehicle Weapons proficiency applies to all vehicular machine gun attacks with Dexterity as the key attribute. Otherwise, all heavy machine gun special rules apply (see page 311).
These weapons may be integral parts of a vehicle or hung from a wing or undercarriage.
The Guided weapon proficiency applies to all vehicular missile launcher attacks with Intelligence as the key attribute. The untrained penalty is -14.
Each Standard Attack with a vehicular missile launcher requires 1 full action. Otherwise, all personal missile launcher special rules apply (see page 314).
Cruise missiles occupy 2 hardpoints each. Further, they are not subject to hang time, but rather move over great distances like vehicles. While in transit, a cruise missile may be attacked. It possesses a Defense of 20 and a Damage save of +7.
When a vehicular rocket launcher is used to fire at a target within line of sight, the Vehicle Weapons proficiency applies; otherwise, the Indirect proficiency applies. In both cases, the untrained penalty is -12.
Each Standard Attack with a vehicular rocket launcher requires 1 full action. Rocket launchers may be fired in Single-Shot, Burst, or Full Auto modes. Otherwise, all personal rocket launcher special rules apply (see page 315).
The Guided weapon proficiency applies to all torpedo attacks with Intelligence as the key attribute. The untrained penalty is -14. Each Standard Attack with a torpedo requires 1 full action. Torpedoes may only be fired in Single-Shot mode, regardless of character abilities and other effects. Further, any miss with a torpedo is subject to deviation (see page 346). Finally, all torpedo attacks are subject to hang time (see page 300).