TEXT: 1 
   
  Vehicles
  Vehicles
  Vehicles
  Vehicles    
  For the Nova game engine
  For the Nova game engine
  For the Nova game engine
  For the Nova game engine    
  
  2 
      
  Written by George Chatzipetros
  Written by George Chatzipetros
  Written by George Chatzipetros
  Written by George Chatzipetros    
      
  Contact me at neonblue@GameBox.net
  Contact me at neonblue@GameBox.net
  Contact me at neonblue@GameBox.net
  Contact me at neonblue@GameBox.net    
      
  Go http://members.xoom.com/sidhe7 
  Go http://members.xoom.com/sidhe7 
  Go http://members.xoom.com/sidhe7 
  Go http://members.xoom.com/sidhe7 
  for new sourcebooks
  for new sourcebooks
  for new sourcebooks
  for new sourcebooks    
  VVVVehicles for the 
  ehicles for the 
  ehicles for the 
  ehicles for the 
  Nova game engine, 
  Nova game engine, 
  Nova game engine, 
  Nova game engine, 
  along with co
  along with co
  along with co
  along with com-
  m-
  m-
  m-
  plete rules for v
  plete rules for v
  plete rules for v
  plete rules for ve-
  e-
  e-
  e-
  hhhhiiiicle combat and 
  cle combat and 
  cle combat and 
  cle combat and 
  a list of useful 
  a list of useful 
  a list of useful 
  a list of useful 
  equipment. Sorry, 
  equipment. Sorry, 
  equipment. Sorry, 
  equipment. Sorry, 
  n o  s p a c es h i p s . 
  n o  s p a c es h i p s . 
  n o  s p a c es h i p s . 
  n o  s p a c es h i p s . 
  These will have 
  These will have 
  These will have 
  These will have 
  their own private 
  their own private 
  their own private 
  their own private 
  sourcebook pretty 
  sourcebook pretty 
  sourcebook pretty 
  sourcebook pretty 
  soon!
  soon!
  soon!
  soon!    
  Vehicles for Nova
  Vehicles for Nova
  Vehicles for Nova
  Vehicles for Nova    
  
  3 
  Contents
  Contents
  Contents
  Contents    
  Vehicle basics…………….4
  Vehicle basics…………….4
  Vehicle basics…………….4
  Vehicle basics…………….4    
  Vehicle attributes………………..4 
  Accidents………………………...4 
  Ramming………………………..4 
  Vehicle combat………….5
  Vehicle combat………….5
  Vehicle combat………….5
  Vehicle combat………….5    
  Effects of vehicle combat………5 
  Vehicle armor…………………..6 
  Vehicle tables……………7
  Vehicle tables……………7
  Vehicle tables……………7
  Vehicle tables……………7    
  Vehicle accessories……..13
  Vehicle accessories……..13
  Vehicle accessories……..13
  Vehicle accessories……..13    
      
  
  4 
  Vehicle Basics
  Vehicle Basics
  Vehicle Basics
  Vehicle Basics    
  VVVVehicle attributes
  ehicle attributes
  ehicle attributes
  ehicle attributes    
  Much like characters, vehicles share 
  some common characteristics: 
  Acceleration: 
  Acceleration: 
  Acceleration: 
  Acceleration: How fast the vehicle 
  can increase speed. On every turn, 
  the vehicle can increase speed by this 
  amount up to the maximum speed. 
  However, when accelerating at more 
  than half of this rating, you have a 
  +1 penalty to skill checks for control-
  ling the vehicle. 
  Armor: 
  Armor: 
  Armor: 
  Armor: The natural protection a ve-
  hicle has. 
  Autonomy: 
  Autonomy: 
  Autonomy: 
  Autonomy: Every vehicle is fueled by 
  some sort of power source which 
  tends to run out. The autonomy rat-
  ing numbers the kilometers a vehicle 
  can cover before running out of fuel. 
  Capacity: 
  Capacity: 
  Capacity: 
  Capacity: The number of persons the 
  vehicle can carry. 
  Handling: 
  Handling: 
  Handling: 
  Handling: Describes how easy it is to 
  control the vehicle. It is used as a 
  modifier to all skill checks concerning 
  control of the vehicle. 
  Mounting: 
  Mounting: 
  Mounting: 
  Mounting: The amount of extra 
  equipment the vehicle can carry. 
  Large equipment requires some of 
  the vehicle’s Mounting points. 
  Resilience: 
  Resilience: 
  Resilience: 
  Resilience: This rating is used as the 
  vehicle’s Constitution (Stamina dam-
  age is ignored). As Resilience points 
  are lost, the vehicle gets the same 
  penalties to all control rolls as a char-
  acter suffering from excessive Consti-
  tution loss. 
  Safety: 
  Safety: 
  Safety: 
  Safety: This rating describes the 
  safety measures of a vehicle which 
  are vital in surviving an accident. 
  Speed: 
  Speed: 
  Speed: 
  Speed: The first number is the vehi-
  cle’s cruise speed, while the second is 
  the maximum speed (in km/h). Trav-
  eling above cruise speed inflicts a +2 
  penalty to all control rolls. 
   
  Accidents
  Accidents
  Accidents
  Accidents    
  Performing difficult maneuvers with 
  a vehicle requires a successful skill 
  check. If this roll fails, there’s always 
  the possibility of an accident occur-
  ring (a critical failure means that an 
  accident is certain). The driver needs 
  to make another roll of average diffi-
  culty to avoid crashing with the vehi-
  cle (ass a +3 penalty if moving 
  above cruise speed).  
            If an accident occurs, it can 
  easily injure or even kill the passen-
  gers of a vehicle, especially if moving 
  at high speeds. Divide the speed the 
  vehicle was moving at by 40 and 
  add the result of a D3 roll. Every 
  passenger takes that many dice of 
  damage minus the sum of his Vitality 
  and Reaction dice (to account for 
  instinctive movements to protect 
  one’s self). At least one die of dam-
  age is dealt. The damage t#s are all 
  equal to the vehicle’s Safety rating.  
            Damage is of kinetic type, but 
  any armor worn by passengers has its 
  kinetic rating reduced by 2 against 
  such high-velocity impacts (to a mini-
  mum of –2). The damage dealt to 
  the vehicle if equal in damage dice to 
  the speed divided by 50. Damage t#s 
  are all 4. 
   
  Ramming
  Ramming
  Ramming
  Ramming    
  Ramming something or someone 
  with a vehicle can prove very useful, 
  aside from the fact that it’s a lot of 
  fun. Crashing through gates or run-
  ning people over are classic stunts of 
  action movies. 
            The damage dealt by a mov-
  ing vehicle is always kinetic and al-
  ways lethal (ie it deals Constitution 
  damage). As in an accident, any ar-
  mor the target wears has its kinetic 
  rating reduced by 2. The potency of 
  the attack is largely determined by 
  the mass of the vehicle and its speed. 
  The damage dice are determined as 
  in an accident. The damage t#s are 5 
  in the case of relatively small vehicles 
  (like bikes), 4 for moderate ones 
  (cars) or 3 for large vehicles (trucks). 
  If the target is capable of reacting to 
  the ramming, a successful control skill 
  check must be made to hit him (like 
  an attack roll). 
            When ramming objects, you 
  must be careful for you might get 
  hurt like your target is. If the GM 
  rules that you hit an object too large, 
  you suffer an automatic accident. Ex-
  actly when this happens is up to your 
  GM and depends on the mass of 
  your vehicle and that of your target. 
  A bike might be in serious trouble 
  even when hitting a person. A car 
  could get damaged if it hit a bar 
  which would be easily broken by the 
  mass of a truck. 
  
  5 
  Vehicle Combat
  Vehicle Combat
  Vehicle Combat
  Vehicle Combat    
  Vehicle combat generally follows 
  most of the rules for personal com-
  bat. There is still an initiative check, 
  as there are attack and damage rolls. 
  However, some modifications do 
  apply: 
  •
  Attacking from the inside of a v
  Attacking from the inside of a v
  Attacking from the inside of a v
  Attacking from the inside of a ve-
  e-e-
  e-
  hicle: 
  hicle: 
  hicle: 
  hicle: If the vehicle’s structure en-
  ables this, anyone can put his gun 
  out of the window and start blaz-
  ing away. Firing from a moving 
  vehicle in this manner suffers a +1 
  penalty, or a +2 one if the speed 
  is above 100 km/h. 
  •
  Attackin
  Attackin
  Attackin
  Attacking with a mounted 
  g with a mounted 
  g with a mounted 
  g with a mounted 
  weapon: 
  weapon: 
  weapon: 
  weapon: A weapon mounted on 
  the vehicle doesn’t suffer the gen-
  eral +1 modifier. It only suffers a 
  +1 penalty if the speed is above 
  100 km/h. 
  •
  Attacking a moving vehicle: 
  Attacking a moving vehicle: 
  Attacking a moving vehicle: 
  Attacking a moving vehicle: All 
  characters have a +1 penalty 
  against moving vehicles. This rises 
  to +2 if their speed is above 100 
  km/h and +3 if above 500 km/h. 
  •
  Attacking a person inside a veh
  Attacking a person inside a veh
  Attacking a person inside a veh
  Attacking a person inside a vehi-i-i-i-
  cle: 
  cle: 
  cle: 
  cle: An attack against a person 
  locate inside a vehicle suffers no 
  penalty (except those of the mov-
  ing vehicle) if you have visibility 
  of the target (eg through a win-
  dow). In the case of small win-
  dows, the GM might apply a 
  cover modifier. If you have no 
  visibility, use the modifier for 
  complete darkness/blindness (+4). 
  Plain glass windows don’t offer 
  any protection to the target. This 
  may change if you try to shoot 
  through bulletproof glass or even 
  through the main body of the ve-
  hicle to hit someone inside. In this 
  case, your shot needs to pene-
  trate the material to hit the tar-
  get. The target gets a base unar-
  mored rating equal to the armor 
  rating of the glass or the vehicle 
  instead of his natural –2. Further-
  more, the rating of any armor 
  he’s wearing is added to this. For 
  example, someone inside a vehi-
  cle with armor 2/2/1 wearing no 
  armor himself, has armor 2/2/1 if 
  a shot has to penetrate through 
  the vehicle. If he also wears a 
  1/1/1 armor, his effective armor 
  becomes 3/3/2. Any attack which 
  wounds a vehicle’s driver forces 
  him to make a skill check to re-
  tain control of the vehicle. 
  Effects of vehicle combat
  Effects of vehicle combat
  Effects of vehicle combat
  Effects of vehicle combat    
  A damaged vehicle is prone to mal-
  functions and loss of function. Loss 
  of Resilience inflicts the same penalty 
  as loss of Constitution to all checks 
  for controlling the vehicle (+1 for 
  half Resilience, +1 for each point lost 
  thereafter). This penalty also applies 
  to attacks made with the vehicle’s 
  weapons.  
            Furthermore, for every lost 
  Resilience point beyond half, the 
  driver is forced to make a check for 
  retaining control.  
            Onboard systems, weapons, 
  even the vehicle’s engine may mal-
  function. For every Resilience point 
  lost beyond half, a random system 
  on the vehicle is damaged. The exact 
  system is determined randomly by a 
  roll. Be sure to include the engine as 
  well as all installed devices and 
  weapons.  
            The effects of the damage on 
  the vehicle’s system is determined by 
  a D6 roll.  
   
  Temporary malfunction: 
  Temporary malfunction: 
  Temporary malfunction: 
  Temporary malfunction: System loses 
  50% of its functionality (reduce 
  Speed and Acceleration for the en-
  gine) and has a +1 penalty to all re-
  lated rolls for D6 rounds. 
  Moderate damage: 
  Moderate damage: 
  Moderate damage: 
  Moderate damage: System loses 
  30% of functionality and has a +1 
  penalty. Any further result of 3-5 for 
  this system destroys it. 
  Severe damage: 
  Severe damage: 
  Severe damage: 
  Severe damage: Loss of 75% func-
  tionality and +2 penalty. Any further 
  result of 3-5 destroys the system. 
  Destroyed: 
  Destroyed: 
  Destroyed: 
  Destroyed: System loses all function-
  ality. If this is the engine, the vehicle 
  grinds to a halt. An explosive 
  weapon explodes, dealing its dam-
  age on the vehicle. 
   
   
   
  Roll
  Roll
  Roll
  Roll    
  Effect
  Effect
  Effect
  Effect    
  1111    
  Unaffected 
  2222    
  Temporary malfunction 
  3333    
  Moderate damage 
  4444    
  Moderate damage 
  5555    
  Severe damage 
  6666    
  Destroyed 
  
  6 
  Vehicle armor
  Vehicle armor
  Vehicle armor
  Vehicle armor    
  Some vehicles are too large or well-
  armored, like tanks, to be defeated 
  by petty weapons. You can pepper a 
  tank with whole clips of machine pis-
  tol fire or beat it with a steel pipe for 
  hours and it won’t feel anything. 
            Hard vehicles may have a 
  number in a parenthesis next to their 
  armor ratings. Weapons attacking it 
  need to have more damage dice in 
  order to stand a chance of affecting 
  it. Note that the number refers to the 
  weapon’s base damage dice. The 
  weapon might have its damage in-
  creased by burst fire or attack suc-
  cesses and still not be able to damage 
  the vehicle. This number is called the 
  Body 
  Body 
  Body 
  Body rating.  
            Weapons that ignore some 
  portion of the target’s armor or all 
  of it have the same effect on its Body 
  rating. For example, a plasma gun 
  (which ignores one point of armor) 
  would reduce a vehicle’s Body also 
  by one (to a minimum of zero). A 
  mass rifle would completely ignore 
  Body. Armor-piercing ammunition 
  also has the same effects. 
  
  7 
  Vehicle
  Vehicle
  Vehicle
  Vehicle    
  Engine
  Engine
  Engine
  Engine    
  Handling
  Handling
  Handling
  Handling    
  Capacity
  Capacity
  Capacity
  Capacity    
  Mounting
  Mounting
  Mounting
  Mounting    
  Speed
  Speed
  Speed
  Speed    
  Acceleration
  Acceleration
  Acceleration
  Acceleration    
  Bike, TL 5
  Bike, TL 5
  Bike, TL 5
  Bike, TL 5    
  Internal combustion 
  +1 
  2 
  2 
  60/130 
  60 
  Bike, TL 6
  Bike, TL 6
  Bike, TL 6
  Bike, TL 6    
  Internal combustion 
  +1 
  2 
  2 
  70/180 
  100 
  Bike, TL 7+
  Bike, TL 7+
  Bike, TL 7+
  Bike, TL 7+    
  Electromotor 
  +1 
  2 
  2 
  60/150 
  80 
  Medium car, TL 5
  Medium car, TL 5
  Medium car, TL 5
  Medium car, TL 5    
  Internal combustion 
   
  5 
  4 
  60/140 
  50 
  Medium car, TL 6
  Medium car, TL 6
  Medium car, TL 6
  Medium car, TL 6    
  Internal combustion 
   
  5 
  4 
  80/200 
  90 
  Medium car, TL 7+
  Medium car, TL 7+
  Medium car, TL 7+
  Medium car, TL 7+    
  Electromotor 
   
  5 
  4 
  70/150 
  70 
  Large car, TL 5
  Large car, TL 5
  Large car, TL 5
  Large car, TL 5    
  Internal combustion 
  +1 
  7 
  5 
  60/140 
  70 
  Large car, TL 6
  Large car, TL 6
  Large car, TL 6
  Large car, TL 6    
  Internal combustion 
  +1 
  7 
  5 
  80/200 
  110 
  Large car, TL 7+
  Large car, TL 7+
  Large car, TL 7+
  Large car, TL 7+    
  Electromotor 
  +1 
  7 
  5 
  70/150 
  90 
  Sport car, TL 5
  Sport car, TL 5
  Sport car, TL 5
  Sport car, TL 5    
  Internal combustion 
   
  4 
  4 
  70/170 
  90 
  Sport car, TL 6
  Sport car, TL 6
  Sport car, TL 6
  Sport car, TL 6    
  Internal combustion 
   
  4 
  4 
  80/250 
  130 
  Sport car, TL 7+
  Sport car, TL 7+
  Sport car, TL 7+
  Sport car, TL 7+    
  Electromotor 
   
  4 
  4 
  70/200 
  110 
  Small car, TL 5
  Small car, TL 5
  Small car, TL 5
  Small car, TL 5    
  Internal combustion 
   
  4 
  3 
  50/120 
  50 
  Small car, TL 6
  Small car, TL 6
  Small car, TL 6
  Small car, TL 6    
  Internal combustion 
   
  4 
  3 
  70/160 
  70 
  Small car, TL 7+
  Small car, TL 7+
  Small car, TL 7+
  Small car, TL 7+    
  Electromotor 
   
  4 
  3 
  60/140 
  60 
  Van, TL 5
  Van, TL 5
  Van, TL 5
  Van, TL 5    
  Internal combustion 
  +1 
  9 
  6 
  50/120 
  50 
  Van, TL 6
  Van, TL 6
  Van, TL 6
  Van, TL 6    
  Internal combustion 
  +1 
  9 
  6 
  70/160 
  80 
  Van, TL 7+
  Van, TL 7+
  Van, TL 7+
  Van, TL 7+    
  Electromotor 
  +1 
  9 
  6 
  60/140 
  65 
  
  8 
  Vehicle
  Vehicle
  Vehicle
  Vehicle    
  Resilience
  Resilience
  Resilience
  Resilience    
  Armor
  Armor
  Armor
  Armor    
  Autonomy
  Autonomy
  Autonomy
  Autonomy    
  Safety
  Safety
  Safety
  Safety    
  Bike, TL 5
  Bike, TL 5
  Bike, TL 5
  Bike, TL 5    
  3 
  0/0/0 
  150 
  2 
  Bike, TL 6
  Bike, TL 6
  Bike, TL 6
  Bike, TL 6    
  3 
  0/0/0 
  300 
  2 
  Bike, TL 7+
  Bike, TL 7+
  Bike, TL 7+
  Bike, TL 7+    
  3 
  0/0/0 
  400 
  2 
  Medium car, TL 5
  Medium car, TL 5
  Medium car, TL 5
  Medium car, TL 5    
  4 
  0/1/0 
  450 
  3 
  Medium car, TL 6
  Medium car, TL 6
  Medium car, TL 6
  Medium car, TL 6    
  4 
  0/1/0 
  600 
  3 
  Medium car, TL 7+
  Medium car, TL 7+
  Medium car, TL 7+
  Medium car, TL 7+    
  4 
  0/1/0 
  800 
  3 
  Large car, TL 5
  Large car, TL 5
  Large car, TL 5
  Large car, TL 5    
  5 
  1/1/0 
  500 
  4 
  Large car, TL 6
  Large car, TL 6
  Large car, TL 6
  Large car, TL 6    
  5 
  1/1/0 
  700 
  4 
  Large car, TL 7+
  Large car, TL 7+
  Large car, TL 7+
  Large car, TL 7+    
  5 
  1/1/0 
  850 
  4 
  Sport car, TL 5
  Sport car, TL 5
  Sport car, TL 5
  Sport car, TL 5    
  4 
  0/1/0 
  450 
  3 
  Sport car, TL 6
  Sport car, TL 6
  Sport car, TL 6
  Sport car, TL 6    
  4 
  0/1/0 
  600 
  3 
  Sport car, TL 7+
  Sport car, TL 7+
  Sport car, TL 7+
  Sport car, TL 7+    
  4 
  0/1/0 
  800 
  3 
  Small car, TL 5
  Small car, TL 5
  Small car, TL 5
  Small car, TL 5    
  4 
  0/0/0 
  300 
  3 
  Small car, TL 6
  Small car, TL 6
  Small car, TL 6
  Small car, TL 6    
  4 
  0/0/0 
  500 
  3 
  Small car, TL 7+
  Small car, TL 7+
  Small car, TL 7+
  Small car, TL 7+    
  4 
  0/0/0 
  650 
  3 
  Van, TL 5
  Van, TL 5
  Van, TL 5
  Van, TL 5    
  5 
  1/1/0 
  500 
  4 
  Van, TL 6
  Van, TL 6
  Van, TL 6
  Van, TL 6    
  5 
  1/1/0 [1] 
  750 
  4 
  Van, TL 7+
  Van, TL 7+
  Van, TL 7+
  Van, TL 7+    
  5 
  1/1/0 [1] 
  900 
  4 
  
  9 
  Vehicle
  Vehicle
  Vehicle
  Vehicle    
  Engine
  Engine
  Engine
  Engine    
  Handling
  Handling
  Handling
  Handling    
  Capacity
  Capacity
  Capacity
  Capacity    
  Mounting
  Mounting
  Mounting
  Mounting    
  Speed
  Speed
  Speed
  Speed    
  Acceleration
  Acceleration
  Acceleration
  Acceleration    
  Truck, TL 5
  Truck, TL 5
  Truck, TL 5
  Truck, TL 5    
  Internal combustion 
  +1 
  30 
  8 
  40/100 
  40 
  Truck, TL 6
  Truck, TL 6
  Truck, TL 6
  Truck, TL 6    
  Internal combustion 
  +1 
  30 
  8 
  60/150 
  60 
  Truck, TL 7+
  Truck, TL 7+
  Truck, TL 7+
  Truck, TL 7+    
  Electromotor 
  +2 
  30 
  8 
  60/130 
  50 
  Small aircraft, TL 5
  Small aircraft, TL 5
  Small aircraft, TL 5
  Small aircraft, TL 5    
  Rotor 
   
  4 
  6 
  150/400 
  100 
  Small aircraft, TL 6
  Small aircraft, TL 6
  Small aircraft, TL 6
  Small aircraft, TL 6    
  Rotor 
   
  4 
  6 
  250/600 
  130 
  Small aircraft, TL 7
  Small aircraft, TL 7
  Small aircraft, TL 7
  Small aircraft, TL 7    
  Ramjet 
   
  4 
  6 
  400/800 
  150 
  Small aircraft, TL 8+
  Small aircraft, TL 8+
  Small aircraft, TL 8+
  Small aircraft, TL 8+    
  Gravity 
   
  4 
  6 
  600/1400 
  200 
  Passenger aircraft, TL 5
  Passenger aircraft, TL 5
  Passenger aircraft, TL 5
  Passenger aircraft, TL 5    
  Rotor 
  +2 
  80 
  10 
  300/700 
  130 
  Passenger aircraft, TL 6
  Passenger aircraft, TL 6
  Passenger aircraft, TL 6
  Passenger aircraft, TL 6    
  Ramjet 
  +2 
  180 
  10 
  600/1400 
  170 
  Passenger aircraft, TL 7
  Passenger aircraft, TL 7
  Passenger aircraft, TL 7
  Passenger aircraft, TL 7    
  Ramjet 
  +2 
  250 
  10 
  800/2500 
  200 
  Passenger aircraft, TL 8+
  Passenger aircraft, TL 8+
  Passenger aircraft, TL 8+
  Passenger aircraft, TL 8+    
  Gravity 
  +1 
  300 
  10 
  1000/4000 
  300 
  Medium aircraft, TL 5
  Medium aircraft, TL 5
  Medium aircraft, TL 5
  Medium aircraft, TL 5    
  Rotor 
  +1 
  15 
  9 
  250/600 
  130 
  Medium aircraft, TL 6
  Medium aircraft, TL 6
  Medium aircraft, TL 6
  Medium aircraft, TL 6    
  Ramjet 
  +1 
  20 
  9 
  400/1000 
  170 
  Medium aircraft, TL 7
  Medium aircraft, TL 7
  Medium aircraft, TL 7
  Medium aircraft, TL 7    
  Ramjet 
  +1 
  20 
  9 
  500/1400 
  200 
  Medium aircraft, TL 8+
  Medium aircraft, TL 8+
  Medium aircraft, TL 8+
  Medium aircraft, TL 8+    
  Gravity 
   
  25 
  9 
  800/2000 
  300 
  Personal heli, TL 6
  Personal heli, TL 6
  Personal heli, TL 6
  Personal heli, TL 6    
  Rotor 
   
  1 
  4 
  150/400 
  40 
  Personal heli, TL 7+
  Personal heli, TL 7+
  Personal heli, TL 7+
  Personal heli, TL 7+    
  Rotor 
   
  1 
  4 
  200/500 
  50 
  Helicopter, TL 6
  Helicopter, TL 6
  Helicopter, TL 6
  Helicopter, TL 6    
  Rotor 
   
  5 
  6 
  200/650 
  50 
  
  10 
  Vehicle
  Vehicle
  Vehicle
  Vehicle    
  Resilience
  Resilience
  Resilience
  Resilience    
  Armor
  Armor
  Armor
  Armor    
  Autonomy
  Autonomy
  Autonomy
  Autonomy    
  Safety
  Safety
  Safety
  Safety    
  Truck, TL 5
  Truck, TL 5
  Truck, TL 5
  Truck, TL 5    
  7 
  1/2/0 [1] 
  700 
  5 
  Truck, TL 6
  Truck, TL 6
  Truck, TL 6
  Truck, TL 6    
  7 
  1/2/0 [1] 
  900 
  5 
  Truck, TL 7+
  Truck, TL 7+
  Truck, TL 7+
  Truck, TL 7+    
  7 
  1/2/0 [1] 
  1100 
  5 
  Small aircraft, TL 5
  Small aircraft, TL 5
  Small aircraft, TL 5
  Small aircraft, TL 5    
  4 
  0/1/0 
  950 
  3 
  Small aircraft, TL 6
  Small aircraft, TL 6
  Small aircraft, TL 6
  Small aircraft, TL 6    
  4 
  0/0/0 
  100 
  3 
  Small aircraft, TL 7
  Small aircraft, TL 7
  Small aircraft, TL 7
  Small aircraft, TL 7    
  4 
  0/0/0 
  1300 
  3 
  Small aircraft, TL 8+
  Small aircraft, TL 8+
  Small aircraft, TL 8+
  Small aircraft, TL 8+    
  4 
  0/0/0 
  1300 
  3 
  Passenger aircraft, TL 5
  Passenger aircraft, TL 5
  Passenger aircraft, TL 5
  Passenger aircraft, TL 5    
  7 
  1/1/0 [1] 
  3000 
  5 
  Passenger aircraft, TL 6
  Passenger aircraft, TL 6
  Passenger aircraft, TL 6
  Passenger aircraft, TL 6    
  8 
  1/1/0 [2] 
  5000 
  5 
  Passenger aircraft, TL 7
  Passenger aircraft, TL 7
  Passenger aircraft, TL 7
  Passenger aircraft, TL 7    
  8 
  1/1/0 [2] 
  7000 
  5 
  Passenger aircraft, TL 8+
  Passenger aircraft, TL 8+
  Passenger aircraft, TL 8+
  Passenger aircraft, TL 8+    
  9 
  1/1/0 [2] 
  7000 
  5 
  Medium aircraft, TL 5
  Medium aircraft, TL 5
  Medium aircraft, TL 5
  Medium aircraft, TL 5    
  6 
  0/1/0 
  2000 
  5 
  Medium aircraft, TL 6
  Medium aircraft, TL 6
  Medium aircraft, TL 6
  Medium aircraft, TL 6    
  6 
  0/1/0 [1] 
  3500 
  5 
  Medium aircraft, TL 7
  Medium aircraft, TL 7
  Medium aircraft, TL 7
  Medium aircraft, TL 7    
  7 
  0/1/0 [1] 
  5000 
  5 
  Medium aircraft, TL 8+
  Medium aircraft, TL 8+
  Medium aircraft, TL 8+
  Medium aircraft, TL 8+    
  7 
  0/1/0 [1] 
  5000 
  5 
  Personal heli, TL 6
  Personal heli, TL 6
  Personal heli, TL 6
  Personal heli, TL 6    
  3 
  0/0/0 
  600 
  3 
  Personal heli, TL 7+
  Personal heli, TL 7+
  Personal heli, TL 7+
  Personal heli, TL 7+    
  3 
  0/0/0 
  850 
  3 
  Helicopter, TL 6
  Helicopter, TL 6
  Helicopter, TL 6
  Helicopter, TL 6    
  5 
  0/1/0 
  1500 
  4 
  
  11 
  Vehicle
  Vehicle
  Vehicle
  Vehicle    
  Engine
  Engine
  Engine
  Engine    
  Handling
  Handling
  Handling
  Handling    
  Capacity
  Capacity
  Capacity
  Capacity    
  Mounting
  Mounting
  Mounting
  Mounting    
  Speed
  Speed
  Speed
  Speed    
  Acceleration
  Acceleration
  Acceleration
  Acceleration    
  Helicopter, TL 7+
  Helicopter, TL 7+
  Helicopter, TL 7+
  Helicopter, TL 7+    
  Rotor 
   
  5 
  6 
  300/900 
  70 
  Fighter plane, TL 5
  Fighter plane, TL 5
  Fighter plane, TL 5
  Fighter plane, TL 5    
  Rotor 
   
  2 
  6 
  300/700 
  150 
  Fighter jet, TL 6
  Fighter jet, TL 6
  Fighter jet, TL 6
  Fighter jet, TL 6    
  Ramjet 
   
  2 
  8 
  800/2000 
  200 
  Fighter jet, TL 7
  Fighter jet, TL 7
  Fighter jet, TL 7
  Fighter jet, TL 7    
  Ramjet 
   
  2 
  8 
  1200/3000 
  300 
  Fighter Jet, TL 8+
  Fighter Jet, TL 8+
  Fighter Jet, TL 8+
  Fighter Jet, TL 8+    
  Gravity 
  -1 
  2 
  8 
  2000/6000 
  400 
  Bus, TL 5
  Bus, TL 5
  Bus, TL 5
  Bus, TL 5    
  Internal combustion 
  +1 
  50 
  7 
  40/100 
  40 
  Bus, TL 6
  Bus, TL 6
  Bus, TL 6
  Bus, TL 6    
  Internal combustion 
  +1 
  50 
  7 
  60/150 
  60 
  Bus, TL 7+
  Bus, TL 7+
  Bus, TL 7+
  Bus, TL 7+    
  Electromotor 
  +1 
  50 
  7 
  60/130 
  50 
  Light tank, TL 5
  Light tank, TL 5
  Light tank, TL 5
  Light tank, TL 5    
  Internal combustion 
  +2 
  4 
  8 
  40/80 
  30 
  Light tank, TL 6
  Light tank, TL 6
  Light tank, TL 6
  Light tank, TL 6    
  Internal combustion 
  +2 
  4 
  8 
  50/100 
  40 
  Light tank, TL 7+
  Light tank, TL 7+
  Light tank, TL 7+
  Light tank, TL 7+    
  Electromotor 
  +2 
  4 
  8 
  40/80 
  30 
  Heavy tank, TL 5
  Heavy tank, TL 5
  Heavy tank, TL 5
  Heavy tank, TL 5    
  Internal combustion 
  +2 
  4 
  10 
  30/50 
  20 
  Heavy tank, TL 6
  Heavy tank, TL 6
  Heavy tank, TL 6
  Heavy tank, TL 6    
  Internal combustion 
  +2 
  4 
  10 
  40/80 
  30 
  Heavy tank, TL 7+
  Heavy tank, TL 7+
  Heavy tank, TL 7+
  Heavy tank, TL 7+    
  Electromotor 
  +2 
  4 
  10 
  30/50 
  20 
  
  12 
  Vehicle
  Vehicle
  Vehicle
  Vehicle    
  Resilience
  Resilience
  Resilience
  Resilience    
  Armor
  Armor
  Armor
  Armor    
  Autonomy
  Autonomy
  Autonomy
  Autonomy    
  Safety
  Safety
  Safety
  Safety    
  Helicopter, TL 7+
  Helicopter, TL 7+
  Helicopter, TL 7+
  Helicopter, TL 7+    
  6 
  0/1/0 
  2500 
  4 
  Fighter plane, TL 5
  Fighter plane, TL 5
  Fighter plane, TL 5
  Fighter plane, TL 5    
  4 
  1/1/0 
  1000 
  4 
  Fighter jet, TL 6
  Fighter jet, TL 6
  Fighter jet, TL 6
  Fighter jet, TL 6    
  6 
  1/2/0 [1] 
  2500 
  5 
  Fighter jet, TL 7
  Fighter jet, TL 7
  Fighter jet, TL 7
  Fighter jet, TL 7    
  7 
  1/2/1 [2] 
  3000 
  5 
  Fighter Jet, TL 8+
  Fighter Jet, TL 8+
  Fighter Jet, TL 8+
  Fighter Jet, TL 8+    
  8 
  2/2/2 [2] 
  4000 
  5 
  Bus, TL 5
  Bus, TL 5
  Bus, TL 5
  Bus, TL 5    
  6 
  1/2/0 [1] 
  700 
  5 
  Bus, TL 6
  Bus, TL 6
  Bus, TL 6
  Bus, TL 6    
  6 
  1/2/0 [1] 
  900 
  5 
  Bus, TL 7+
  Bus, TL 7+
  Bus, TL 7+
  Bus, TL 7+    
  6 
  1/2/0 [1] 
  1100 
  5 
  Light tank, TL 5
  Light tank, TL 5
  Light tank, TL 5
  Light tank, TL 5    
  6 
  2/2/1 [2] 
  700 
  5 
  Light tank, TL 6
  Light tank, TL 6
  Light tank, TL 6
  Light tank, TL 6    
  7 
  2/2/2 [2] 
  900 
  5 
  Light tank, TL 7+
  Light tank, TL 7+
  Light tank, TL 7+
  Light tank, TL 7+    
  8 
  3/3/3 [3] 
  1100 
  5 
  Heavy tank, TL 5
  Heavy tank, TL 5
  Heavy tank, TL 5
  Heavy tank, TL 5    
  8 
  3/3/2 [2] 
  700 
  5 
  Heavy tank, TL 6
  Heavy tank, TL 6
  Heavy tank, TL 6
  Heavy tank, TL 6    
  9 
  3/3/3 [3] 
  900 
  5 
  Heavy tank, TL 7+
  Heavy tank, TL 7+
  Heavy tank, TL 7+
  Heavy tank, TL 7+    
  10 
  4/4/3 [3] 
  1100 
  5 
  
  13 
  Vehicle Accessories
  Vehicle Accessories
  Vehicle Accessories
  Vehicle Accessories    
  AAAAfterburner (TL 6, Mounting 1)
  fterburner (TL 6, Mounting 1)
  fterburner (TL 6, Mounting 1)
  fterburner (TL 6, Mounting 1)    
  The afterburner augments the effi-
  ciency of a jet by squirting raw fuel 
  in the exhaust. It increases max. 
  speed and acceleration by 50% but 
  also accelerates fuel consumption by 
  200%. Naturally, it can only work 
  with ramjets. 
   
  Charge armor (TL 7, Mounting 
  Charge armor (TL 7, Mounting 
  Charge armor (TL 7, Mounting 
  Charge armor (TL 7, Mounting ----))))    
  Originally a measure to prevent riot-
  ers from climbing atop law enforce-
  ment vehicles, this system consists of 
  a capacitor sending a powerful elec-
  trical current throughout the vehicle’s 
  exterior. Anyone in contact with the 
  vehicle’s exterior when the capacitor 
  is activated suffers 44-energy (s) 
  damage. It holds enough power for 
  15 discharges; after that, it must be 
  recharged. 
   
  ECM (TL 6, Mounting 0 or 1)
  ECM (TL 6, Mounting 0 or 1)
  ECM (TL 6, Mounting 0 or 1)
  ECM (TL 6, Mounting 0 or 1)    
  An electronic countermeasure is a 
  device which attempts to confuse 
  radars and ladars, thereby concealing 
  a vehicle. Like radars, countermea-
  sures have a rating of 1-6 (they too 
  make rolls with t# 4). Ratings of 5+ 
  require one Mounting point. A radar 
  can not detect a vehicle unless it 
  scores more successes than the coun-
  termeasure (one contest per minute 
  is allowed). 
            An ECM increase the Signature 
  (used for guided missiles) by half its 
  rating against radar-guided missiles. 
  Against laser-guided missiles, it in-
  creases Signature by one quarter of 
  its rating. 
      
  Emergency brakes (TL 6, Mounting 
  Emergency brakes (TL 6, Mounting 
  Emergency brakes (TL 6, Mounting 
  Emergency brakes (TL 6, Mounting ----))))    
  A complete replacement of a ground 
  vehicle’s brakes, this system utilises 
  advanced sensors and intelligent elec-
  tronics along with airbrakes and spe-
  cial tires to provide complete immo-
  bilisation of the vehicle in the short-
  est time possible. The presence of 
  such a system gives a –1 bonus to 
  Handling and can save lives in an 
  accident: if the driver succeeds in a 
  Reaction check at +1 (to be able to 
  use the brakes), the Safety rating in-
  creases by one. 
   
  Extra fuel tank (TL 5, Mounting 2)
  Extra fuel tank (TL 5, Mounting 2)
  Extra fuel tank (TL 5, Mounting 2)
  Extra fuel tank (TL 5, Mounting 2)    
  Doubles the autonomy of any vehi-
  cle but cuts 5% from its cruise and 
  maximum speed. 
  Injureshield (TL 6, Mounting 
  Injureshield (TL 6, Mounting 
  Injureshield (TL 6, Mounting 
  Injureshield (TL 6, Mounting ----))))    
  The injureshield kit combines a vari-
  ety of safety measures like iron bars 
  in the doors, airbags etc to make a 
  vehicle safer, thus increasing its Safety 
  rating by one. 
   
  Life support (TL 6, Mounting 2)
  Life support (TL 6, Mounting 2)
  Life support (TL 6, Mounting 2)
  Life support (TL 6, Mounting 2)    
  A good life support system includes a 
  large oxygen supply, radiation shield-
  ing and thermal insulation. It can sus-
  tain a man for a variable amount of 
  time, depending on the oxygen sup-
  ply. 
   
  Nitrous oxide booster (TL 6, Moun
  Nitrous oxide booster (TL 6, Moun
  Nitrous oxide booster (TL 6, Moun
  Nitrous oxide booster (TL 6, Mount-t-t-t-
  ing 1)
  ing 1)
  ing 1)
  ing 1)    
  Uses a NO2 tank to insert this fuel 
  directly into the engine. NO2 has 
  been described as “the fuel of the 
  gods” and its usage multiplies the ef-
  ficiency of the engine. It acts as a ver-
  sion of a supercharger for internal 
  combustion engines. 
      
  Plating (TL 5, Mounting variable)
  Plating (TL 5, Mounting variable)
  Plating (TL 5, Mounting variable)
  Plating (TL 5, Mounting variable)    
  Plating consists of steel and hard 
  polymer plates placed on the surface 
  of a vehicle to protect it from at-
  tacks. Each point of plating requires 
  one Mounting point to install and 
  increases all of the vehicle’s armor 
  ratings by one (to a maximum of 4). 
  The plates are pretty heavy, taking 
  their toll on the vehicle’s speed and 
  maneuverability. Each plating point 
  decreases maximum speed and accel-
  eration by 5% and each two points 
  give a +1 modifier to Handling. 
      
  Pylon (TL 5, Mounting 1)
  Pylon (TL 5, Mounting 1)
  Pylon (TL 5, Mounting 1)
  Pylon (TL 5, Mounting 1)    
  A pylon is a mount for missiles and 
  bombs. It is commonly found in air-
  crafts but can also be used in other 
  vehicles, like tanks. Each pylon can 
  mount three missiles or two bombs 
  (it still requires one Mounting point). 
  Missiles are fired from a rocket 
  launcher with the press of a button 
  (pylons are always rigged to the ve-
  hicle’s controls).    
      
  Radar/ladar (TL 6/7, Mounting 0 or 
  Radar/ladar (TL 6/7, Mounting 0 or 
  Radar/ladar (TL 6/7, Mounting 0 or 
  Radar/ladar (TL 6/7, Mounting 0 or 
  1)1)1)1)    
  A radar has a rating of 1-6 (ratings of 
  5+ require a Mounting point). It can 
  detect airborne targets or ground tar-
  gets, although in the later case it suf-
  fers +1 to all rolls and range is di-
  vided by four. To detect a target 
  
  14 
  within range, a radar must make a 
  roll using a number of dice equal to 
  its rating (all t#s are 4). 
            The maximum range of a ra-
  dar is its rating in hundreds of kilo-
  meters. However, all rolls for this 
  range are penalised by +6. Targets 
  within tens of kilometers equal to 
  the rating are easier to detect (+3 
  penalty). Targets within kilometers x 
  rating inflict no penalty. 
            Radars of TL 7+ are high-
  resolution imaging devices. Their 
  precision enables them to determine 
  the target’s shape and size in a great 
  detail (although color may not be 
  perceived).  
            Radars can be used to provide 
  targeting for weapons rigged with 
  them. Such an option enables a gun-
  ner to use the radar’s dice to attack 
  instead of making a Gunnery roll. 
            Ladars are radars based on la-
  ser technology. Their main disadvan-
  tage is that they can’t be used in fog, 
  smoke or heavy rain. On the other 
  hand, they’re harder to confuse with 
  countermeasure devices (halve the 
  rating of any countermeasures) and 
  they’re much more accurate, gaining 
  a –1 bonus on every roll. 
      
  Runflat tires
  Runflat tires
  Runflat tires
  Runflat tires (TL 6, Mounting
   (TL 6, Mounting
   (TL 6, Mounting
   (TL 6, Mounting----))))    
  The interior of these special tires is 
  made of small compartments, each 
  independent from the others. When 
  the tire is ruptured by bullets, cal-
  trops, broken glass etc, only some of 
  the compartments lose their air, so 
  that the vehicle can keep going with-
  out much problem. 
   
  Supercharger (TL 7, Mounting 1)
  Supercharger (TL 7, Mounting 1)
  Supercharger (TL 7, Mounting 1)
  Supercharger (TL 7, Mounting 1)    
  This device uses powerful capacitors 
  to hold energy that is released in 
  bursts to boost the performance of a 
  vehicle’s electromotor engine. The 
  result is an impressive increase in 
  both speed and acceleration 
  (increased by 30%). This boosted 
  performance is only short-living. The 
  supercharger is drained of energy af-
  ter 3 minutes of continuous use. It 
  can be recharged later by a powerful 
  electrical source, regaining one min-
  ute of use per half an hour of re-
  charging. 
   
  Suspensions plus (TL 6, Mounting 
  Suspensions plus (TL 6, Mounting 
  Suspensions plus (TL 6, Mounting 
  Suspensions plus (TL 6, Mounting ----))))    
  Any wheeled vehicle may have this 
  system. It improves the handling of 
  the vehicle under tough conditions, 
  decreasing penalties for off-road 
  driving by one. 
      
  Thermal cloaking (TL 7, Mounting 
  Thermal cloaking (TL 7, Mounting 
  Thermal cloaking (TL 7, Mounting 
  Thermal cloaking (TL 7, Mounting ----))))    
  Reduces the thermal signature of a 
  vehicle by using heat-insulating coat-
  ing and channeling all generated heat 
  to a special sink tank. Thermal imag-
  ers (like IR goggles) can spot the ve-
  hicle only if they roll 6 on a D6. It 
  increases a vehicle's Signature by 2 
  against thermal-guided missiles. 
   
  Weapon mounts
  Weapon mounts
  Weapon mounts
  Weapon mounts    
  Military vehicles, as well as civilian 
  ones, can accept weapons and in-
  deed some heavy weapons are in-
  tended to be vehicle-mounted. 
  Unless the weapon system specifies 
  otherwise, it needs a number of 
  Mounting points equal to its Recoil, 
  or its damage dice minus one, which-
  ever is greater. 
            The following systems may be 
  used for mounting weapons: 
  •
  Fixed mount: 
  Fixed mount: 
  Fixed mount: 
  Fixed mount: The weapon 
  faces one direction and can’t 
  be moved. 
  •
  Swivel mount: 
  Swivel mount: 
  Swivel mount: 
  Swivel mount: Swivel mounts 
  can rotate the weapon 360 
  degrees  and raise it up to 60 
  degrees. 
  •
  Turret: 
  Turret: 
  Turret: 
  Turret: A turret is a superstruc-
  ture containing the weapon. 
  They perform as a swivel 
  mount but they conceal and 
  protect the gunner with the 
  vehicle’s armor. Turrets de-
  crease the mounting cost of 
  weapons by one point, but 
  need at least 3 Mounting 
  points. 
  •
  Pop turret: 
  Pop turret: 
  Pop turret: 
  Pop turret: Like a turret, but it 
  can retract into the vehicle, 
  concealing itself and the 
  weapon till it’s needed. It 
  doesn’t decrease the weapon’s 
  mounting cost like a turret. 
  A weapon may simply be mounted, 
  so that it requires a gunner to manu-
  ally handle it (using the appropriate 
  skill). Or it can be electronically 
  rigged to the vehicle, so that it can 
  be fired with the press of a single 
  button from the inside of the vehicle. 
            Just because a weapon is 
  mounted on a vehicle doesn’t mean 
  that it has no recoil, especially if it’s a 
  
  15 
  large weapon on a small vehicle. 
  When calculating the effects of Re-
  coil, use the vehicle’s Resilience mi-
  nus 2 as its Conditioning dice. Tur-
  rets decrease Recoil by one, but sim-
  ple mounts don’t. 
  
SOURCE: textdata/thevault/Nova/Nova Vehicles.pdf