Vehicle Crafting and Modding in Forever Fallout, Missouri 2317 | World Anvil
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Vehicle Crafting and Modding

This is an explanation of Vehicle Crafting and Modding.
For Vehicle Attributes, go here: Vehicle Attributes
For Vehicle Rules, go here: Vehicle Rules
For Vehicle Combat Rules, go here: Vehicle Combat Rules
For Homebrew Vehicle Stats, go here: Vehicle Stats
 

Repair and Refueling


 

Repairing Damage


A typical automobile has over 30,000 moving parts. Combat aircraft have millions. Repairing them is significantly more complicated and costly than fixing a baseball bat.
   

VEHICLE WORKBENCHES


Along with the vast array of other workbenches strewn across the wasteland, there are specific Vehicle Workbenches, equipped with the tools and machinery necessary for repairing and modifying vehicles. All Hit Point gain from repairs is doubled at a vehicle workbench and repairing Wreckage is only possible at one. Access to a vehicle workbench is rare. Good mechanics with quality tools are worth more than gold in the wasteland. Overseers should severely limit their availability.
  A party owning a vehicle workbench (and the responsibility, costs and dangers of holding something so valuable) could make a great adventure.
   

REPAIRING HIT POINTS


To repair a vehicle’s HP, roll an INT+Repair Skill Test, Difficulty 2. This process takes 1 hour (halved to 30 minutes by spending 2 AP) and each Complication adds 15 minutes. A successful Test raises one Hit Location’s HP by the character’s Repair Skill rating. If a second character Assists, they add 1 HP to this gain. Only one character may Assist in a Test, but it is possible for one team to repair one Hit Location while a different team works on another.
  A Hit Location that has been reduced to zero Hit Points and experienced Wreckage cannot be repaired this way.
  A successful Test also consumes a number of materials. Multiply the Rarity of the vehicle by the appropriate Rarity Materials Multiplier. Then multiply the vehicle’s size by the appropriate Size Materials Multiplier. Finally multiply these numbers by the base materials. A failed Test consumes no Materials.
 
Vehicle Type Rarity Materials Multiplier Size Materials Multiplier Base Materials
Motorcycle x1 x2
2 Common
2 Uncommon
Automobile x2 x1
1 Common

1 Uncommon
Boat/Ship x2 x2
1 Common

1 Uncommon
Submarine x1 x1
1 Common

1 Uncommon

1 Rare
Helicopter x1 x1
1 Common

1 Uncommon

1 Rare
Airplane x1 x1
1 Common

1 Uncommon

1 Rare
Spacecraft x2 x2
1 Common

1 Uncommon

2 Rare

  This means an average car (Rarity 4, Size 2) costs 16 Common Materials and 16 Uncommon Materials. A starting character with a Repair Skill rating of 3 will find it costs 16 caps worth of Materials to repair 1 single vehicle HP. Add in fuel costs and traveling on foot starts to look very attractive.
   

REPAIRING WRECKAGE


When a Hit Location is reduced to zero Hit Points, its critical systems are devastated and need intricate repair to be made serviceable. This can only be done at a Vehicle Workbench.
  In order to repair a Hit Location that has been reduced to zero Hit Points, roll an INT+Repair Skill Test. The Difficulty and repair time vary based on the vehicle type, and the type of Hit Location being repaired. Repair time can be halved at the cost of 2 Action Points.
  If this Test is successful, the Hit Location is raised to 1 Current Hit Point and all effects of Wreckage are undone. The repair costs a number of Rare Materials equal to the Size of the vehicle.
Vehicle Type Hit Location Diff- iculty Repair Time
Motorcycle Body 4 12 hours
Wheel 3 30 minutes
Sidecar 2 4 hours
Automobile Hood/Engine 4 18 hours
Body 3 4 hours
Bed 3 4 hours
Wheel 2 30 minutes
Tank Body 5 36 hours
Turret 4 18 hours
Track 3 4 hours
Train Engine 4 24 hours
Car 3 4 hours
Boat Engine 4 12 hours
Propellor 3 2 hours
Rudder 3 1 hour
Sail 3 1 hour
Hull 2 30 minutes
Ship Engine 4 48 hours
Propellor 3 4 hours
Rudder 3 2 hours
Hull 3 1 hour
Helicopter Rotor 5 24 hours
Cockpit 4 18 hours
Weapon Pod 4 12 hours
Fuselage 4 12 hours
Tail 3 4 hours
Airplane Engine 5 24 hours
Cockpit 4 18 hours
Weapon Pylon 4 12 hours
Fuselage 4 12 hours
Landing Gear 3 4 hours
Tail 3 4 hours
Spacecraft Engine 6 72 hours
Thruster 5 72 hours
Booster 5 72 hours
Cockpit 5 48 hours
Weapon Pylon 5 36 hours
Crane 4 24 hours
Fuselage 4 24 hours
Landing Gear 3 4 hours
Tail 3 4 hours

   

Refueling


Although fuel was expensive in pre-war America, it was generally available. Red Rocket stations and other fuel merchants dotted the landscape, and so vehicles with small fuel tanks suited the lifestyle. Wastelanders are not so lucky. Stopping to refuel is a common necessity, one that takes time depending on the type of engine. And these instances are dangerous; Wastelanders are vulnerable while refueling.
Fuel Type Refuel Time
Biodiesel 1 fuel per Minor Action
Ethanol 1 fuel per Minor Action
Fission (Coolant) 1 fuel per Minor Action
Flamer Fuel 1 fuel per Minor Action
Fusion Cell Total refuel in 10 minutes (5 minutes with a successful AGI+Repair Test, Difficulty 2)
Fusion Core Total refuel with 1 Major Action
Gasoline 1 fuel per Minor Action
Jet Engine Fuel 1 fuel per Minor Action

   

FISSION ENGINES AND COOLANT


The constant nuclear reaction occurring in a Fission-driven vehicle requires fresh coolant to be pumped through the system at all times. If the reactor’s coolant is used up, or the engine is drained of coolant, the nuclear reaction does not stop, but it is no longer controlled.
  Every hour that the reactor is not supplied with fresh coolant, roll 1 Combat Die. If an Effect is rolled, the vehicle’s control rods engage, the nuclear reaction stops and the vehicle is shut down. The vehicle cannot be driven again until the control rods are retracted with a successful INT+Repair Test at Difficulty 2. If the 2 Damage face is rolled on the Combat Die, the reactor goes critical and explodes. Everything within Medium Range (the vehicle’s Zone and all immediately adjacent Zones) are hit with an explosion equivalent to a Fat Man (Damage 21, Breaking, Radioactive, Vicious, Physical Damage, Blast Quality).
  A Fission-powered vehicle can still be operated with zero Current Fuel, but this is even more dangerous. Every 10 minutes the vehicle is run with no fresh coolant, roll 1 Combat Die. If an Effect is rolled, the control rods engage and the vehicle cannot be operated until they are retracted with a successful INT+Repair Test, Difficulty 2. If either the 1 Damage or 2 Damage faces are rolled, the vehicle’s Zone and every immediately adjacent Zone (everything in Medium Range) is hit with an explosion equivalent to a Fat Man.
   

GENERATING FUEL


Resourceful wastelanders commit significant time and energy to generating their own vehicle fuel. Biodiesel and Ethanol are sustainable and can be produced by agriculture. The other fuels are rarer but can be generated by talented characters. This is covered in the Crafting section.
   

Crafting


There are many Crafting options available at Vehicle Workbenches. Repairing vehicle HP and vehicle Wreckage are already mentioned in the Repair and Refueling section above. A player may also add Mods to their vehicle, change their vehicle Position Traits and install Mounted Weapons. Fuel can also be cooked at a chemistry station.
  Each of these endeavors is treated like any other Crafting. The player makes a Skill Test with their Intelligence and the Skill listed under the Crafting Recipe. The Recipe’s Complexity indicates the Difficulty of this Test (before modifiers.) Each Crafting takes 1 hour (reduced to 30 minutes by spending 2 AP.) Unsuccessful Crafting Skill Tests do not use up Materials, unless a Complication is rolled and the Overseer chooses to consume them.
   

INSTALLING VEHICLE MODS


This process is much like adding mods to a weapon. Each vehicle’s description will include a list of available Vehicle Mods. The vehicle must be present at the vehicle workbench in order to craft mods for it.
   

OPTIONAL RULE: AESTHETIC MODS


Overseers might wish to attach game mechanics to vehicle customizations that are purely decorative (as in, red cars go faster.) This is a bit silly and may not be appropriate for every game. Other Overseers may wish to allow players to modify the look of their vehicle in any way they see fit, adding flavour to the game, but changing no vehicle stats. The Aesthetic Mods listed have both a positive outcome and a penalty.
   

INSTALLING POSITION TRAIT MODS


Not only can the Hit Locations of a vehicle be modified, the Positions within the vehicle can have their Traits changed. These mods require a lot of judgment from the Overseer. There is no quick rule for whether a certain seat in a vehicle can be Open or Enclosed, no simple guide to whether a Position can be fitted with a Weapon Mount. This customization must be a negotiation between the players’ creativity and the Overseer’s common sense.
   

INSTALLING MOUNTED WEAPONS


Any Ranged weapon with the Two-Handed Quality may be attached to a Weapon Mount. This has three advantages. First, a character doesn’t have to bear the weight of the sometimes heavy equipment. Secondly, a mounted weapon is always Drawn, no Minor Action to ready the weapon is required. A character can make an attack with their personal weapon, spend 2 AP to take a second Major Action and make an attack with a mounted weapon in the same round without having to use any Minor Actions. The third advantage is that weapons attached to a Remote Weapon Mount are connected to the vehicle’s computer system and can be Aimed and fired with a Targeting Station, allowing the use of Lock-On weapons.
  Attaching or detaching a weapon to a Weapon Mount requires an INT+Repair Skill Test at Difficulty 2. This process takes 10 minutes (reduced to 5 minutes by spending 2 AP.)
   

MODDING MOUNTED WEAPONS


Mounted weapons can be equipped with mods just like any other weapon. But in order to accomplish this, the weapon must be detached from its mount and physically moved to a Weapons Workbench.
   

CRAFTING MATERIALS COST


  For reference, here are the Materials costs for mods, depending on the recipe’s Complexity:
Complexity Materials Required
1 Common Materials x2
2 Common Materials x3
3 Common Materials x4
Uncommon Materials x2
4 Common Materials x5
Uncommon Materials x3
5 Common Materials x6
Uncommon Materials x4
Rare Materials x2
6 Common Materials x7
Uncommon Materials x5
Rare Materials x3
7+ Common Materials x8
Uncommon Materials x6
Rare Materials x4

   

COOKING FUEL


If a player has access to a chemistry station, they may craft units of vehicle fuel. Each type of fuel has its own recipe, listed in the following table.
Fuel Item Materials Complexity Perks Skill Rarity
Biodiesel (Cooking Oil) Corn x200 2 - Science Com
Ethanol Dirty Water x1,
Razorgrain x25
2 - Science Com
Fission (Coolant) Uncommon Materials x2,
Pure Water x1
4
Chemist,
Science! 1
Science Unc
Flamer Fuel Common Materials x5 3 Chemist Science Unc
Gasoline Flamer Fuel x5, Common Materials x5, Uncommon_Materials_x5,Rare Materials x5 4
Chemist,

Science! 1
Science Unc
Jet Engine Fuel Flamer Fuel x10, Common Materials x5, Uncommon Materials x5, Rare Materials x10 5
Chemist,

Science! 3
Science Unc

   

Vehicle Mods


 

MOTORCYCLE MODS


Aesthetic Mods Effects Wt Cost Perks Compl-
exity
Skill
Matte Paint Job +1 Speed, -3 Acceleration - 50 - 2 Repair
Neon Paint Job +1 Speed, Gain Delicate - 50 - 2 Repair
Chrome Paint Job +1 Speed, -2 Fuel Economy - 50 - 2 Repair
Running Lights +1 Acceleration, -1 Speed 5 100 - 2 Repair
Spikey Foot Pegs +1 Maneuver, -2 Speed 5 100 - 2 Repair
Skull Handlebar Ornament +1 Crash, -1 Maneuver 15 100 - 2 Repair

 
Armor Upgrades Effects Wt Cost Perks Compl-exity Skill
Junk Plate +1 /+1 DR to all Hit Locations but Wheels 50 25 - 2 Repair
Sturdy Plating +2 /+2 DR to all Hit Locations but Wheels 80 50 - 3 Repair
Ceramic Plating +3 /+3 DR to all Hit Locations but Wheels 50 125 Armorer 1 4 Repair
Heavy Plating +4 /+4 DR to all Hit Locations but Wheels 200 300 Armorer 2 5 Repair
Combat Plating +5 /+5 DR to all Hit Locations but Wheels 100 600
Armorer 3,
Science! 2
6 Repair
Armor Effects Effects Wt Cost Perks Compl-
exity
Skill
Camouflage +1 Difficulty to all attempts to detect vehicle - 25 - 3 Repair

Engine Mods Effects Added
Wt
Added
Cost
Perks Compl-
exity
Skill
Tuned +1 Fuel Economy - 50 - 3 Repair
Boosted +1 Acceleration, +3 Speed +50 150 Gearhead 1 4 Repair
Turbocharged +3 Acceleration, +5 Speed +100 400 Gearhead 1 5 Repair
Supercharged +5 Acceleration, +10 Speed +200 500 Gearhead 1 6 Repair
Ethanol Fuel Mods Effects Added
Wt
Added
Cost
Perks Compl-
exity
Skill
Oxygen Management Sensor +1 Fuel Economy -25 25 Science! 1 3 Repair
Booze hound May use alcoholic beverages as fuel -50 125 Gearhead 2 4 Repair
Flamer Fuel Mods Effects Added
Wt
Added
Cost
Perks Compl-
exity
Skill
Flexible Fuel Carburetor +1 Fuel Economy (-1 Fuel per Mile) -10 25 Gearhead 1 3 Repair
Rolling Coal -5 Fuel Economy (+5 Fuel per Mile), Gain Rolling Coal Quality -25 - Gearhead 1 3 Repair
Fusion Cell Mods Effects Added
Wt
Added
Cost
Perks Compl-
exity
Skill
Fuel Cell Regulator +1 Fuel Economy -25 50 Science! 2 4 Repair
Smart Fuel Cell Matrix Halve refueling time - 50 Science! 3 5 Repair
Fusion Core Mods Effects Added
Wt
Added
Cost
Perks Compl-
exity
Skill
Variable Charge Controller +2 Fuel Economy -15 25 Science! 1 3 Repair
Self-Destruct Circuit Gain Self-Destruct Quality - - Science! 3 5 Repair
Gasoline Fuel Mods Effects Added
Wt
Added
Cost
Perks Compl-
exity
Skill
Fuel Injection System +8 Fuel Economy -20 25 Gearhead 1 3 Repair
Nitrous Oxide System Add Nitro Quality -25 100 Gearhead 2 4 Repair
Steering Mods Effects Added
Wt
Added
Cost
Perks Compl-
exity
Skill
Improved Steering +1 Maneuver -25 100 Gearhead 2 4 Repair
Racing Package +2 Maneuver -75 250 Gearhead 3 5 Repair
Off-Road Suspension Gain All-Terrain Quality -100 -250 Gearhead 3 5 Repair

 
Crash Weapon Mods Effects Added Wt Added Cost Perks Compl- exity Skill
Junk Lance +1 Crash -75 100 Blacksmith 1 3 Repair
Steel Lance +2 Crash, Add Piercing +1, Add Vicious -100 250 Blacksmith 2 4 Repair
Defensive Spikes Add Punitive 3 Quality -50 100 Blacksmith 1 2 Repair
Wheel Mods Effects Added Wt Added Cost Perks Compl- exity Skill
Racing Tires +1 Maneuver - 200 Gearhead 1 2 Repair
Junk Rims +1 Phys Dr, +1 Energy DR -50 50 - 2 Repair
Reinforced +4 HP, +1 Phys DR, +1 Energy DR -25 150 Armorer 1 3 Repair

   

MOTORCYCLE POSITION TRAIT MODS


Position Trait Effect Cost Perks Compl -exity Skill
Ejection Seat when activated, character in this Position is launched from the vehicle 200 Science! 2 5 Repair
Enclosed Remove Open. Position Gains Cover 1. Character in this Position suffers +1 Difficulty to attacks outside the vehicle. 0 - 2 Repair
Open Remove Enclosed. Character may suffer penalties from Speed. 0 - 2 Repair
Oversized fits a large person like a super mutant or Intelligent Deathclaw 50 Gearhead 1 3 Repair
Remote Weapon Mount Weapon mounted here can be operated from any Targeting Station 250 Gearhead 2, Science! 1 5 Repair
Sealed Immune from airborne environmental effects 200 Gearhead 1, Science! 1 4 Repair
Sensor Station -1 Difficulty to detect objects outside vehicle 100 Gearhead 1, Science! 2 6 Repair
Sidecar A Sidecar Hit Location is added, having an equal DR and HP of the body. The Sidecar’s Position Traits may be modified. 300 Gearhead 2 4 Repair
Targeting Station Can take Aim actions that apply to any Remote Weapon Mounts on the vehicle. May Lock-On as an Aim action. May attack with any weapon attached to a Remote Weapon Mount. 100 Gearhead_1, Science! 2 6 Repair
Weapon Mount Weapon can be operated from this position 200 Gearhead 2 4 Repair

   

AUTOMOBILE MODS


Aesthetic Mods Effects Wt Cost Perks Compl -exity Skill
Racing Stripe Paint Job +1 Acceleration, -1 Crash - 50 - 2 Repair
Red Paint Job +1 Speed, Gain Delicate - 50 - 2 Repair
Flaming Paint Job +1 Speed, -2 Acceleration - 50 - 2 Repair
Shark Paint Job +1 Crash, -2 Maneuver - 50 - 2 Repair
Running Lights +1 Acceleration, -1 Speed 10 100 - 2 Repair
Chrome Rims +1 Speed, -3 Brake 10 100 - 2 Repair
Oversized Spoiler +1 Maneuver, -2 Speed 30 100 - 2 Repair

 
Armor Upgrades Effects Wt Cost Perks Compl -exity Skill
Junk Plate +1/+1 DR to all Hit Locations but Wheels 200 50 - 2 Repair
Sturdy Plating +2/+2 DR to all Hit Locations but Wheels 300 100 - 3 Repair
Ceramic Plating +3/+3 DR to all Hit Locations but Wheels 100 250 Armorer 1 4 Repair
Heavy Plating +4/+4 DR to all Hit Locations but Wheels 1200 600 Armorer 2 5 Repair
Combat Plating +5/+5 DR to all Hit Locations but Wheels 800 1200 Armorer 3, Science! 2 6 Repair
Armor Effects Effects Wt Cost Perks Compl -exity Skill
Camouflage +1 Difficulty to all attempts to detect vehicle - 50 - 3 Repair
Deathproofing Add Death Proof 4 Trait to all vehicle positions 1000 1000 Armorer 3, Gearhead_2 6 Repair

   
Engine Mods Effects Wt Cost Perks Compl -exity Skill
Tuned +1 Fuel Economy - 100 - 3 Repair
Boosted +1 Acceleration, +3 Speed -50 300 Gearhead 1 4 Repair
Turbocharged +3 Acceleration, +5 Speed, -1 Fuel Economy -100 800 Gearhead 2 5 Repair
Supercharged +5 Acceleration, +10 Speed, -2 Fuel Economy -250 1000 Gearhead 3 6 Repair
4-Cylinder Change Speed to 7, Change Force to 5, Change Wt Allow to 6, Fuel Economy +2 - -250 Gearhead 1 3 Repair
V6 Change Speed to 10, Change Force to 7, Change Wt Allow to 7 - - Gearhead 1 4 Repair
V8 Change Speed to 15, Change Force to 9, Change Wt Allow to 8, Fuel Economy -2 - 500 Gearhead 2 5 Repair
V12 Change Speed to 25, Change Force to 10, Change Wt Allow to 11, Fuel Economy -4 - 1500 Gearhead_3, Science! 3 6 Repair

   
Biodiesel Fuel Mods Effects Wt Cost Perks Compl -exity Skill
High Pressure Pump +1 Fuel Economy 50 50 Gearhead 1 3 Repair
Cold Weather System Remove Warm Weather Quality, -1 Fuel Economy 50 100 Science! 1 3 Repair
Ethanol Fuel Mods Effects Wt Cost Perks Compl -exity Skill
Oxygen Management Sensor +1 Fuel Economy 50 50 Science! 1 3 Repair
Booze Hound May use alcoholic beverages as fuel 100 250 Gearhead 2 4 Repair
Fission Fuel Mods Effects Wt Cost Perks Compl -exity Skill
Lithium-7 Booster +3 Speed - 300 Science! 2 4 Repair
Coolant Recycler Change Fuel Economy to 500 Miles per Fuel 100 3000 Science! 3 5 Repair
Flamer Fuel Mods Effects Wt Cost Perks Compl -exity Skill
Flexible Fuel Carburetor +1 Fuel Economy (-1 Fuel per Mile) 25 50 Gearhead 1 3 Repair
Rolling Coal -5 Fuel Economy (+5 Fuel per Mile), Gain Rolling Coal Quality 50 - Gearhead 1 3 Repair
Fusion Cell Mods Effects Wt Cost Perks Compl -exity Skill
Fuel Cell Regulator +1 Fuel Economy 30 100 Science! 2 4 Repair
Smart Fuel Cell Matrix Halve refueling time - 100 Science! 3 5 Repair
Fusion Core Mods Effects Wt Cost Perks Compl -exity Skill
Variable Charge Controller +2 Fuel Economy 30 50 Science! 1 3 Repair
Self-Destruct Circuit Gain Self-Destruct Quality - - Science! 3 5 Repair
Gasoline Mods Effects Wt Cost Perks Compl -exity Skill
Fuel Injection System +8 Fuel Economy 50 50 Gearhead 1 3 Repair
Nitrous Oxide System Add Nitro Quality 50 200 Gearhead_2 4 Repair

   
Steering Mods Effects Wt Cost Perks Compl -exity Skill
Improved Steering +1 Maneuver 100 200 Gearhead 2 4 Repair
Racing Package +2 Maneuver 250 500 Gearhead 3 5 Repair
Off-Road Suspension Gain All-Terrain Quality 300 500 Gearhead 3 5 Repair
Crash Weapon Mods Effects Wt Cost Perks Compl -exity Skill
Junk Ram +1 Crash 200 250 Blacksmith 1 3 Repair
Steel Ram +2 Crash, Add Piercing +1, Add Vicious 300 500 Blacksmith 2 4 Repair
Blade Garden Add Punitive 3 Quality 50 100 Blacksmith 1 2 Repair
Spike Forest Add Punitive 5 Quality 100 200 Blacksmith 2 3 Repair
Wheel Mods Effects Wt Cost Perks Compl -exity Skill
Racing Tires +1 Maneuver - 200 Gearhead 1 2 Repair
Junk Rims +1 Phys Dr, +1 Energy DR 100 50 - 2 Repair
Reinforced +4 HP, +1 Phys DR, +1 Energy DR 50 150 Armorer 1 3 Repair
Armored +8 HP, +2 Phys DR, +2 Energy DR 100 250 Armorer 2 4 Repair
Fury Wheels Change HP to 20, Change Armor to 5/5, +1 Crash, -1 Fuel Economy 200 300 Gearhead_3, Science! 1 5 Repair

     

AUTOMOBILE POSITION TRAIT MODS


Position Trait Effects Cost Perks Compl -exity Skill
Death Proof 2 +2 physical DR vs. Passenger Damage 50 - 3 Repair
Death Proof 10 +10 physical DR vs. Passenger Damage 100 Armorer 3, Gearhead_3 6 Repair
Ejection Seat when activated, character in this Position is launched from the vehicle 200 Science! 2 5 Repair
Enclosed Remove Open. Position Gains Cover 1. Character in this Position suffers +1 Difficulty to attacks outside the vehicle. 0 - 2 Repair
Open Remove Enclosed. Character may suffer penalties from Speed. 0 - 2 Repair
Oversized fits a large person like a super mutant or Intelligent Deathclaw 50 Gearhead 1 3 Repair
Pilot can pilot the vehicle, or Assist in Pilot Skill Tests such as Crash or Maneuver actions 250 Gearhead 3 6 Repair
Remote Weapon Mount Mount Weapon mounted here can be operated from any Targeting Station 250 Gearhead 2, Science! 1 5 Repair
Seatbelt +4 physical DR vs. Passenger Damage 50 Gearhead 1 2 Repair
Sensor Station -1 Difficulty to detect objects outside vehicle 100 Gearhead 1, Science! 2 6 Repair
Targeting Station Can take Aim actions that apply to any Remote Weapon Mounts on the vehicle. May Lock-On as an Aim action. May attack with any weapon attached to a Remote Weapon Mount. 100 Gearhead 1, Science! 2 6 Repair
Weapon Mount Weapon can be operated from this position 200 Gearhead 2 4 Repair

     

Vehicle Weapons


 

NEW DAMAGE EFFECTS


Vehicle Weapon Qualities


 

COUNTERMEASURE


These weapons are made to divert guided projectiles launched by weapons with the Lock-On Quality. When fired, the operator rolls an INT+Science Test, Difficulty 3. If this Test is successful, one weapon with a Lock-On, or one projectile approaching the vehicle that was fired from a weapon with a Lock-On, loses its Lock-On and is turned aside. Guided missiles or other Lock-On projectiles that are turned aside may veer off and hit other targets or be disarmed and fall to the ground harmlessly, depending on the Overseer’s judgment.
   

LOCK-ON


Weapons with the Lock-On Quality cannot be fired until the operator has completed an Aim Minor Action, or an ally with the Recon Quality has completed an Aim action. After the Aim has locked-on to the target, the operator of the weapon makes an attack Skill Test as normal, taking into account any Defense bonuses and modifiers. If a guided projectile is launched, it takes Turns as a character with an Initiative of 1. The projectile will pursue its target, using its full Acceleration each Turn up to its Top Speed.
  A vehicle being pursued by a guided projectile may make a Maneuver Test to evade on its Turn, this is a Pilot Test, Difficulty 4 plus any modifiers. A vehicle may also deploy a weapon with the Countermeasure Quality to evade. An evaded projectile may veer off and hit other targets or fall to the ground harmlessly, depending on the Overseer’s judgment.
   

TETHER


These weapons attempt to limit a vehicle’s ability to move by binding them to the attacker’s vehicle by a heavy metal cable or chain. If an attack with a Tether weapon causes at least 1 Hit Point loss to the target vehicle (the attack pierces through the target’s armor), and at least 1 Effect is rolled, that vehicle is Tethered to the weapon. A single weapon cannot Tether more than one Target vehicle at a time.
  The two vehicles add each other’s current Total Payload (the weight of their Passengers, Passenger Gear, Mods and Weapons) to the other. Any time one of the Tethered vehicles moves, so does the other, until the Tether between them is removed.
  Removing the Tether requires either a successful INT+Repair Test, Difficulty 3, or the Tether reduced to zero HP.
  Standard Vehicle Harpoon Chain: 6 Phys DR, 10 HP
   

MOTORCYCLE MOUNTED WEAPONS


Weapon Type Dmg Dmg Effects Dmg Type Fire Rate Rng Qualities Wt Cost Rar -ity
Antimatter Projector Energy Weapons 2 Burst, Breaking_3 Energy 2 M Debilitating, Two-Handed 18 220 4
Mini-Rocket Launcher Big Guns 8 Breaking Phys 3 E Blast, Two-Handed 10 400 5

   

AUTOMOBILE MOUNTED WEAPONS


Weapon Type Dmg Dmg Effects Dmg Type Fire Rate Rng Qualities Wt Cost Rar -ity
.50cal HMG Big Guns 7 Piercing 2, Vicious 3 Phys 2 L Inaccurate, Two-Handed 62 350 5
20mm Cannon Big Guns 9 Piercing 1, Vicious 3 Phys 3 E Gatling, Two-Handed 160 1000 6
75mm Cannon Big Guns 14 Breaking 2, Vicious 5 Phys 0 10 Zones Reliable, Two-Handed 900 2000 6
6-Inch Main Cannon Big Guns 10 Breaking 3, Vicious 10 Phys 0 10 Zones Two-Handed 7000 2500 6
Antimatter Projector Energy Weapons 2 Burst, Breaking_3 Energy 2 M Debilitating, Two-Handed 18 220 4
Broadsider Big Guns 9 Breaking, Vicious Phys 1 M Two-Handed 28 310 3
Mini-Rocket Launcher Big Guns 8 Breaking Phys 3 E Blast, Two-Handed 10 400 5
SAM Launcher Big Guns 8 Breaking 2, Vicious 5 Phys 0 30 Zones Blast, Lock-On, Two-Handed 50 1000 6
Vehicle Harpoon Big Guns 9 Piercing 2 Phys 0 C Tether, Two-Handed 40 500 4

     

HELICOPTER MOUNTED WEAPONS


 
Weapon Type Dmg Dmg Effects Dmg Type Fire Rate Rng Qualities Wt Cost Rar -ity
Anti-Tank Missile Big Guns 8 Breaking 3, Vicious 10 Phys 0 10 Zones Blast, Lock-On 200 1500 6
Chaff Countermeasure 0 - - 0 - Countermeasure 300 1000 5
Flare Countermeasure 0 - - 0 - Countermeasure 300 1000 5
Light Air-to-Air Missile Big Guns 7 Breaking 2, Vicious 10 Phys 0 30 Zones Blast, Lock-On 150 1200 6

     

LOCK-ON PROJECTILE STATS


Projectile Acceler- ation Top Speed Rng Dmg Damage Effects
Anti-Tank Missile 10 10 10 Zones 8 Breaking 3, Vicious 10
Light Air-to-Air Missile 15 30 30 Zones 7 Breaking 2, Vicious 10
SAM Missile 15 30 30 Zones 8 Breaking 2, Vicious 5

   

VEHICLE WEAPON DESCRIPTIONS


 

ANTI-TANK MISSILE


Ammunition: Anti-Tank Missile
  This guided missile system is specifically engineered to penetrate the heavy plating of armoured vehicles. These expensive, high-tech weapons were common on attack helicopters. There are no Mods for this weapon.
   

LIGHT AIR-TO-AIR MISSILE


Ammunition: Light Air-To-Air Missile
  A missile system used to attack other aircraft in flight. While significantly less capable than the weapons equipped on a fighter airplanes, this missile is still effective up to a third of a mile. There are no Mods for this weapon.
   

MINI-ROCKET LAUNCHER


Ammunition: Mini-Rocket
  The metal bodies of vehicles provide a difficult challenge for most small arms. The U.S. military developed small, 9-inch armour-piercing rockets capable of inflicting significant damage. There are no Mods for this weapon.
   

SURFACE TO AIR MISSILE LAUNCHER


Ammunition: SAM Missile
  In 2077, America was fighting a war against the world’s biggest air force. The ability of light vehicles to bring down Chinese aircraft was extremely important. Thousands of these weapons systems were manufactured for a variety of military vehicles. There are no Mods for this weapon.
     

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