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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.)
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.
For reference, here are the Materials costs for mods, depending on the recipe’s Complexity:
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.
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.
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.
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
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.
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.
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.
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.
.
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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