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UPGRADES</br>
 
UPGRADES</br>
'''Advanced Controls''' (cannot be added to Tracked or Watercraft vehicles): Cost is the base vehicle cost, including propulsion type modifier to cost. Increase the basic AC bonus by one step (AC only to AC +Dex/Int, max +2 or AC +Dex/Int, max +2 to AC +Dex/Int). Can be taken twice by those vehicles that start with AC but the price for the four times as much.</br>
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Advanced Control (cannot be added to Tracked and Watercraft): Cost is the base vehicle cost, including propulsion type modifier to cost. Increase the basic AC bonus by one step (AC only to AC +Dex/Int, max +2 or AC +Dex/Int, max +2 to AC +Dex/Int). Can be taken twice by those vehicles that start with AC but the price for the four times as much.</br>
'''Advanced Crash systems''': Can be added to any vehicle for ¼ its base cost. For ‘Bikes’, with crash system engaged, passengers take ¾ damage from crashes. Ground vehicles, with crash system engaged, passengers take ¼ damage from the crash. Aerocraft and Spacecraft, with the crash system engaged, passengers take ½ damage from crash.</br>
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Advanced Crash systems: Can be added to any vehicle for ¼ its base cost. For ‘Bikes’, with crash system engaged, passengers take ¾ damage from crashes. Ground vehicles, with crash system engaged, passengers take ¼ damage from the crash. Aerocraft and Spacecraft, with the crash system engaged, passengers take ½ damage from crash.</br>
'''AMCM''': Cost ¼ base vehicle cost, including propulsion modifiers to cost. Anti-Missile Counter Measures are integrated jammers and decoys. The ship imposes disadvantage on Computer Use check to gain missile locks and gains advantage against the tractor beam Grapple check.</br>
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AMCM: Cost ¼ base vehicle cost, including propulsion modifiers to cost. Anti-Missile Counter Measures are integrated jammers and decoys. The ship imposes disadvantage on Computer Use check to gain missile locks and gains advantage against the tractor beam Grapple check.</br>
'''Armor Upgrade''': Cost is the base vehicle cost, for a +1 AC and Hardness (half this cost for Tracked vehicles and Starships). Maximum of 6 times, for same cost and benefit, except Aerocraft which can only take this upgrade twice.</br>
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Armor Upgrade: Cost is the base vehicle cost, for a +1 AC and Hardness (half this cost for Tracked vehicles and Starships). Maximum of 6 times, for same cost and benefit, except Aerocraft which can only take this upgrade twice.</br>
'''Artificial Intelligence''' (A.I.): Cost 1,000 credits times vehicle Mods, minimum 1. A basic A.I. can run passive systems (scanners, open doors, regulate interior temperature). For full A.I. can operate active systems – takeoff, landing, and flying, fire all weapons, to opening and closing hatches. Has a Proficiency bonus of +2 and Intelligence 12 and Wisdom 10. To increase the proficiency bonus to +3 costs 10,000 credits. Proficiency bonus of +4 (max) costs an additional +25,000 credits (must still pay the+3 cost). Either Intelligence or Wisdom can be increased separately at a cost 500 times the vehicles Mods per +2 max score 30.</br>
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Artificial Intelligence (A.I.): Cost 1,000 credits times vehicle Mods, minimum 1. A basic A.I. can run passive systems (scanners, open doors, regulate interior temperature). For full A.I. can operate active systems – takeoff, landing, and flying, fire all weapons, to opening and closing hatches, requires Automation (see below). Has a Proficiency bonus of +2 and Intelligence 12 and Wisdom 10. To increase the proficiency bonus to +3 costs 10,000 credits. Proficiency bonus of +4 (max) costs an additional +25,000 credits (must still pay the+3 cost). Either Intelligence or Wisdom can be increased separately at a cost 500 times the vehicles Mods per +2 max score 30.</br>
'''Atmospheric''' (Spacecraft only): Cost base vehicle cost x5. This allows a starship to enter and leave a planetary atmospheres. Includes heat shielding and additional work to handle the stress and strain of entry. All starships with this modification include vertical takeoff and landing (VTOL) capacities.</br>
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Atmospheric (Spacecraft only): Cost base vehicle cost x5. This allows a starship to enter and leave a planetary atmospheres. Includes heat shielding and additional work to handle the stress and strain of entry. All starships with this modification include vertical takeoff and landing (VTOL) capacities.</br>
'''Attribute Boost''': Increase the vehicle’s Strength or Dexterity. Each level adds +2 to one attribute and costs ¼ the base vehicle cost. Dexterity can be taken 8 times (max 26 Dexterity), while Strength maybe increase up to double base level (i.e. a large vehicles’ base Strength is 24, can increase to 48).</br>
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Attribute Boost: Increase the vehicle’s Strength or Dexterity. Each level adds +2 to one attribute and costs ¼ the base vehicle cost. Dexterity can be taken 8 times (max 26 Dexterity), while Strength maybe increase up to double base level (i.e. a large vehicles’ base Strength is 24, can increase to 48).</br>
'''Automation''' (Requires an A.I.): Cost is ½ the base vehicle cost, including propulsion modifiers to cost. This vehicle can drive itself and preform any normal vehicle function or actions (see A.I. Vehicle Actions). Counts as the operator, crew and/or gunner. Hover and Wheeled Bikes type vehicles must also have the Gyrostabilization upgrade.</br>
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Automation (Requires an A.I.): Cost is ½ the base vehicle cost, including propulsion modifiers to cost. This vehicle can drive itself and preform any normal vehicle function or actions (see A.I. Vehicle Actions). Counts as the operator, crew and/or gunner. Hover and Wheeled Bikes type vehicles must also have the Gyrostabilization upgrade.</br>
'''Bomb Bay''' (Minimum size Huge or larger and only Aerocraft or Spacecraft vehicles): Cost 5,000 credits each. Each bomb bay may drop one bomb a round. All use the same attack roll (see Vehicle Combat). Require 150% the bomb’s weight in storage (cargo) space for each bomb carried.</br>
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Bomb Bay (Minimum size Huge or larger and only Aerocraft or Spacecraft vehicles): Cost 5,000 credits each. Each bomb bay may drop one bomb a round. All use the same attack roll (see Vehicle Combat). Require 150% the bomb’s weight in storage (cargo) space for each bomb carried.</br>
'''Cargo''': increases the basic cargo load by 50%, costs one-tenth vehicle cost, including propulsion modifiers to cost. Can be taken up to the vehicles Mods number of times.</br>
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Cargo: increases the basic cargo load by 50%, costs one-tenth vehicle cost, including propulsion modifiers to cost. Can be taken up to the vehicles Mods number of times.</br>
'''Electromagnetic Shielding''': Cost ½ vehicle cost, including propulsion modifiers to cost. Each level adds +2 to a vehicle’s save against EMP, Ion and Pincher affects.</br>
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Electromagnetic Shielding: Cost ½ vehicle cost, including propulsion modifiers to cost. Each level adds +2 to a vehicle’s save against EMP, Ion and Pincher affects.</br>
'''Enhanced Powercells''': Cost base vehicle cost, including propulsion modifiers to cost. Increases the battery duration of a vehicle by +2 hours but also ads +½hr to recharge. Can be taken up to the vehicles Mods times.</br>
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Enhanced Powercells: Cost base vehicle cost, including propulsion modifiers to cost. Increases the battery duration of a vehicle by +2 hours but also ads +½hr to recharge. Can be taken multiple times depending on the vehicle.</br>
'''Environmentally Sealed''' (Atmosphere vehicles only): Costs 500 credits per passengers. Sealed vs. hostile environments.</br>
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Environmentally Sealed: Costs 500 credits per passengers. Sealed vs. hostile environments.
Extra Batteries (Powercell only): Cost double base vehicle cost, including propulsion modifiers to cost. Doubles the basic battery number the vehicles has and operating duration is also doubles along with recharge time.</br>
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Extra Batteries (Powercell only): Cost double base vehicle cost, including propulsion modifiers to cost. Doubles the basic battery number the vehicles has and operating duration is also doubles.</br>
'''FTL StarCaster''' (Starships only): Minimum size of ship Colossal. Cost base vehicle cost x10. Includes both the StarCaster engine and astrogation computer plotting systems requirements.</br>
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FTL StarCaster (Starships only): Minimum size of ship Colossal. Cost base vehicle cost x10. Includes both the StarCaster engine and astrogation computer plotting systems requirements.</br>
'''Fuel Pods''' (Starship only): Cost base vehicle cost for each ‘pod’. Each pod increases energy capacity by +20%. Can be take up to the vehicle’s Mod times.</br>
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Fuel Pods (Starship only): Cost base vehicle cost for each ‘pod’. Each pod increases energy capacity by 20%. Can be take up to the vehicle’s Mod times.</br>
'''Fine/Luxury-Class Features''': Costs the same price as the basic vehicle cost. The exterior and interior of the vehicle have enhanced features to appeal to those who desire style. Can be taken twice as Luxury features. Passenger fees can be increased over 100% standard rates for each level.</br>
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Fine/Luxury Features: Costs the same price as the basic vehicle cost. The exterior and interior of the vehicle have enhanced features to appeal to those who desire style. Can be taken twice as Luxury features. Passenger fees can be increased over 100% standard rates for each level.</br>
'''Hardened Frame''': Costs ¼ the basic vehicle cost, including propulsion modifiers to cost (Spacecraft and Tracked vehicles do not count the vehicle propulsion for this cost). Each level adds +5 to the vehicle’s Damage Threshold. Can be taken a number of times equal to the vehicle’s Mod.</br>
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Hardened Frame: Costs ¼ the basic vehicle cost, including propulsion modifiers to cost (Spacecraft and Tracked vehicles do not count the vehicle propulsion for cost). Each level adds +5 to the vehicle’s Damage Threshold. Can be taken a number of times equal to the vehicle’s Mod.</br>
'''Hardening''': Costs ¼ the basic vehicle cost, including propulsion modifiers to cost (Spacecraft and Tracked vehicles do not count these increase for this cost). Increase the vehicles Hardness rating. Each level adds +2 to the base Hardness (stacks with Armor Upgrade). Can be taken vehicle Mod times, except by Aerocraft which can take it a maximum of 3 times (if Mods are higher).</br>
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Hardening: Costs ¼ the basic vehicle cost, including propulsion modifiers to cost (Spacecraft and Tracked vehicles do not count these increase into the cost). Increase the vehicles Hardness rating. Each level adds +2 to the base Hardness (stacks with Armor Upgrade). Can be taken vehicle Mod times, except by Aerocraft which can take it a maximum of 3 times (if Mods are higher).</br>
'''Hauler''' (Atmospheric vehicles only): Costs ¼ the basic vehicle cost, including propulsion modifiers to cost. The vehicle has some external cargo capacity not included within the vehicle. For example a trailer for a ground vehicle or sling for a helicopter or anti-grav craft. Most vehicles can haul ten times the base vehicles Cargo load. Rotorcraft are the only type of Aerocraft that can have this upgrade and halve the weight (i.e. x5). Watercraft increased this cargo weight by four times.</br>
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Hauler (Atmospheric vehicles only): Costs ¼ the basic vehicle cost, including propulsion modifiers to cost. The vehicle has some external cargo capacity not included within the vehicle. For example a trailer for a ground vehicle or sling for a helicopter or anti-grav craft. Most vehicles can haul ten times the base vehicles Cargo load. Rotorcraft are the only type of Aerocraft that can have this upgrade and halve the weight (i.e. x5). Watercraft increased this cargo weight by four times.</br>
'''Inferior Controls''': Cost reduction -20% off the base vehicle cost, including propulsion, each level. Reduces AC bonuses by one step (AC +Dex/Int is reduced to AC + Dex/Int (max +2) and the vehicle’s Maneuver by -2 each level. Can be taken twice down to AC for smaller vehicles.</br>
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Inferior Controls: Cost reduction -20% off the base vehicle cost, including propulsion, each level. Reduces AC bonuses by one step (AC +Dex/Int is reduced to AC + Dex/Int (max +2) and the vehicle’s Maneuver by -2 each level. Can be taken twice down to AC for smaller vehicles.</br>
'''Ion Hardening''': Cost is base vehicle cost, including propulsion modifier. Advantage again Ion and Pincher saving throws and don’t double damage to impose affects.</br>
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Ion Hardening: Cost is base vehicle cost, including propulsion modifier. Advantage again Ion and Pincher saving throws and don’t double damage to impose affects.</br>
'''Ion Vulnerability''': Reduces cost -20% off base vehicle cost, including propulsion modifiers. Vehicle suffers double damage against Ion and Pincher damage (don’t double again to impose affects).</br>
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Ion Vulnerability: Reduces cost -10% off base vehicle cost, including propulsion modifiers. Vehicle suffers double damage against Ion and Pincher damage (don’t double again to impose affects).</br>
'''Garage/Hanger''' (Titan or larger only): Cost 100,000 credits. A hangar (or garage) can carry up twenty-four Medium, twelve Large, six Huge or three Gargantuan sized vehicles.
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Garage/Hanger, Large (Titan or larger only): Cost 100,000 credits. A hangar (or garage) can carry up twenty-four Medium, twelve Large, six Huge or three Gargantuan sized vehicles.
 
Garage/Hanger (Colossal or larger only): Cost 25,000 credits. A small hanger (or garage) that can carry up to five Medium, four Large or one Huge sized vehicle.</br>
 
Garage/Hanger (Colossal or larger only): Cost 25,000 credits. A small hanger (or garage) that can carry up to five Medium, four Large or one Huge sized vehicle.</br>
'''Gyrostabilization''' (Atmsphere vehicles only): Cost is base vehicle cost, including propulsion modifiers to cost. Adds +4 to Maneuver and allows for self-driving/automation checks for bikes and hovercraft.</br>
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Gyrostabilization: Cost is base vehicle cost, including propulsion modifiers to cost. Adds +4 to Maneuver and allows for self-driving/automation checks for bikes and hovercraft.</br>
'''Life Support''' (Non-Spacecraft. Requires Environmentally Sealed): Cost ½ base vehicle cost. For vacuum environments. Requires a separate B powercell per passenger for 18 hours of air, each. A separate C powercell will instead provide the same air for 4 passengers, while a D powercell will provide the same air for 20 passengers.</br>
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Life Support (Non-Spacecraft. Requires Environmentally Sealed): Cost ½ base vehicle cost. For vacuum environments. Requires a separate B powercell per passenger for 18 hours of air, each. A separate C powercell will instead provide the same air for 4 passengers, while a D powercell will provide the same air for 20 passengers.</br>
'''Mercantile''' (Minimum size Behemoth or larger): Cost 80,000 credits each. Each generates vehicle’s Mods x 1d4K credits a month for the ship. Each has roughly 300 square feet of space. Each addition add unit roughly 150 square feet and +1d4K revenue a month. Most be open to public, etc.</br>
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Mercantile (Minimum size Behemoth or larger): Cost 80,000 credits each. Each generates vehicle’s Mods x 1d4K credits a month for the ship. Each has roughly 300 square feet of space. Each addition add unit roughly 150 square feet and +1d4K revenue a month. Most be open to public, etc.</br>
'''Missile Launcher''': Cost 5,000 credits each. Allows up to four Light or two Medium or one Heavy missiles to be fired at once each round. Requires twice the storage (cargo) space equal to the weight of each missile carried.</br>
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Missile Launcher: Cost 5,000 credits each. Allows up to four Light or two Medium or one Heavy missiles to be fired at once each round. Requires twice the storage (cargo) space equal to the weight of each missile carried.</br>
'''Passenger Compartment''': Costs is ½ the base vehicle cost, including propulsion modifiers to cost. +50% the base Crew number as passengers. Can be taken a number of times equal to vehicle mod.</br>
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Passenger Compartment: Costs is ½ the base vehicle cost, including propulsion modifiers to cost. +50% the base Crew number as passengers. Can be taken a number of times equal to vehicle mod.</br>
'''Off-Road''' (Wheeled vehicles only; Tracked vehicles already include this mod automtically): Cost is base vehicle cost. This allows a vehicle to ignore off-road and difficult terrain penalties. If taken a second time at base vehicle cost, add Resistance against maneuver damage for the same cost again.</br>
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Off-Road (Wheeled vehicles only): Cost is base vehicle cost. This allows a vehicle to ignore off-road and difficult terrain penalties. If taken a second time at base vehicle cost, add Resistance against maneuver damage for the same cost again.</br>
'''Ram''': Cost is base vehicle cost. The vessels has a reinforced port and superstructure allowing it to ram other vehicle without destroying itself (at least in theory). It has resistance on any ramming damage that it would suffer when it rams another vessel (but not when rammed by another).</br>
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Ram: Cost is base vehicle cost. The vessels has a reinforced port and superstructure allowing it to ram other vehicle without destroying itself (at least in theory). It has resistance on any ramming damage that it would suffer when it rams another vessel (but not when rammed by another).</br>
'''Reinforced Chassis''': Cost is ½ the base vehicle cost, including propulsion modifiers to cost, for +1 HD and +10 Hit Points. Can be take a maximum number of times up to double the basic HD level (i.e. a Large vehicle has a base of HD6, so this modifier can be take a maximum of 6 times). When adding to tracked and space vehicles instead add +2 HD and +20 Hit Points for each level.</br>
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Reinforced Chassis: Cost is ½ the base vehicle cost, including propulsion modifiers to cost, for +1 HD and +10 Hit Points. Can be take a maximum number of times up to double the basic HD level (i.e. a Large vehicle has a base of HD6, so this modifier can be take a maximum of 6 times). When adding to tracked and space vehicles instead add +2 HD and +20 Hit Points for each level.
'''Sensor Suites, Basic''' (Spacecraft only and all require at least this level). Cost 50,000 credits. Requires Intelligence (Computer Use) to operate properly. Include light, chemical, motion and other active sensors allow detection of target up to 100 AU away with a DC20 Computer Use skill check. Within 5 AU (optimal) this drops to DC15. Illumination and cover are ignored. Targets don’t have to be in line of sight but asteroids, small moons or powerful energy fields may cause inaccurate or false readings, counting as obscure to hide, etc.</br>
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Sensor Suites, Basic (Spacecraft only and all require at least this level). Cost 50,000 credits. Requires Intelligence (Computer Use) to operate properly. Include light, chemical, motion and other active sensors allow detection of target up to 100 AU away with a DC20 Computer Use skill check. Within 5 AU (optimal) this drops to DC15. Illumination and cover are ignored. Targets don’t have to be in line of sight but asteroids, small moons or powerful energy fields may cause inaccurate or false readings, counting as obscure to hide, etc.</br>
'''Sensor Suits, Advanced''': Cost 500,000 credits. As basic sensor suite but superior tech extends detection of maximum range to 500 AU (base DC20). Within 25 AU it drops to DC15. All other factors as Basic Sensor Suite.</br>
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Sensor Suits, Advanced: Cost 500,000 credits. Superior tech extends detection of maximum range to 500 AU (base DC20). Within 25 AU it drops to DC15. All other factors as Basic Sensor Suite.
'''Sensor Systems''' (Atmospheric only): Variable cost. Advanced sensors to aid operators and crew. All requires Intelligence (Computer Use) to operate properly. Without proficiency all checks are at disadvantage. Include: Radar (Blindsense aerial 10 miles, however not for attacks) for 4,000 credits, Combat Radar (Blindsense 500ft base, 10 mile extended) for 8,000 credits. Sonar works the same for the same cost but only on and underwater. Multi-Spec Sensor as Auspex Hand Scanner, but range is five miles (+5DC for every additional mile) 5,000 credits. Ether-Scope Screen (Darkvision 1,000ft base) 2,000 credits.</br>
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Sensor Systems (Atmospheric only): Variable cost. Advanced sensors to aid operators and crew. All requires Intelligence (Computer Use) to operate properly. Without proficiency all checks are at disadvantage. Include: Radar (Blindsense aerial 10 miles, however not for attacks) for 4,000 credits, Combat Radar (Blindsense 500ft base, 10 mile extended) for 8,000 credits. Sonar works the same for the same cost but only on and underwater. Multi-Spec Sensor as Auspex Hand Scanner, but range is five miles (+5DC for every additional mile) 5,000 credits. Ether-Scope Screen (Darkvision 1,000ft base) 2,000 credits.</br>
'''Shields''': Cost is ½ the base vehicle cost, including the propulsion types increases, per level. Acting like Temporary Hit Points and a Threshold, the amount of damage that it will stop from each attack. Active shields also detonate missiles and torpedoes before they strike, giving the ship Resistance to these attacks (and canceling any AP affect). Level I rating 5/50 (threshold/temporary hit points); Level II rating 10/100, requires a minimum vehicle size of Huge; Level III grants 20/200 requires minimum size of Gargantuan. Level IV grants 30/300 and requires minimum size of Colossal; Level V grants 40/400 and requires a minimum size of Behemoth. Enhanced Shields increase cost by 25% and increase the total temporary HP by +50% (i.e. 100 becomes 150, etc.). This enhancement can be taken twice for same cost each time.</br>
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Shields: Cost is ½ the base vehicle cost, including the propulsion types increases, per level. Acting like Temporary Hit Points and a Threshold, the amount of damage that it will stop from each attack. Active shields also detonate missiles and torpedoes before they strike, giving the ship Resistance to these attacks (and canceling any AP affect). Level I rating 5/50 (threshold/temporary hit points); Level II rating 10/100, requires a minimum vehicle size of Huge; Level III grants 20/200 requires minimum size of Gargantuan. Level IV grants 30/300 and requires minimum size of Colossal; Level V grants 40/400 and requires a minimum size of Behemoth. Enhanced Shields increase cost by 25% and increase the total temporary HP by +50% (i.e. 100 becomes 150, etc.). This enhancement can be taken twice for same cost each time.</br>
'''Speed''': Cost is ¼ the base vehicle cost, including the propulsion types increases, per level. Each level adds +5ft to the base speed times the propulsion types. Max levels double base speed.</br>
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Speed: Cost is ¼ the base vehicle cost, including the propulsion types increases, per level. Each level adds +5ft to the base speed times the propulsion types. Max levels double base speed.
'''Speed Reduction''': Cost reduction -5% off the base vehicle cost. Each time this is taken, reduce base speed by -5ft (then calculate vehicle speed by propulsion). Minimum speed of 10ft.</br>
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Speed Reduction: Cost reduction -5% off the base vehicle cost. Each time this is taken, reduce base speed by -5ft (then calculate vehicle speed by propulsion). Minimum speed of 10ft.</br>
'''Stealth System''': Cost is the base vehicle cost, including propulsion modifiers to cost. Radar absorbing paint, heat baffles, scramblers and other tech make this ship difficult to detect. Those trying to located, attack, lock-on, etc. are at a disadvantage against this ship. The effect is negated any round in which the ship fires a weapon or emits some other non-cloak signal such as radio signals or active sensor searches. The vehicle can also attempt to Hide without cover but at a basic check. Cover gain advantage on check. Use operator’s Intelligence modifier instead of Dexterity.</br>
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Stealth System: Cost is the base vehicle cost, including propulsion modifiers to cost. Radar absorbing paint, heat baffles, scramblers and other tech make this ship difficult to detect. Those trying to located, attack, lock-on, etc. are at a disadvantage against this ship. The effect is negated any round in which the ship fires a weapon or emits some other non-cloak signal such as radio signals or active sensor searches. The vehicle can also attempt to Hide without cover but at a basic check. Cover gain advantage on check. Use operator’s Intelligence modifier instead of Dexterity.</br>
'''Submersible''' (Watercraft only): Cost is double the base vehicle cost, including propulsion modifiers to cost. Base Watercraft feature to the vehicle when running on the surface. When running underwater halve speed. Increase speed cost as Watercraft but the numbers are halved when the vehicle is running underwater. Powercell battery life includes basic life support features. </br>
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Submersible (Watercraft only): Cost is double the base vehicle cost, including propulsion modifiers to cost. Base Watercraft feature to the vehicle when running on the surface. When running underwater halve speed. Increase speed cost as Watercraft but the numbers are halved when the vehicle is running underwater. Powercell battery life includes basic life support features. </br>
'''Superstructure''' (Leviathan sized vehicles or larger only): Cost 500,000 credits each. Superstructures are massive extensions that add a great amount of space to a ships. Typically to accommodate more passengers or cargo. Each superstructure uses +1 more Energy per day and reduces HD/HP base by -1d/-10HP x the vehicles Mods as they reduces the overall structural integrity.
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Superstructure (Leviathan sized vehicles or larger): Cost 500,000 credits each. Superstructures are massive extensions that add a great amount of space to a ships. Typically to accommodate more passengers or cargo. Each superstructure uses +1 more Energy per day and reduces HD/HP base by -1d/-10HP x the vehicles Mods as they reduces the overall structural integrity.
*'''''Bulk Cargo''''': These massive hulls that can handle 800,000 cubic feet of cargo (20,000 tons or 5,000 tons if the ship enters is to enter the atmosphere). Halve cost if the area is not sealed verses vacuum/environment but then it cannot enter an atmosphere.
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*Bulk Cargo: These massive hulls that can handle 800,000 cubic feet of cargo (20,000 tons or 5,000 tons if the ship enters is to enter the atmosphere). Halve cost if the area is not sealed verses vacuum/environment but then it cannot enter an atmosphere.
*'''''Factory''''': These units can process raw material into manufactured goods. Adds 100 crew. Each factory requires one shuttle to take in raw goods. Each factory can generate 2d6 x 5,000 credits in goods, supplies, etc. a week in an average mineral rich environment (asteroid field, etc.).
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*Factory: These units can process raw material into manufactured goods. Adds 100 crew. Each factory requires one shuttle to take in raw goods. Each factory can generate 2d6 x 5,000 credits in goods, supplies, etc. a week in an average mineral rich environment (asteroid field, etc.).
*'''''Hanger''''': Large dedicated flight bay that holds up to 20 gargantuan sized vehicles or 10 colossal sized one. Includes additional fuel storage, maintenance bays, training and briefing rooms and ads 50 additional crew members (not counting flight crew).
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*Hanger: Large dedicated flight bay that holds up to 20 gargantuan sized vehicles or 10 colossal sized one. Includes additional fuel storage, maintenance bays, training and briefing rooms and ads 50 additional crew members (not counting flight crew).
*'''''Passenger, Civilian''''': Accommodations for long-term comfortable travel, includes hydroponic gardens, theaters, gyms, malls, restaurants, shopping and logging for 700 passengers and 50 additional crew. Generates 2d4 x 5,000 credits each month in revenue.
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*Passenger, Civilian: Accommodations for long-term comfortable travel, includes hydroponic gardens, theaters, gyms, malls, restaurants, shopping and logging for 700 passengers and 50 additional crew. Generates 2d4 x 5,000 credits each month in revenue.
*'''''Passenger, Military''''': Spartan barracks, training facilities, armories, and a few multi-purpose recreations areas for 500 troopers and 50 additional crew (cooks, techs, etc.)
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*Passenger, Military: Spartan barracks, training facilities, armories, and a few multi-purpose recreations areas for 500 troopers and 50 additional crew (cooks, techs, etc.)
'''Teleporter''' (Minimum size Colossal): Cost 500,000 credits each. Teleporters can transport up to six Medium size creatures at a time, or 1,000lbs of cargo up to 100 miles distance, or up to 1,000 miles if linked with a transmitter beacon at the destination.</br>
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Teleporter (Minimum size Colossal): Cost 500,000 credits each. Teleporters can transport up to six Medium size creatures at a time, or 1,000lbs of cargo up to 100 miles distance, or up to 1,000 miles if linked with a transmitter beacon at the destination.</br>
'''Torpedo Tubes''' (Starships only): Cost 10,000 credits each. Each tube allows one torpedo to be fired a round. Requires twice each torpedo’s weight of in storage (cargo) space.</br>
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Torpedo Tubes (Starships only): Cost 10,000 credits each. Each tube allows one torpedo to be fired a round. Requires twice each torpedo’s weight of in storage (cargo) space.</br>
'''Tractor Beams''': Cost ¼ base vehicle cost, including propulsion modifiers to cost, each. Tractor beams are designed to hold enemy vessel in place and to pull them to the attacker. Vehicles can only affect vessels of similar size or smaller Size. Their range is 500/5,000 (10/50 in space). This works just like a Grapple check adding a reverse of the vehicle’s size modifier plus its Strength bonus. If the attacker wins, the target ship is Restrained. The attack can also move the target towards itself up to 1 space a round (1,000 feet).</br>
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Tractor Beams: Cost ¼ base vehicle cost, including propulsion modifiers to cost, each. Tractor beams are designed to hold enemy vessel in place and to pull them to the attacker. Vehicles can only affect vessels of similar size or smaller Size. Their range is 500/5,000 (10/50 in space). This works just like a Grapple check adding a reverse of the vehicle’s size modifier plus its Strength bonus. If the attacker wins, the target ship is Restrained. The attack can also move the target towards itself up to 1 space a round (1,000 feet).</br>
'''Workspace''' (Minimum sized Colossal): Cost 5,000 credits each. The vehicle has a scientific laboratory, a small medical bay (up to 2 people), a machine room, etc. The properties of these stations vary but most grants advantage with a limited set of skills.</br>
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Workspace (Minimum sized Colossal): Cost 5,000 credits each. The vehicle has a scientific laboratory, a small medical bay (up to 2 people), a machine room, etc. The properties of these stations vary but most grants advantage with a limited set of skills.</br>
'''Weapon Mount''': Cost for fixed Heavy Weapon mounts cost 1,000 credits each. Super-heavy mount (minimum size Large vehicle) cost 2,000 credits each. Weapons with Super-Heavy Fixed weapon properties (minimum size Huge vehicle) cost 4,000 credits each. Fixed 2 weapon properties (minimum size Gargantuan vehicle) cost 8,000 credits each. Fixed 3 weapon properties (minimum size Behemoth vehicle) cost 12,000 credits each. Fixed 4 weapon properties (minimum size Leviathan vehicle) cost 20,000 credits each. Turrets triple these prices.</br>
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Weapon Mount: Cost for fixed Heavy Weapon mounts cost 1,000 credits each. Super-heavy mount (minimum size Large vehicle) cost 2,000 credits each. Weapons with Super-Heavy Fixed weapon properties (minimum size Huge vehicle) cost 4,000 credits each. Fixed 2 weapon properties (minimum size Gargantuan vehicle) cost 8,000 credits each. Fixed 3 weapon properties (minimum size Behemoth vehicle) cost 12,000 credits each. Fixed 4 weapon properties (minimum size Leviathan vehicle) cost 20,000 credits each. Turrets triple these prices.</br>
''Note – duel linked weapons add an additional +1d to the weapon dice total (3d8 becomes 4d8) while quad linked weapons add an additional +2d to the weapon dice total''.</br>
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''Note'' – duel linked weapons add an additional +1d to the weapon dice total (3d8 becomes 4d8) while quad linked weapons add an additional +2d to the weapon dice total.</br>
  
 
==== Golem Creation ====
 
==== Golem Creation ====

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