Intraplanetary Vehicles
In the Age of Convergence setting, Intraplanetary Vehicles are built upon a highly modular framework, reflecting the efficiency and adaptability of the gigafactorum-driven economy. These gigafactories—vast, AI-managed industrial complexes—can transform raw Materials into complex, multi-part products with minimal human intervention. As a result, vehicles share interchangeable components across different platforms, ensuring ease of maintenance, customization, and cross-compatibility. Whether a wheeled ground car, a contragrav Hovercraft, or even an inter-moon shuttle operating within a planetary system, the core vehicle design remains fundamentally similar, with variations in motivators and environmental adaptations.
All vehicles in this system are fully electric, powered by a cutting-edge Quantum-Matrix Battery. This advanced energy source generates power through 4D piezoelectricity, utilizing quantum-locked crystals suspended in a kinetic gel. These crystals oscillate along upbrane/downbrane axes, converting motion into electrical energy with extreme efficiency. This technology eliminates the need for traditional combustion engines or extensive mechanical drive systems, resulting in vehicles with remarkably few moving parts—enhancing durability and reducing maintenance needs.
The modular design of these vehicles revolves around several core components:
Frame – The skeletal structure providing integrity and durability.
Chassis – The outer shell, offering protection and environmental sealing.
Battery – The primary energy source, drawing from the Quantum-Matrix power system.
Capacitor – A high-output storage unit used for bursts of power, essential for rapid acceleration or energy-intensive operations.
Cooling System – Regulates thermal output to maintain optimal battery and component efficiency.
Gadgets – Interchangeable subsystems that can be customized for different roles, from additional sensors to specialized tools.
Controls – The primary control interface, adaptable for manual or autonomous operation.
Passenger Seating – Configurable for comfort, high-density transport, or specialized mission roles.
Cargo – Storage space for freight, tools, or mission equipment.
Habitat – Extended living quarters for long-haul or exploratory missions.
Motivators – The locomotion system, including wheels, tracks, legs, or contragrav thrusters, depending on the environment and intended use.
By standardizing these components, the system enables efficient vehicle production, field repairs, and rapid adaptability to different planetary conditions.
Frame
The skeletal structure of the vehicle, which determines what type of vehicle it is, conceptually.
Frame | SM | Crew Capacity | HT/HP | Tool Mounts | Weight (tons) | Cost |
---|---|---|---|---|---|---|
Cycle | +2 to +3 | 1-2 | 10/20 to 12/40 | 0-1 | 0.2 - 1.5 | $10K – $50K |
Conveyor | +4 to +5 | 2-6 | d12/40 to d14/d80 | 1-3 | 1.5 - 10 | $30K – $200K |
Box-Cask | +4 to +6 | 3-6 | d14/d80 to d16/d150 | 2-5 | 10 - 50 | $100K – $500K |
Freighter | +5 to +6 | 1-4 | d14/d80 to d16/d200 | 2-6 | 20 - 100 | $200K – $1M |
Railstar | +4 to +6 | 10+ per section | d15/d10 to d18/d50 | 3-8 | 50 - 500+ per section | $500K+ per section |
Pavilion | +7 to +12 | 4-12 | c14/c80 to c16/c200 | 3-6 | 15 - 75 | $500K – $5M |
Leviathan | +12 to +18+ | 10+ | c17/c30 to c20/c100+ | 5-12 | 500 - 500+ | $5M+ |
Explanation of Values:
- SM (Size Modifier): Adjusted based on real-world vehicle proportions, from small personal craft (Cycle) to massive mobile structures (Leviathan).
- Crew Capacity: Accounts for driver/operator(s) plus additional personnel.
- HT/HP (Health & Hit Points): Scaled based on frame Size, with GURPS standard HP calculations.
- Tool Mounts: Represents attachment points for modular tools, weapons, or specialized equipment.
- Cost: Roughly estimated based on GURPS vehicle guidelines and adjusted for your setting’s gigafactorem production efficiency.
Mods
Materials
Carboplast: A shiny, reinforced bioplastic. This is considered the standard covering for internal components.
VrGraphene: A matte-textured engineered material formed by electrostatically stabilized layers of graphene. Simply put, the vacuum keeps the graphene layers from being penetrated or torn in sort of a 'negative reinforcement' effect. This results in a high-strength, lightweight material with spring strength. Provides a hardness (2). Cost and weight are +5%.
Heliocarbide: Carbon molecules coerced into bonding with helium molecules, creating a strong bond. Heliocarbide is lightweight and flexible, but not as much of either as VrGraphene. Provides a hardness (4). Cost and weight are +15%.
Nitrogen Quenched Diamondoid: NQD is a carefully engineered material that is achieved by coaxing the outer shell of an artificially created diamond to partially harden while the inside is still organizing, then flash freezing the material. As the semi-hardened outer shell contracts, it forces the internals to organize and harden under extreme pressure. It is bulky and extremely hard. Provides a hardness (6). Cost and weight are +25%.
Adamant Wave Diamondoid: AWD is an artificially produced material created by forcing monoatomic carbon into complex molecules using sound and gravity waves that create distinctive vortex patterns in the material. As armor, this material can be outfitted to absorb energy (including kinetic energy) and convert it into energy. Provides a hardness (8). Cost and weight are +50%.
Carbexene: This material is made by nanorobots from strings of molecular octahedral carbon molecules all while under extremely high pressure and artificial gravity. It is most commonly used on starship hulls and the armor for battletanks. Outfitting internal components with Carbexene is usually not worth the weight. Provides a hardness (10). Cost and weight are +100%.
Upgrade Suites
Nanite-gel Suspension: This frame has hollow 'veins' through which nanobots flow. If damage is done hard enough to crack the frame, these nanites 'bleed' out and seek to repair the damage enough to get the vehicle able to fly. For hostile-environment vehicles, the priority is to repair the habitat integrity first (such as sealing any breaches in the case of an orbital, space capable vehicle). These repairs are usually quick and dirty, both ugly and structurally dubious. Essentially just enough to potentially get the vehicle to a repair shop on its own power, provided nothing but the hull and frame has been destroyed. $1,500xSM.
Hyperadaptive Structural Memory: This frame modification integrates metamaterials that can dynamically adjust their structural integrity based on external conditions. In the event of stress, impact, or load distribution changes, the frame actively stiffens or flexes to prevent catastrophic failure. Reduces damage from high-impact collisions by 20% (To the frame, not the passengers or cargo). Allows minor shape adjustments for aerodynamics or stealth applications. Cost: $3,000 × SM.
Electromagnetic Shock Dampeners: The frame is embedded with superconducting coils and magnetorheological fluid reservoirs that absorb kinetic shocks through electromagnetic resistance. This reduces damage from crashes, sudden impacts, and even some ballistic or explosive forces. Effects: Reduces collision and concussive force damage by 30%. Improves handling by stabilizing against sudden movement or destabilizing terrain. Cost: $2,500 × SM.
Self-Healing Ceramic Matrix: This upgrade integrates microencapsulated repair compounds within the frame's ceramic coating. When the frame is damaged, these capsules rupture, releasing a polymer that fills cracks and hardens on exposure to atmosphere or vacuum. Automatically repairs 1 HP per hour (up to 50% of frame HP) without external intervention. Can be accelerated with an external catalyst for emergency battlefield repairs. Cost: $4,000 × SM.
Gravimetric Stress Dissipation: Using graviton-lensing nodes, this frame passively redistributes kinetic energy from impacts, making the vehicle far more resistant to blunt force trauma, crashes, and high-G maneuvers. This also lightens the effective weight of the vehicle when needed, reducing strain on motivators. Reduces fall damage and crash damage by 50%. Allows vehicles to handle rough terrain more smoothly. Increases top speed by 10% due to weight mitigation. Cost: $3,500 × SM.
Redundant Strut-Lattice Framework: A honeycomb reinforcement structure adds internal redundancy, allowing the vehicle to maintain function even after serious structural damage. Designed for military and industrial applications where maintaining vehicle integrity is more important than comfort. Frame loses 50% less structural integrity from penetrating damage. Vehicles using this mod are harder to cripple, requiring more severe damage to disable key functions. Cost: $2,000 × SM.
Chassis
The Chassis is the outer shell of the vehicle, providing protection of various types and metrics. DR, cost and weight all scale.
Materials
Cost and weight are scaling.
Carboplast: A shiny, reinforced bioplastic. This is considered the standard covering for internal components.
VrGraphene: A matte-textured engineered material formed by electrostatically stabilized layers of graphene. Simply put, the vacuum keeps the graphene layers from being penetrated or torn in sort of a 'negative reinforcement' effect. This results in a high-strength, lightweight material with spring strength. Provides a hardness (2). Cost and weight are +5%.
Heliocarbide: Carbon molecules coerced into bonding with helium molecules, creating a strong bond. Heliocarbide is lightweight and flexible, but not as much of either as VrGraphene. Provides a hardness (4). Cost and weight are +15%.
Nitrogen-Quenched Diamondoid (NQD): NQD is a carefully engineered material that is achieved by coaxing the outer shell of an artificially created diamond to partially harden while the inside is still organizing, then flash freezing the material. As the semi-hardened outer shell contracts, it forces the internals to organize and harden under extreme pressure. It is bulky and extremely hard. Provides a hardness (6). Cost and weight are +25%.
Adamant Wave Diamondoid: AWD is an artificially produced material created by forcing monoatomic carbon into complex molecules using sound and gravity waves that create distinctive vortex patterns in the material. As armor, this material can be outfitted to absorb energy (including kinetic energy) and convert it into energy. Provides a hardness (8). Cost and weight are +50%.
Carbexene: This material is made by nanorobots from strings of molecular octahedral carbon molecules all while under extremely high pressure and artificial gravity. It is most commonly used on starship hulls and the armor for battletanks. Outfitting internal components with Carbexene is usually not worth the weight. Provides a hardness (10). Cost and weight are +100%.
Configurations
Open-Air: Most common on cycle frames, Open-Air configurations allow for rapid mounting and dismounting, but provide no protection to the driver or passengers. No additional cost.
Weatherproof: Most common for civilian land and water vehicles, this keeps the weather out and seals the driver and passengers in while allowing air flow through vents and some through the seams. The climate inside is controlled, making the passengers comfortable even in high or low temperatures. Cost: +$30 x SM
Pressure-Sealed: Most common for aircraft and submarines, pressure-sealed chassis are configured for EITHER low or high pressure, not both. Cost: +$100 x SM
Vacuum-Sealed: Vital for craft designed for moonhopping, vacuum sealing allows travel through space, provides protection from radiation, and recycles air as long as the vehicle has power. Cost: +$1,200 x SM
Mods
PPD: Personal Point Defense Systems use microlaser and pressor turrets to destroy or push incoming projectiles. They require an on-board Intelligence of some kind to operate correctly. Cost: $400 x SM
Rayshield: Shielding that runs close to the chassis, providing DR 15 (4) vs. beam weapons and a hardness of (4) to all non-beam weapons. Cost: $800 x SM
Active Camo: Coloration modulation that allows the vehicle to mimic background colors and patterns in real time, making it more difficult to see or target. Affects IR, Visual, and UV ranges as a standard. Cost: $360 x SM.
Stealth: A combination of angles and Materials that don't reflect projected energies back at the projector. Prevents detection from scanning senses (RADAR, LADAR, etc). Cost: $1800 x SM.
Sleek: Designed to reduce drag, a sleek chassis improves base speed by 15%. Cost: $550 x SM.
Corrugated: A 'waffled' design that makes a direct hit flat-on to the armor unlikely. Doubles the hardness of the armor, but triples the cost and weight, as it requires twice as much material just for the armor in addition to a much more complex gantry-bracket system to hold it onto the frame.
Battery
Intraplanetary Vehicles are 'built around' the battery and capacitor.
Grade | Frames Served | Weight | Cost | FP Recovery | Basic Speed | DR | LC |
---|---|---|---|---|---|---|---|
E | Cycle, Conveyor | 1.8 | $100 | 1 per 50 seconds | 25 | 12 | 4 |
F | Cycle, Conveyor | 2.9 | $260 | 1 per 40 seconds | 30 | 15 | 3 |
G | Cycle, Conveyor, Box-Cask | 4.6 | $600 | 1 per 30 seconds | 35 | 18 | 3 |
H | Cycle, Conveyor, Box-Cask, Freighter | 7.5 | $1,255 | 1 per 15 seconds | 40 | 30 | 2 |
I | Cycle, Conveyor, Box-Cask, Freighter, Railstar | 12.12 | $3,000 | 1 per 8 seconds | 45 | 40 | 2 |
J | Conveyor, Box-Cask, Freighter, Railstar | 20 | $6,000 | 1 per 3 seconds | 50 | 50 | 1 |
K | Conveyor, Box-Cask, Freighter, Railstar, Pavilion | 32 | $12,000 | 1 per second | 65 | 80 | 1 |
L | Box-Cask, Freighter, Railstar, Pavilion, Leviathan* | 51 | $50,000 | 2 per second | 90 | 100 | 0 |
*: Leviathans require multiple L-Grade QMBs spread throughout their infrastructure (typically one for every 4 SM)
Damage to the Battery
A damaged battery leaks kinetic fluid, losing efficiency. For every 1 damage a battery takes past its DR, it's output is downgraded as if it was a grade lower. A completely destroyed battery must roll a HT roll (see Cooling Systems, below) or explode for 1d burn ex sur for every FP still in ALL connected Capacitors (see Capacitors, below).
Additionally, a battery that receives a direct hit with penetrating damage must make a HT roll - damage received or it purges all FP in connected Capacitors.
Case Mods
Carboplast: A shiny, reinforced bioplastic. This is considered the standard covering for internal components.
VrGraphene: A matte-textured engineered material formed by electrostatically stabilized layers of graphene. Simply put, the vacuum keeps the graphene layers from being penetrated or torn in sort of a 'negative reinforcement' effect. This results in a high-strength, lightweight material with spring strength. Provides a hardness (2). Cost and weight are +5%.
Heliocarbide: Carbon molecules coerced into bonding with helium molecules, creating a strong bond. Heliocarbide is lightweight and flexible, but not as much of either as VrGraphene. Provides a hardness (4). Cost and weight are +15%.
Nitrogen-Quenched Diamondoid (NQD): NQD is a carefully engineered material that is achieved by coaxing the outer shell of an artificially created diamond to partially harden while the inside is still organizing, then flash freezing the material. As the semi-hardened outer shell contracts, it forces the internals to organize and harden under extreme pressure. It is bulky and extremely hard. Provides a hardness (6). Cost and weight are +25%.
Adamant Wave: AWD is an artificially produced material created by forcing monoatomic carbon into complex molecules using sound and gravity waves that create distinctive vortex patterns in the material. As armor, this material can be outfitted to absorb energy (including kinetic energy) and convert it into energy. Provides a hardness (8). Cost and weight are +50%.
Carbexene: This material is made by nanorobots from strings of molecular octahedral carbon molecules all while under extremely high pressure and artificial gravity. It is most commonly used on starship hulls and the armor for battletanks. Outfitting internal components with Carbexene is usually not worth the weight. Provides a hardness (10). Cost and weight are +100%.
Other Mods
Disconnector: A safety feature that automatically disconnects all capacitors when the battery is destroyed. Unfortunately, this also means that the battery is at a -5 for rolling to avoid purging the Capacitors. $250 for each connected Capacitor.
Catastrophic Dropper: A safety feature that automatically detects an impending explosion in a battery and ejects it in a safe direction. Cost: x30%.
Booster: An agitator that can temporarily double battery output. For every minute that the Booster is running, the battery must roll a HT roll -the number of minutes that the Booster has been active. A failed roll deals 1d burn damage to the battery, ignoring armor and hardness. Cost: x20%.
EMP Purge: An emergency weapon of last resort, it purges all the FP in connected Capacitors to deal 1 burn sur ex for each FP burned out this way. The battery is nonfunctional until it's repaired. Cost: x15%.
Capacitor
Capacitors store energy from the battery and parcel out the energy to the motivators and internal components. Capacitors are the most delicate and vulnerable component of the vehicle, and a direct hit to the capacitor can trigger a catastrophic failure. Vehicles with smaller Capacitors will often have several, one for each critical subsystems or perhaps each subsystem entirely.
Capacitors are separated by Grade, based on storage and output efficiency.
Grade | Max FP | Weight | DR | LC | Cost |
---|---|---|---|---|---|
1 | 8 | 10 | 6 | 4 | $90 |
2 | 9 | 12 | 7 | 4 | $100 |
3 | 10 | 15 | 8 | 4 | $120 |
4 | 11 | 30 | 9 | 4 | $140 |
5 | 12 | 35 | 10 | 4 | $160 |
6 | 13 | 40 | 11 | 4 | $200 |
7 | 14 | 45 | 12 | 3 | $250 |
8 | 15 | 50 | 13 | 3 | $300 |
9 | 16 | 60 | 14 | 2 | $400 |
10 | 17 | 70 | 15 | 2 | $500 |
11 | 19 | 100 | 16 | 1 | $1000 |
12 | 20 | 120 | 18 | 1 | $2000 |
If struck by an attack, a Capacitor must roll a HT to avoid failure (See Coolant System, below), which does 1d burn sur damage to the rest of the vehicle for each point of Fatigue still held in it. A critical failure results in an explosion that does 2d burn sur ex damage for each point of Fatigue still held in it.
Case Mods
Carboplast: A shiny, reinforced bioplastic. This is considered the standard covering for internal components.
VrGraphene: A matte-textured engineered material formed by electrostatically stabilized layers of graphene. Simply put, the vacuum keeps the graphene layers from being penetrated or torn in sort of a 'negative reinforcement' effect. This results in a high-strength, lightweight material with spring strength. Provides a hardness (2). Cost and weight are +5%.
Heliocarbide: Carbon molecules coerced into bonding with helium molecules, creating a strong bond. Heliocarbide is lightweight and flexible, but not as much of either as VrGraphene. Provides a hardness (4). Cost and weight are +15%.
Nitrogen-Quenched Diamondoid (NQD): NQD is a carefully engineered material that is achieved by coaxing the outer shell of an artificially created diamond to partially harden while the inside is still organizing, then flash freezing the material. As the semi-hardened outer shell contracts, it forces the internals to organize and harden under extreme pressure. It is bulky and extremely hard. Provides a hardness (6). Cost and weight are +25%.
Adamant Wave: AWD is an artificially produced material created by forcing monoatomic carbon into complex molecules using sound and gravity waves that create distinctive vortex patterns in the material. As armor, this material can be outfitted to absorb energy (including kinetic energy) and convert it into energy. Provides a hardness (8). Cost and weight are +50%.
Carbexene: This material is made by nanorobots from strings of molecular octahedral carbon molecules all while under extremely high pressure and artificial gravity. It is most commonly used on starship hulls and the armor for battletanks. Outfitting internal components with Carbexene is usually not worth the weight. Provides a hardness (10). Cost and weight are +100%.
Mods
Emergerncy Disconnector: This capacitor ejects in a safe direction when it detects an impending critical failure. Cost: $5 x Grade.
Overclock Mod: Allows the capacitor to temporarily output twice its max FP for 10 seconds. However, this doubles the failure chance when rolling HT. Cost: $200 × Grade.
Charge-Reflex Mod: Enhances capacitor efficiency, reducing FP drain by 10% per second when below 50% capacity. Cost: $180 × Grade.
Thermal Dump Mod: Integrates heat-sink channels into the capacitor casing, reducing heat buildup and increasing HT rolls against failure by +2. Cost: $150 × Grade.
Redundant Microcells: Instead of a single energy core, the capacitor contains multiple smaller, self-isolating cells that compartmentalize failures. If the capacitor fails, it only loses 50% of its stored FP instead of all at once. Cost: $250 × Grade.
Kinetic Absorption Mod: Converts kinetic impact damage (e.g., blunt force, crash damage) into FP. For every 10 damage absorbed by DR, the capacitor gains 1 FP. Cost: $220 × Grade.
Auto-Bleed Mod: When the capacitor is at risk of critical failure, it automatically vents 50% of its stored FP into secondary heat sinks, reducing explosion risk. Cost: $300 × Grade.
Emergency Capacitor Link: This mod lets the capacitor borrow FP from other power sources (such as backup batteries or other capacitors) in an emergency, preventing power loss. Cost: $180 × Grade.
Pulse Discharge Mod: Allows the capacitor to rapidly discharge energy as a defensive EMP, disrupting electronics within 5 meters per Grade. Consumes all stored FP. Cost: $400 × Grade.
Cooling System
In the Age of Convergence, most Cooling Systems for vehicles operate with 'organic superlube,' (OSL) a bioengineered fluid thermavoric pseudo-life form. It converts heat and friction into calories, which it uses to slide along the tubes and between moving parts. It doesn't 'think' per se, it uses stochastic chemical logic to emulate behavior of an amoeba or slime mold, but sped up much faster so long as it has heat and friction to absorb. The effect is a nearly friction-less lubricant that can carry heat from components while sliding through guiding tubes, onto and around components, and then back through tubes on the other side without the need for a pump. Sometimes this is referred to as a 'pump-free organic system' (PFOS). The more heat and friction that's been absorbed by the OSL, the faster it flows, while a machine that's lain dormant for too long may find the OSL gumming up or even solidifying. An application of heat can be used to revive a machine.
Finally, damage to a PFOS can cause 'bleeding' in much the same way as a living body could bleed. The machine must make the same sort of HT rolls to stop the bleeding, though in space it will not stop on its own even for a system designed for operation in a vacuum.
PFOS are essentially the same in design, but the lubricant inside is characterized by 'enrichment,' which comes in 'enrichment levels' or ELs. The calories produced by heat are stored in carbonized quadricyclane energy compounds (CQEC) and drawn on to facilitate movement and energy for the OSL. Enrichment Levels are represented by parts-per-volume.
EL | HT | Weight | Cost |
---|---|---|---|
1 | 8 | 20 | $800 |
2 | 9 | 28 | $950 |
3 | 10 | 35 | $1,050 |
4 | 11 | 42 | $1,150 |
5 | 12 | 50 | $1,250 |
6 | 13 | 58 | $1,350 |
7 | 14 | 63 | $1,450 |
8 | 15 | 69 | $1,550 |
9 | 16 | 74 | $1,700 |
10 | 18 | 80 | $1,800 |
Mods
Vacuum-Hardened: Magnetically-bonded suspension prevents the OSL from evaporating or deteriorating in a vacuum. Cost +10%, Weight +5%.
Cryo-Adaptive: N,N-diethylmethylamine infusion in the suspension of the OSL allows it to remain a fluid even at extremely low temperatures (around 77 kelvin). Cost +15%, Weight +10%.
High-G Stabilized: The tubing automatically tightens to pressurize the OSL in response to inertia, preventing it from pooling in the rear of the vehicle during extreme acceleration. This is a necessary mod for high speed vehicles, fighters, and moonhoppers. Cost +20%, Weight: +10%.
Aqua-Suspension: The OSL uses hydrophobic suspension fluids to prevent water mixing. Essential for watercraft and especially submersibles. Cost: +10%, Weight: +10%.
Rad-Shielded: Resistant to radiation, preventing breakdowns in high-radiation environments and providing 15 DR to radiation weapons. Cost: +25%, Weight: +20%.
High-Heat Tolerance: Raises the boiling point of the suspension, allowing for operations in high heat environments. Cost: +30%, Weight: +25%.
Auto-Coagulators: OSL forms a gel when leaking into the open, preventing the 'bleeding' damage. +2 to HT rolls to self-heal. Cost: +20%, Weight +10%.
Redundant Flow Channels: If primary flow paths are blocked, secondary paths engage. +3 to HT rolls to avoid failure. Cost +30%, Weight: +15%.
Hyperelastic Matrix: The channels and tubes of the system are more resilient to tearing and pressure, bringing its DR up by +3. Cost: +25%, Weight: 20%.
Self-Regenerating: Ride-along nanobots perform rudimentary repairs. Nanites repair minor damage over time if supplied with raw Materials. Cost: +50%, Weight: +30.
Overpressure-Resistant: Using meitonic CQEC molecules, this mod can temporarily enrich itself, allowing it to handle sudden spikes in heat and pressure. +2 to HT rolls to avoid rupture. Cost +15%, Weight +5%.
Surge-Responsive: OSL speeds up its flow instantly when heat surges, improving cooling efficiency. Cost: +20%, Weight +10%.
Hyperconductive: A more expensive and micro-engineered mix of fluid suspensions improves heat transfer by 50%, doubling FP generation. Cost: +30%, +15%.
Quadricyclane Overboost: Special nodes of extra CQEC reserves that can be injected into the system to reduce power drain. FP is lost at 90% normal rates. Cost: 50%, Weight: +25%.
Superfluidic Shear: OSL suspension automatically forms a unipolar layer, 'rejecting' itself under pressure and creating an even more frictionless material. Other systems have +3 to HT rolls in response to direct hits. Cost: +40%, weight: +20%.
Kinetic Feadback Loop: Deposits excess energy into energy plating connected to the system's grid. +5% FP recovery. Cost: +30%, Weight: +20%.
Stacking & Limitations
- Up to three different modifiers can be applied to the same OSL system, but stacking multiple resilience or performance mods increases cost and weight more significantly.
- Some mods conflict (e.g., Surge-Responsive and Redundant Flow Channels cannot stack due to different flow logic).
Controls
"Controls" refers to the steering wheel, piloting stick, SI interface, tactical station, copilot station, etc. In general, nearly every vehicle needs SOME kind of control unless the driver intends to hook it up behind a horse and live the Techno-Barbarian life. With the exception of the RI panel, the intelligence must be purchased or hired separately. See Digital Minds.
RI Panel: An extremely simple Recursive Intelligence panel. Like all RI, the operator must provide both input and parameters, though one can be through on-board sensors (see 'Parts,' below). This has the advantage of being modular, and often comes with slots for pre-programmed parameter chips, allowing weapon systems or other gadgets to be easily swapped out at the cost of stability and complexity; the handling of a vehicle with an RI is never going to be quite as responsive as other models.
SI Panel: A control deck with pre-programmed parameters. This is the standard piloting station, as well as hard-coded, non modular weapon stations (such as that for the main gun of a tank). The hard-coded parameters allow for more intricate programming. The Synthetic Intelligence has pre-set parameters that are fine-tuned for that vehicle or weapon system and would require a reprogramming to operate any significant changes. If an SI is self driving, it'll be on designated lanes and reacts with moderate skill to unexpected events.
AI Panel: A control deck containing a full CCM for a sentient program. While it CAN hold an Unshackled AI, that could prove to be temperamental (not to mention illegal), so a Shackled AI is much preferred. This is the preferred 'self driving' model, though skilled drivers might relegate an AI to 'co-pilot' status.
MMI Interface: A control deck designed to interface with Cybernetics or a wreath. This allows the operator to function AS the computer, and allows for remote piloting up to one mile.
Pilot's Chair: An MMI chair designed to plug into an operator's biomon or Cybernetics. This turns the vehicle into an extension of the operator's own body, and the most crack pilots in Human Space swear by this interface.
Biotube: A fluid-filled tank designed to accommodate a Tankbrain or a Bioronic Brain. A Brain in a Jar implant can be slotted in as well. This is relatively rare, usually used by the more freewheeling freelancer crews. The quality of the computation depends entirely on the organic component, making it a hit-or-miss option.
Control | Equipment Bonus | Cost | Weight | LC | Note |
---|---|---|---|---|---|
RI Panel | -2 | $400 | 30 | 4 | |
SI Panel | 0 | $1,000 | 50 | 4 | |
AI Panel | 2 | $2,500 | 60 | 3 | |
MMI Interface | 4 | $4,000 | 100 | 2 | *can Pilot remotely for one mile. |
Pilot's Chair | 6 | $10,000 | 250 | 1 | |
Biotube | 0.25 x IQ of the organic component | $6,000 | 150 | 2 |
Mods
1. Tactical Enhancements (Combat and Military Use)
Mod | Effect | Cost | LC | Weight |
---|---|---|---|---|
HUD | Projects data overlays (FFI, hull integrity, energy stores, targeting data, etc.). Equipment Bonus +1. | $120 | 4 | Negligible |
Targeting Link | Syncs weapons directly to the Pilot’s eye-tracking, improving reaction time. +1 to Gunnery/Piloting when using onboard weapons. | $250 | 2 | 5 |
Threat Analysis Module | Highlights enemy weaknesses in real-time, providing +1 to Tactics rolls. | $300 | 2 | 5 |
G-Lock Suppression | Reduces G-force impact, allowing pilots to withstand higher acceleration. +1 to HT rolls against blackouts. | $500 | 3 | 10 |
Autonomous Fire Control | Assigns an SI or AI copilot to manage secondary weapons, reducing multitasking penalties. | $800 | 1 | 15 |
2. Piloting Enhancements (Handling and Maneuverability)
Mod | Effect | Cost | LC | Weight |
---|---|---|---|---|
Focus Module | MERCR system reduces Stress Point loss by half, improving Pilot composure. | $400 | 3 | 5 |
Haptic Response Controls | Provides force feedback and subtle motion cues, improving manual piloting precision. +1 to Piloting. | $300 | 4 | 8 |
Neuro-Acceleration Matrix | Reduces reaction lag for cybernetically linked pilots, granting +1 to Initiative while piloting. | $600 | 3 | 5 |
Intuitive Drift Module | Enhances controlled oversteering for high-speed maneuvers. Reduces difficulty of hazardous terrain piloting by 1 step. | $750 | 3 | 12 |
3. Adaptive Interfaces (Versatility and Automation)
Mod | Effect | Cost | LC | Weight |
---|---|---|---|---|
Multi-Mode Interface | Allows rapid switching between RI, SI, and AI control modes. | $700 | 4 | 10 |
Situational Override | Operator can temporarily override SI/AI self-driving to take manual control instantly. | $350 | 4 | 5 |
Parametric Adjustment System | Allows an SI deck to swap between different pre-set operational parameters on the fly (e.g., switching between combat mode and civilian mode). | $500 | 4 | 10 |
Tandem Link | Allows a co-pilot to take full control in emergencies. | $400 | 4 | 8 |
4. Sensory and Detection Enhancements (Improved Perception and Awareness)
Mod | Effect | Cost | LC | Weight |
---|---|---|---|---|
Environmental Awareness Suite | Enhances onboard sensors to detect terrain Hazards and atmospheric conditions. +1 to Navigation rolls. | $350 | 4 | 8 |
Echo-Imaging Display | Uses active scanning to provide a “map” of terrain and hidden obstacles, reducing penalties in poor visibility. | $600 | 4 | 12 |
Combat Awareness Uplink | Syncs with squad vehicles to provide shared battlefield telemetry. +1 to Situational Awareness rolls. | $900 | 3 | 15 |
5. Experimental & High-End Mods (Exotic, Cutting-Edge, or Risky)
Mod | Effect | Cost | LC | Weight |
---|---|---|---|---|
Quantum Sync Drive | Allows instantaneous remote piloting over any distance without lag. | $2,500 | 4 | 20 |
Redspace Flicker System | Briefly phases vehicle controls into Redspace, allowing temporary near-invulnerability (~2 seconds). Extremely risky and illegal | $5,000 | nil | 25 |
Instinctive Flow Circuitry | MMI-linked pilots experience near-instant response times. Piloting penalties are halved, but system causes addiction over long-term use. | $3,000 | 2 | 15 |
Cargo
"Cargo" in this context refers to anything that is brought along but not actively used. This includes trunk space, external storage, removable storage, passenger space, ammunition carousels, etc. They provide storage SPACE, but the actual weight limits are determined by the BL of the vehicle.
Small Storage (Personal & Utility)
Name | Capacity | Weight | Cost | Notes |
---|---|---|---|---|
Saddlebag | 20 lbs | 5 lbs | $50 | Designed for motorcycles, hoverbikes, or pack animals. |
Toolbox | 30 lbs | 10 lbs | $75 | Stores tools, repair kits, or spare parts. Lockable. |
Glove Compartment | 10 lbs | 2 lbs | $25 | Small internal storage for documents, sidearms, or essentials. |
Under-Seat Compartment | 15 lbs | 3 lbs | $40 | Hidden storage beneath seats, common in civilian vehicles. |
External Cargo Pod (Small) | 50 lbs | 20 lbs | $100 | Lockable, weatherproof external container. |
Standard Cargo Storage (Civilian & Industrial)
Name | Capacity | Weight | Cost | Notes |
---|---|---|---|---|
Cargo Box (Internal) | 200 lbs | 50 lbs | $500 | Secure internal storage for general cargo. |
Cargo Box (External, Weatherproof) | 200 lbs | 75 lbs | $700 | Mounted externally, resistant to weather and environmental Hazards. |
Removable Storage Container | 500 lbs | 150 lbs | $1,200 | Modular unit that can be detached and transported separately. |
Cargo Netting | 150 lbs | 20 lbs | $100 | Flexible storage for securing loose cargo. |
Flatbed Platform | 2,000 lbs | 400 lbs | $2,500 | Open cargo area for large loads, vulnerable to elements. |
Enclosed Cargo Bed | 2,000 lbs | 500 lbs | $3,000 | Similar to a flatbed but enclosed, protecting cargo from elements. |
Passenger Seating (Civilian & Military)
Name | Capacity | Weight | Cost | Notes |
---|---|---|---|---|
Bucket Seat (Standard) | 1 passenger | 30 lbs | $150 | Standard ergonomic seating with seatbelts. |
Bench Seat | 3 passengers | 60 lbs | $250 | Basic seating, common in public transport or military vehicles. |
Jump Seat | 1 passenger | 15 lbs | $100 | Foldable, space-efficient seating. |
Crash Seat | 1 passenger | 40 lbs | $300 | Reinforced for high-G and impact-heavy environments. |
Troop Compartment | 8 passengers | 500 lbs | $4,000 | Armored seating for combat vehicles (APCs, IFVs). |
Ammunition Storage (Weapons & Ordnance)
Name | Capacity | Weight | Cost | Notes |
---|---|---|---|---|
Fixed Ammunition Box | 200 rounds (small arms) / 20 rounds (cannon) | 50 lbs | $500 | Basic storage for onboard weaponry. |
Ammunition Carousel | 40 rounds (large-caliber) | 200 lbs | $3,000 | Rotating system for rapid autoloading. |
External Munitions Rack | 4 missiles / bombs | 150 lbs | $2,500 | Exposed hardpoint for guided munitions. |
Internal Missile Bay | 6 missiles | 500 lbs | $6,000 | Enclosed launch bay for missile storage. |
Heavy Cargo & Military Transport
Name | Capacity | Weight | Cost | Notes |
---|---|---|---|---|
Armored Cargo Hold | 3,000 lbs | 800 lbs | $6,000 | Reinforced, high-security storage. |
Modular Container Bay | 10,000 lbs | 2,500 lbs | $15,000 | Can be swapped with different container types. |
Tracked Cargo Bed | 20,000 lbs | 5,000 lbs | $25,000 | Heavy-duty storage for tanks, mechs, or industrial loads. |
Self-Loading Cargo Crane | N/A | 1,500 lbs | $8,000 | Integrated crane system for automated loading/unloading. |
Specialized Cargo Storage
Name | Capacity | Weight | Cost | Notes |
---|---|---|---|---|
Hazmat Containment Pod | 500 lbs | 300 lbs | $7,000 | Sealed, radiation-shielded storage for toxic, corrosive, or biohazardous Materials. Comes with internal temperature and pressure regulation. |
Reinforced Hazmat Vault | 2,000 lbs | 1,500 lbs | $15,000 | Military-grade containment for nuclear material, Redspace artifacts, or high-risk cargo. Explosion-resistant. |
Cryogenic Storage Unit (Small) | 200 lbs | 250 lbs | $10,000 | Maintains temperatures below -200°C. Used for medical supplies, biological samples, and frozen rations. |
Cryogenic Stasis Chamber | 1 passenger | 500 lbs | $20,000 | Holds a single person in stasis for long-term travel or medical emergency cases. |
Cryo-Tank Storage (Large) | 5,000 lbs | 2,000 lbs | $35,000 | Industrial-grade cryogenic unit for mass storage of frozen cargo, including biotech shipments and experimental substances. |
Mods
Cargo Protection & Stealth Modifications
Modification | Cost Increase | Weight Increase | LC | Notes |
---|---|---|---|---|
Scan Jammer | +10% | +5% | 2 | Scrambles common scanning frequencies to obscure contents from electronic and infrared scans. High-end scanners may still detect an anomaly. |
False Bottom | +15% | +8% | 1 | Conceals a hidden compartment within a cargo hold. Requires specialized equipment to detect. Maximum hidden storage: 10% of total capacity. |
Tamper Resistance | +5% | +2% | 3 | Alerts owner via onboard security system or external link if forced entry is attempted. Can be paired with alarms or non-lethal deterrents. |
Electromagnetic Shielding | +12% | +6% | 4 | Blocks electromagnetic pulses and most forms of electronic eavesdropping. Essential for storing sensitive electronics or shielding against hacking attempts. |
Radiation Proofing | +10% | +7% | 4 | Lined with radiation-absorbing Materials, protecting cargo and passengers from external radiation sources or preventing hazardous leaks. |
Reinforced Locking System | +7% | +3% | 3 | High-end biometric or code-based locking mechanism resistant to lockpicking and hacking. |
Thermal Masking | +8% | +4% | 4 | Reduces infrared signature of stored cargo, useful for smuggling heat-sensitive goods or avoiding thermal scans. |
Shock Absorption | +6% | +3% | 4 | Protects delicate cargo from impact forces, useful for transporting sensitive electronics, cryogenic Materials, or explosives. |
Acoustic Dampening | +9% | +4% | 4 | Prevents sound leakage from within the cargo space, useful for transporting live cargo or maintaining stealth in covert operations. |
Auto-Purge System | +20% | +10% | 1 | Rapidly ejects hazardous or compromised cargo into space or a secure external dump zone in case of emergency. |
Motivators
"Motivators" are the suspension as well as the actual mechanical parts that generate forward motion. Motivators provide the ST and DX of the vehicle. For obvious reasons, most vehicles IDs are shorthanded to a combination of the Motivator and the Frame; IE: Gravcycles are Cycle configuration frames with Contragrav Thrusters. "Roadtrucks" are Freighters with Roadwheels.
Motivators (Propulsion & Suspension Systems)
Motivator | HP | ST** | DX† | Cost | Speed Bonus | Weight* | Notes |
---|---|---|---|---|---|---|---|
Tracks | 15 | 15 | -2 | $4,000 | -15% | 50% | Slow but durable; excellent for rugged terrain and carrying heavy loads. |
Roadwheels | 10 | 13 | +0 | $3,500 | 0% | 40% | Standard wheels; good balance of speed, stability, and efficiency. |
Omni-Wheels | 8 | 12 | +1 | $5,000 | +5% | 45% | Multi-directional movement but reduced traction on rough terrain. |
Bipedal | 12 | 13 | +2 | $6,000 | -10% | 55% | Agile and able to step over obstacles; less stable at high speeds. |
Tripod | 14 | 14 | +1 | $7,500 | -15% | 60% | Even balance between biped and quadruped; stable but slightly slower. |
Quadruped | 16 | 16 | +1 | $9,000 | -10% | 70% | Extremely stable, good for uneven terrain but slower than wheeled options. |
Crawler | 18 | 20 | -3 | $12,000 | -50% | 90% | Maximum load capacity; nearly unstoppable in extreme terrain. |
Aerojet | 10 | 14 | +3 | $15,000 | +25% | 45% | High-speed atmospheric propulsion, requires air intake for operation. |
Pressor-Cushion | 8 | 13 | +2 | $10,000 | +10% | 35% | Hovercraft-style movement, frictionless on most surfaces, amphibious. |
Contragrav | 12 | 15 | +4 | $20,000 | +50% | 35% | Anti-gravity system allowing VTOL, operates in low/mid-orbit. |
Ion Pulsar | 14 | 16 | +2 | $25,000 | +75% | 30% | High-efficiency space propulsion for intra-moon travel; requires ionized fuel (H3). |
Aquajet | 10 | 14 | +1 | $9,000 | +15% | 45% | Water propulsion system; extremely fast in liquid environments. |
*:Weight is a percentage of the combined weight of the frame and chassis.
**:ST is scaling, likely at least Decade scale.
†:DX is a modifier of the driver's DX score for vehicle operation checks.
Modifiers & Adjustments
- Lightweight Frame (-15% Weight, -10% ST, +10% Cost) → For performance vehicles.
- Reinforced Build (+20% Weight, +15% ST, +15% Cost) → For heavy-duty or military-grade vehicles.
- High-Torque System (+10% ST, -5% Speed Bonus, +5% Weight, +10% Cost) → Enhanced for power over speed.
- Advanced Suspension (+1 DX, +5% Cost) → For better handling and maneuverability.
- Redundant Motivators (+50% Cost, +50% Weight, +50% HP) → Adds secondary backup motivators for reliability.
Gadgets
"Gadgets" are weapon mounts, tools, sensors, drones, and other deployable or mounted devices usable while the vehicle is in operation. Tools used independent of the vehicle (such as a wrench for repairs or deployable infantry turrets) would fit into 'cargo' spaces.
Weapons
D-Scale Weapons
Railgun: A Gravitic slinger that launches a 3 ft long, 6 inch diameter rod at incredible speeds. LC 0, $2,000,000.
Low Band Laser Turret: A blister turret that fires a red-beamed laser. Can be doubled on one equipment mount. LC 2, $14,000.
High Band Laser Turret: A blister turret that fires a barely visible violet beam at a much farther distance than an LB laser but is stunted in atmosphere. LC 2, $14,000.
Multiphasic Laser Turret: A blister turret that fires a barely visible white beam. This is actually a full-spectrum multi-phasic laser that cycles through the full spectrum including Extended Low-Band and Extended High-Band EM several dozen times per second. LC 0, $42,000.
Graser Turret: A blister turret that fires a gamma burst aimed at a target. This weapon damages the crew if they're unshielded but does minimal damage to electronics. Note that if this weapon is being used to engage fighters, an unpiloted fighter is going to continue in a straight line, which may turn a fighter into a missile. LC 2, $25,000.
Blaster Turret: A blister turret that fires a burst of particles "shaved" off of a graphene ammunition brick. LC 0+M, $2,000,000.
Heavy Blaster Turret: A large cannon that fires a blast of particles shaved off of a graphene ammunition brick. LC 0+M, $2,500,000.
Dual Blaster Turret: A dual-linked blister turret that rapidly fires small bursts of particles shaved off of a graphene ammunition brick. LC 0+M $140,000.
Smart Turret: A 15mm heavy machine gun turret. LC 3, $1,200.
Missile Mount: An external mount for a missile. Once the missile fires, it has to be reloaded externally. LC 2, $3,300
Torpedo Mount: An external mount for a torpedo. Once the torpedo fires, it has to be reloaded externally. LC 1, $4,000.
D-Scale Weapons Table
Manufacturer(s) | Name | Damage | Acc | Range | Weight | RoF | Shots | ST | Bulk | Rcl | Cost | BC | LC | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
VD, GCT, MA | Railgun | 6dx15 (10) imp sur | 15 | 10k/30k | 1k/10Fp | 1 | 100(5) | 34M | -10 | 1 | $2mil | L | 0 | |
Universal | LB Laser Turret | 8d(2)x10 burn | 12 | 8k/12k | 500 | 10 | 300(5) | 18M | -10 | 1 | $14k | H | 2 | |
Universal | HB Laser Turret | 8d(2)x10 burn | 12 | 24k/48k | 500 | 5 | 300(5) | 18M | -10 | 1 | $14k | H | 2 | *range is no more than 500 in atmosphere. |
Universal | MP Laser Turret | 16d(2)x10 burn | 12 | 4k/6k | 500 | 3 | 100(5) | 18M | -10 | 1 | $42k | K | 1 | |
VD | Graser Turret | 4dx10 (10) rad 1dx10 (2) burn | 18 | 480mi/1.4k mi | 120 | 10 | 60(8) | 18M | -10 | 1 | $19k | MAC | 0+M | |
VD, MA | Blaster Turret | 5dx10 (5) burn sur rad | 15 | 30k/80k | 300 | 3 | 60(4) | 160M | -10 | 10 | $2mil | K | 0+M | |
VD | Heavy Blaster Turret | 6dx10 (5) burn sur rad ex | 15 | 120k/360k | 400 | 1 | 30(4) | 160M | -10 | 10 | $2.5mil | L | 0+M | |
VD, MA | Dual Blaster Turret | 4dx10 (5) burn sur rad | 15 | 30k/80k | 600 | 4 | 60(4) | 160M | -10 | 10 | $140mil | K | 0+M | |
Universal | Smart Turret | 6d pi+ | 1 | 1.9k | 2/1 | 25 | * | - | -1 | 1 | $8.25k | C | 3 | *chain linked from inside. |
Universal | Missile Mount | * | 10 | * | * | 1 | 1(3 min) | 5 | - | - | $3.3k | - | 2 | per missile |
Universal | Torpedo Mount | * | 15 | * | * | 1 | 1(3 min) | 5 | - | - | $4k | - | 1 | per torpedo |
C-Scale
C-Scale weapons are occasionally found on Intraplanetary Vehicles, mainly on gunships, some mobile artillery pieces and tanks. They are almost never found on civilian vehicles, and the vehicles they are on tend to be built around them.
Railcannon: A scaled up railgun that fires a 10 ft. long, 4 ft. in diameter hardened carbon rod at relativistic speeds. LC 0+M, $20,000,000.
Low-Beam Laser Cannon: A cannon that fires a red beam, balanced for both atmospheric and space combat. LC 1, $140,000.
High-Beam Laser Cannon: A cannon that fires a deep violet beam surrounded by ultraviolet energy. This diffuses quickly in atmosphere and usually won't penetrate a healthy ozone layer, but fires at extreme range in space. LC 1, $140,000.
Multiphasic Laser Cannon: A laser cannon that fires a blazing white beam. This is actually a full-spectrum multi-phasic laser that cycles through the full spectrum including Extended Low-Band and Extended High-Band EM several dozen times per second. LC 0, $420,000.
Graser Cannon: A cannon that fires bursts of Gamma Radiation. This weapon damages the crew if they're unshielded but does minimal damage to electronics. This is a signature weapon of the Ice Pirates. LC 0, $250,000.
Blaster Cannon: A Cannon that fires a burst of particles "shaved" off of a graphene ammunition brick. LC 0+M, $20,000,000.
Heavy Blaster Cannon: A large cannon that fires a blast of particles shaved off of a graphene ammunition brick. The notoriously effective ALF M1150 B-7 "Hiawatha" Heavy Gravtanks use this weapon as a main gun.
LC 0+M, $25,000,000.
Missile Bay: A bay leading to an internal room dedicated to loading and storing missiles. Missiles are reloaded with a successful crew roll. This takes a significant amount of cargo space. LC 2, $33,000
Torpedo Bay: A bay leading to an internal room dedicated to loading and storing torpedoes. Torpedoes are reloaded with a successful crew roll. LC 1, $40,000.
C-Scale Weapons Table
Manufacturer(s) | Name | Damage | Acc | Range | Weight | RoF | Shots | ST | Bulk | Rcl | Cost | BC | LC | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
VD, MA | Railcannon | 12d(10)x100 imp sur | 15 | 100k/300k | 1k | 1 | 150(15) | 180M | -10 | 1 | $20mil | L | 0+M | |
Universal | LB Laser Cannon | 8d(2)x100 burn | 12 | 100k/240k | 350 | 1 | 350(15) | 160M | -10 | 1 | $140k | K | 1 | |
Universal | HB Laser Cannon | 6d(2)x100 burn | 12 | *10mi/100mi | 350 | 4 | 350(15) | 160M | -10 | 1 | $140k | K | 1 | Range limited to 500 yards in atmosphere. |
Universal | MP Laser Cannon | 16d(4)x100 burn | 12 | 50k/120k | 400 | 1 | 100(15) | 160M | -10 | 1 | $420k | K | 0 | |
VD | Graser Cannon | 4dx100 rad 1dx100 burn | 18 | 400k/800k | 140 | 1 | 30(15) | 180M | -10 | 1 | $250k | MAC | 0 | |
VD, CS, MA | Blaster Cannon | 5dx100(5) burn sur rad | 15 | 4mi/40mi | 4,000 | 3 | 90(15) | 150M | -10 | 10 | $20mil | L | 0+M | |
VD, MA | Heavy Blaster Cannon | 6dx100(5) burn sur rad | 15 | 8mi/40mi | 6,000 | 1 | 40(15) | 170M | -10 | 10 | $25mil | L | 0+M | |
VD, CS, GCT, TSC | Missile Bay | * | * | * | 8,000 | 1 | 1(30) | - | -10 | - | $33k | - | 2 | *per missile |
VD, CS, GCT, TSC | Torpedo Bay | * | * | * | 12,000 | 1 | 1(45) | - | -10 | - | $40k | - | 1 | *per torpedo |
Other Gadgets
Drones & Probes
- Recon Drone Rack – Holds up to four small autonomous drones designed for scouting, mapping, or forward observation. LC 2, $30,000.
- Combat Drone Bay – Internal launch bay for two combat drones with mounted weapons. LC 1, $150,000.
- Survey Probe Launcher – Fires a disposable probe for scans, weather tracking, and geological sampling. LC 2, $25,000 per probe.
- Decoy Drone Launcher – Launches a drone that mimics the heat and EM signature of the parent vehicle. Effective for drawing away missiles and sensor tracking. LC 1, $50,000 per drone.
Manipulator Systems
- Retractable Manipulator Arms – A pair of robotic arms for fine manipulation, used for salvage, cargo handling, and emergency repairs. LC 3, $40,000.
- Heavy Lifter Arms – Large hydraulic or gravitic-assisted arms capable of lifting and moving large objects. Common on repair vehicles. LC 2, $120,000.
- Molecular Sampler – A retractable sampling system that collects and analyzes biological, chemical, or material samples. LC 2, $25,000.
- Tractor Beam Array – A short-range gravitic system used for pulling objects, retrieving drones, or stabilizing nearby vehicles. LC 1, $250,000.
Sensors & Scanners
- Advanced Multispectral Scanner – Combines infrared, ultraviolet, and radio-band scanning for comprehensive environmental analysis. LC 2, $60,000.
- Deep-Penetration Radar – High-frequency scanning for subterranean structures, ship interiors, or dense planetary crusts. LC 1, $150,000.
- Quantum Gravimeter – Detects gravitational anomalies, useful for hidden mass detection (e.g., cloaked ships, dense metal deposits, or black holes). LC 0, $200,000.
- Neutrino Detector – Detects power sources and reactor signatures at extreme range. Often used for tracking ships running in silent mode. LC 0+M, $500,000.
- Hyperwave Analyzer – Monitors exotic signals including Redspace fluctuations, faster-than-light comms, and psionic transmissions. LC 0+M, $750,000.
Mobility & Support Boosters
- Afterburner System – Increases a vehicle’s speed by 50% for a short burst but consumes significant power at 1 FP per round. LC 1, $250,000.
- Omnidirectional Thrusters – Adds advanced vectoring capabilities, allowing for rapid repositioning in combat. LC 1, $350,000.
- Atmospheric Skimmer – Reduces drag and allows for near-surface flight at high speeds. LC 2, $100,000.
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