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====Vehicle Mods==== Mods (x) is how many times a specific Mob maybe take 1=Once, U=unlimited (up to all the mods the vehicle has) {| class="wikitable" border="0" | '''Updated Vehicle Mods''' || '''Mods''' || '''Cost''' |- | '''Aircraft, Helicoper (1)''': the vehicle is a helicopter. It can hover or fly with a Speed of 80mph (120kph) but suffers -1 Handling for their Size. The Speed Mod increase TS by 40mph (75 kph) instead of 10 || ½ Size || $5K xSize |- | '''Aircraft, Jet Plane (1)''': Jetplanes have a Speed of 600mph. They must move at half their speed every round or go Out of Control (they stall). The Speed Mod increase the speed by 100mph (150kph) instead of 10 || ½ Size || $10K xSize |- | '''Aircraft, Propeller (1)''': A traditional prop plane has a base Speed of 150mph (225kph). Propeller planes must move at least 1/2 their speed every round r go Out of Control (stall). The Speed Mod increases the top speed by 50mph (75kph) instead of 10 || ¼ Size || $5K xSize |- | '''Aircraft, VTOL (1)''': VTOL (Vertical Take Off and Landing) aircraft have a base speed of 300mph (150kph) and a +1 to their Handling based on size. They can hover and fly and have no stall speed. The Speed Mod increases the top speed by 50mph (75kph) instead of 10 || Size || $10K xSize |- | '''AMCM (1)''': Anti-Missile Counter Measures are integrated jammers and decoys. They add +2 to Driving, Piloting or Electronics rolls made to evade missile attacks. || 1 || $5K xSize |- | '''Amphibious (1)''': The vehicle can move at 1/2 its speed with a -1 Handling for its size on the surface of water. For four times the cost the cost and one addition Mod can be modified to be a submersibles. Movement is 1/4 speed. Includes a waterseal and oxygen supply for 8 hours. || ½ Size || $1K xSize |- | '''Armor (U)''': Increases the vehicle's Armor value by +2 for each Mod. To add Heavy to the Armor requires a minimum of AP 8 (can include from base vehicle) and cost is doubled. Armor Points might also be directional for combat type ones. In this case it each Mod adds +6 to Front Armor, +4 to Sides (and top side of the vessel), and +2 to Rear (and undercarriage) || 1 || $500 xSize |- | '''Artificial Intelligence (1)''': The ship’s AI can operate all systems— from locomotion to weapons to opening or closing hatches. There are three levels of 'intelligence' for a AI availabe - Base, Standard and Military. A basic AI has an effective Skill level of d8 and suffers a -2 with ''Shooting'' checks if it makes them. A standard AI has an effective Skill level of d10 as is the military AI but it also gains a d10 in ''Battle'' and a +1 with ''Piloting'' and ''Shooting'' checks (and if giving Support). An AI is an “Extra” and does not receive a Wild Die. The AI does not suffer from multi-action penalties if given simultaneous tasks. In combat, the AI acts on the captain’s Action. Giving the AI a short verbal command is a free action. || 1 || $5K basic, $10K standard, or $25K military xSize |- | '''Booster (U)''': Nitrous oxide or other propellants increase a vehicle's Speed by 50% for a round. Each booster has six uses before it must be replaced. Their effects do not stack. Refills cost $100 per booster. || 1 || $1K xSize |- | '''Crew Reduction (U)''': Add 1 Mod slot for every four crew/passengers deducted (round up) || n/a || n/a |- | '''Crew Space (U)''': Space for four additional crew or passengers || 1 || $1K |- | '''Deflector Screens (1)''': The vehicle is protected by an energy field that deflects incoming ballistic attacks (it has no effect against lasers). Attackers must subtract –2 from their ''Shooting'' rolls. || 2 || $10K xSize |- | '''Ejection System (1)''': Should a vehicle suffer a Wrecked result, crew members may make Agility rolls at –4 (or no penalty if an individual was on Hold or hasn’t acted yet that round). Failure results in damage as usual and failure to eject that round. Those who succeed are launched into the air and descend safely via parachute. The system covers all passengers and crew. || ½ Size || $5K xSize |- | '''Electromagnetic Shielding (U)''': Adds +6 to the vehicle’s effective Toughness from EMP missiles (SFC p. 25). || 1 || $5K xSize |- | '''Environmental Seal (1)''': The vehicle is sealed verses hazardous chemicals, toxins, radiation, and environmental conditions. It allows the crew to operate safeful in such along with enhanced heater/colder system to operate on most any planet so long as they is some time of atmosphere. It can add oxygen tanks to provide breathable air for all passenger and crew for 12 hours for double the price but this is not vacuum rated. To be vaccum rated costs double again || 2 || $1K xSize |- | '''Exposed Crew (1)''': Motorcycles and other “ridden” vehicles offer no protection for their passengers. Crew get no Armor bonus should it sustain a Crew critical hit. || n/a || 50% base($) |- | '''Fixed (U)''': “Fixed” weapons cannot rotate. On the table-top, they have a 45° firing arc. In the Chase rules, fixed weapons may only fire when the vehicle has Advantage and an Action Card of Jack or higher. Total all like Fixed weapons first, then halve their combined Mod cost. || n/a || n/a |- | '''Food Storage (U)''': A dedicated cargo area just for perseving food and water. Can hold 20 'base' days of food (for a Size 0 creature). || 1 || $1K |- | '''Handling (3)''': The vehicle is precision crafted and very maneuverable. Add +1 to the vehicle's Handling score. || ½ Size || $5K xSize |- | '''Hover Vehicle (1)''': The vehicle uses hover fans instead of wheels. It ignores difficult terrain modifiers and obstacles less than a yard tall. Also add +5mph to its base speed. || 5 || $5K xSize |- | '''Linked (U)''': Up to four direct-fire weapons of the same type may be linked and fired as one, increasing the damage by +2 per additional weapon and reducing the total number of Mods required. Total all Linked weapons in a set first, then halve their required Mods. (If Linking Fixed weapons, halve the total.) || n/a || n/a |- | '''Living Space (Special)''': Large or greater vehicles only. The vehicle has an extended superstructure with bunk beds, personal storage bins for up to four individuals, and one shared bathroom and kitchenette (regardless of how many times this is taken) for longterm travel. The superstructure decreases overall Toughness by 1 each time it’s taken. The limit is half the vehicle’s base Toughness. || 4 || $5K |- | '''Luxury Features (1)''': Typically reserved for civilian vehicles, luxury features include music systems, minibars, video screens, extra comfortable chairs, etc. The larger the vehicle, the more extravagant the features. || 1 || $5K xSize |- | '''Missile Launcher (U)''': Allows up to four Light or two Heavy (or AT) missiles to be fired at once. || 1 || $50K |- | '''Muscle Powers (1)''': Ultra-light and light vehicles only. Muscle power locamotion like those of Bicycles. Top Speed is change to 10mph +½ operators Strength die. Most Mods are not allowed (GMs call) but those that are also have a reduced cost of ¼ its base. Already includes Exposed Crew Mod. || n/a || 25% base($) |- | '''Off Road (1)''': Ignore Driving penalties for difficult terrain. On the table-top, treat each inch of difficult terrain as 1.5” instead of 2” || ¼ Size || $1K xSize |- | | '''Radar/Sonar (1)''': Radar can detecting flying objects around 1,000 miles (or the horizon) with a ''Electronics''. Illumination, fog, etc. are ignored. Sonor works the same way but underwater objects and land mass mapping with average range of 300 miles. || 1 || $50K |- | '''Reinforced Chassis (3)''': Increases Toughness of the chassis by +2. || ¼ Size || $1K xSize |- | '''Sensor Suite (1)''': This functions exactly like a Sensor Suite (see Gear: Sensor and Security Devices above), Range 5 miles; Double the price Range of 100 miles. || 1 || $25K |- | '''Shields (1)''': The vehicle is protected by an ablative energy field that absorbs the vehicle's Size points of damage from each attack its suffers. Apply all damage to the shield first, then any left over to the vehicle (AP counts as usual). It can absorb Sizex10 before the shields are depleted. Active shields detonate missiles and torpedoes before they hit, reducing their damage total by half. A vehicle may regenerate its Size in shield points if it makes no attacks in a round. || ½ Size || $25K xSize |- | '''Sloped Armor (1)''': The vehicle’s armor is sloped in such a way that shots are often deflected off its surface. Attackers subtract 2 to hit with ''Shooting'' direct-fire, non-energy weapons. || 2 || $3K xSize |- | '''Speed (U)''': Increases the vehicle’s Speed by 10mph (15kph). (This cannot be taken with Speed Reduction.) || ¼ Size || $1K xSize |- | '''Speed Reduction (3)''': The vehicle sacrifices power and speed for additional room. Subtract 5mph to Speed each time this is taken to gain half Size in Mod slots. || n/a || n/a |- | '''Statis Field Sleeping Pods (U)''': These add statis tubes that can sustain a human life for years (theoretically) and can be added to both vehicles and starships (and found in a few medical facilities planet side). Each unit holds 4 individuals whom can be keep within for long term without requiring food, water and oxygen. Each unit of pods uses one Energy of the vessel per month (30 days) that it is running. || 1 || $50K |- | '''Stealth System (1)''': Radar-absorbing paint, heat baffles, scramblers, and other devices make the vehicle difficult to detect by vision or sensors. Those trying to attack or spot the vehicle subtract 4 from their rolls. The effect is triggered as a free action, but is negated any round in which the vehicle fires a weapon or emits some other noncloakable signal such as radio signal, movement, or active sensor search. || Size || $10K xSize |- | '''Targeting System (1)''': The vehicle’s computer is linked to all attached weapons. This compensates for movement, range, multi-actions, and the like, negating up to four points of Shooting penalties. This does not assist the firing of passenger’s personal weapons. || 1 || $10K xSize |- | '''Tracked (1)''': The vehicle has tracks instead of wheels and can climb over small obstacles. This reduces Speed by 10mph (or 5mph if 10 would reduce it to 0), but adds +2 to Handling based and ignores ''Driving'' penalties for difficult terrain. On the table-top causes no reduction in speed. || n/a || $5K xSize |- | '''Watercraft (1)''': The vehicle is a boat or ship. It’s base Speed are halved (round up). Speed Modifications increase Speed only by 5 (instead of 10). For expermely larger vessels such as super carries vessels or cruise ships, use the Starship rules for Size, Toughness, and Crew, and add any enhancements that aren’t for non space travel. They also do not have 'energy' points. If a Modification is listed under Vehicles, use that instead. Ships may have Torpedo Tubes. || n/a || n/a |- |}
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