TEXT: Thursday, May 10, 2001 
  Thursday, May 10, 2001 
  Thursday, May 10, 2001 
  Thursday, May 10, 2001 
  152
  152  
  Vehicles often play a part in TFT adventures. The following chapter 
  lists some common vehicles that will be available to players and how 
  they translate to game terms to allow for exciting chases and combats. 
  Because of the wide variety of sizes allowed for vehicles there are three 
  scales of play vehicles are used in. 
  (1)
  “Normal
  Normal ” Combat Scale 
  Combat Scale (1 hex = 1.3 meters) - Many vehicles can be used in ‘normal’ 
  scale that allows characters to interact with vehicles as they normally do. 
  (2)
  Vehicle Combat Scale 
  Vehicle Combat Scale (1 hex = 1 Mh) - Most normal vehicle combat and mass army 
  combat occurs at this scale. 
  (3)
  Mass Combat Scale 
  Mass Combat Scale (1 hex = 1 MMh) - Large scale combat of armies – with 30 figures 
  per hex occur at this scale as well as aircraft combat. After this the scale is entirely  arbitrary as suits the 
  needs of the story – for example, space combat can occur at whatever distance per hex the gm 
  desires. 
  VVEHICLE
  EHICLE C
   CONSTRUCTION
  ONSTRUCTION  
  The following rules are for the construction of three different types of 
  vehicles in METAVERSE: 
  • Ancient – Ships – These the rules for constructing ancient sail and/or oar vessels. These are 
  based on the construction rules for Ram Speed© Metagaming and 7th Seas by Alderac. 
  • Modern – Vehicles – These are the default construction rules for most vehicles, including 
  motorcycles, boats, hovercraft, helicopter, planes, jets, powered armor and battlesuits, snowmobiles, 
  etc. These are based on the construction rules for Car Wars/Mini-Car Wars© SJG and Ogre by Steve 
  Jackson Games. 
  • Future – Spacecraft – These the rules for constructing Warp capable and hyperdrive capable 
  space vehicles. These are based on the construction rules for Warp War© Metagaming and Ogre by 
  Steve Jackson Games. 
  VVEHICLE
  EHICLE A
   ATTRIBUTES
  TTRIBUTES  
  GMs and players can chose from a wide variety of modern units, ranging 
  from the monstrous Ogres, through many different sorts of armor vehi-
  cles, down to the battlesuits of the ‘poor bloody infantry’ - who are 
  vehicles in their own right. 
  There are six characteristics which determine a unit’s capabilities on the 
  battlefield. Like character creation, these abilities are designed to make 
  the vehicle balanced in a combat and tactical situation – leaving the 
  Roleplaying to the players, not the rules. These are its Attack
  Attack 
  Strength and Range
  Range; its Armor/Structure Points
  Armor/Structure Points; its 
  Move, and the Movement Mode 
  Movement Mode which determines how it han-
  dles various sorts of terrain; and its Size
  Size. Taken together with the 
  unit’s special abilities and accessories, these characteristics give it its 
  Build Point 
  Build Point value. 
  ATTACK STRENGTH (ATT)
  ATTACK STRENGTH (ATT)   
  This number represents the combat strength of a particular unit. A 
  higher number means a greater attack capability – usually because of a 
  larger weapon. Most units have a single attack strength. Infantry units 
  have an attack strength based on the number of squads remaining in that 
  unit; each squad has an attack strength of 1. 
  Attack strength also relates to detection ability; in general, larger units 
  carry better electronics and have a better chance of accurately locating 
  their targets. 
  Attack Strengths are considered to be 5d6 per 1 ATT with a practical 
  limit of 8 (40d6) for planet-based weapons and ATT 12 (60d6) for 
  space-based weapons. 
  Range (RNG)
  Range (RNG)  
  This is the maximum distance, in inches, at which a unit may attack. 
  Vehicle units and infantry units have a single range for their fire. Each 
  weapon system has its own particular attack range. 
  Range is considered to be 1 MH per 1-hex but this can vary greatly de-
  pending on the scale. In general consider the following practical limits to 
  ranges: 
  Planet-based:            ATT                            Maximum Range                                                                   
                                      0-2                               4 
                                      3+                                5-10 
   
  Space-based:           ATT                            Weapon Type                                                                        
                                      1-5                               Beam – Full damage 
                                      6-10                             Beam – Half damage 
                                      11-15                           Beam – ¼ damage 
                                      16+                              Beam – No damage 
                                      Drive setting x2          Missiles 
  Defense strength (DEF)
  Defense strength (DEF)  
  This number represents the defensive strength of a particular unit. The 
  higher the number, the better the unit defends. Each vehicle and infantry 
  unit has a single defense strength. Defense strength is based on several 
  factors: mobility (and ability to hide), electronic countermeasures, the 
  point-defense weaponry carried by most units, and – perhaps least im-
  portant – heavier armor. Camouflage is usually of no account at all, as 
  the naked eye is more easily fooled than electronic detects – see p. ___. 
  Infantry units have a defense strength based on the number of squads 
  remaining in that unit...the more squads, up to 3, the better the effect of 
  their combined ECM and of their personal weapons in point-defense 
  mode. 
  Each individual weapon system has its own defense strength, based on its 
  durability and the vehicle’s overall ECM and point defense. 
  Some units have a defense strength of 0. Such a unit is destroyed auto-
  matically if attacked. 
  Defense Strength is considered to be one hull type per Armor, so BPC 
  armor is usually HS 7, ST 150 per Armor. A practical maximum of 6 for 
  armor (HS 42, ST 600, costing 2 BP) and 9 for Screens. 
  ARMOR/Structure points (sp)
  ARMOR/Structure points (sp)   
  Large buildings and other structures do not have Defense Strengths; in-
  stead, they have Structure Points. These are gradually worn down by 
  attacks. Note that while units with Defense Strengths get defensive bo-
  nuses for some terrain, there is no terrain bonus for Structure Points; 
  these buildings are too large to hide behind trees, disguise with ECM and 
  so on. 
  Speed (move)
  Speed (move)   
  This number represents the maximum distance, in inches, that the unit 
  may move, each turn, through clear terrain. Movement through differ-
  ent terrain can increase or decrease this distance. A unit never has to 
  move, nor does it have to use its full movement allowance each turn. 
  For example, a Heavy Tank has a movement value of 6. During its 
  movement it can choose to remain stationary, or it can movement any 
  distance up to a maximum of 6 hexes across the battlefield. Unused 
  movement may not be saved from turn to turn. 
  Hovercraft, helicopters, planes and other vehicles that fly have a split 
  movement value. For instance, a regular G.E.V. has a movement value 
  of 4/3. This means that it has two movement phases per turn. It has a 
  movement value of 4 for the regular movement phase, and a value of 3 
  for the second, G.E.V.-only movement phase, which takes place after 
  
  Thursday, May 10, 2001 
  Thursday, May 10, 2001 
  Thursday, May 10, 2001 
  Thursday, May 10, 2001 
  153
  153  
  combat. 
  During its movement phase, any vehicle still capable of movement may 
  always move forward at least 1 hex, regardless of any terrain modifiers. 
  Movement mode (mode)
  Movement mode (mode)   
  This is a 3-letter abbreviation that represents the mode of travel used by 
  the unit, as follows: 
  Flight (HEL/PLN): This movement type is used by all flight-capable vehicles. This includes aircraft of all 
  types, helicopters and vectored thrust vehicles. Each aircraft’s peculiar flight characteristics are provided by 
  suitable Perks and Flaws (see Perks and Flaws, page 112). 
  Ground (no code): Any wheeled or tracked vehicle. Wheeled vehicles are assumed to be equipped with 
  large wheels and strong suspension for rough terrain and thus are grouped with tracked vehicles in the 
  Ground movement type for simplicity. Ordinary wheeled vehicles such as city cars have the Poor Off-Road 
  Capacity Flaw to represent the low clearance of their drive system (see Flaws, page 128). 
  Hover (GEV): This movement type is used by all vehicles which travel above but near the ground, such as 
  ground-effect hover craft and other air-cushion vehicles. Ground-effect systems only work within an atmos-
  phere; they are useless in vacuum. 
  Naval (WTR): Any conventional water vessels and hydrofoils, or anything that can float. This only makes 
  the vehicle’s hull water-tight, however: it is still susceptible to flooding and capsizing if swamped or turned 
  upside-down. 
  Rail (RAIL): Any vehicle which uses a rail or guide of some kind to move about is part of this category. This 
  includes classic steel railroad trains, MagLevs, monorails and many others. These vehicles can only move 
  along a rail line, and the rail(s) must be of the same type as the one the movement system was designed 
  for. 
  Space (SPACE): A vehicle equipped with reaction thrusters uses this movement system. This movement 
  type does not confer the ability to perform standard atmospheric flight or reentry – these must be purchased 
  separately. 
  Submarine (SUB): This movement type covers underwater craft of all sorts, which are fully watertight. 
  Most Submarine vehicles also have the Naval movement type, but it is not required (some submarine vehicles 
  fare very poorly on the surface). 
  Walker )(WLK): This represents a multi-legged walking vehicle. The exact number of legs present is totally 
  up to the designer and has no bearing on either speed and toughness, which are determined separately 
  (see Speed below, and Perks and Flaws, page 112). 
  Speed
  Speed   
  A Top Speed, measured in miles per hour, must be selected for each indi-
  vidual movement type. Each Top Speed is divided by fifteen (15) to get 
  the Top Speed in Speed, rounding to the nearest whole number. 
  Multiple Movement Modes Strike Mecha have a double move-
  ment code. This allows the owning player, at the beginning of his turn, 
  to choose the mode he wishes to use. Once chosen, however, all restric-
  tions pertinent to that mode are applied in full until it changes modes 
  again. Should the machine become disabled, for whatever reason, it can-
  not change modes until it has fully recovered. The current movement 
  mode is indicated by a small counter near the base of the figure (no 
  marker being walker mode). 
  Size (size)
  Size (size)   
  This is an abstract measure of the vehicle’s size and weight; see the Size 
  Table, p. __. Size is mainly used to determine how hard it is to push an 
  inert unit around, and what a unit can hide behind, as well as how many 
  weapons and accessories can fit into the frame. Size is not important for 
  buildings. 
  Build point value (bp)
  Build point value (bp)   
  This is the “cost” of the unit in scenarios where the players can choose 
  their own vehicles. 
  A BP is basically a unit of money. For example, suppose the players 
  save an alien from death, and he decides to reward them by giving them 
  a spaceship. The alien might give the players a spaceship with 20 BP on 
  it, of their choice. If they take a Danger Room, it cost as much money 
  (3 BP) as a Cloaking Device, but is of no value in combat. The players 
  have to balance comfort against power. 
  The option cost of an item depends on only on its usefulness, but also 
  on its availability in a given society. The luxury options are less com-
  monly available, because they are harder to produce. 
  Real World Vehicle Conversion
  Real World Vehicle Conversion  
  Dimensions
  Dimensions :  Multiply Length x Width x Height.  
  Length: In inches is divided by 52 (inch/52) = hexes. Use hexes to de-
  termine Size, remembering to add width. 
  Width: In inches is divided by 52 (inch/52) = hexes. Use hexes to deter-
  mine Size, remembering to add length. 
  Height: In inches is divided by 52 (inch/52) = hexes. Use hexes to de-
  termine Size, remembering to add length and width. 
  Example: A Ferraris is 167.5 inches long by 67.7 inches wide and 44.1 inches high. 
              167.5/52          =          3.22 
              67.7/52            =          1.30 
              44.1/52            =          0.84 
                          3.22 x 1.30 x 0.84  = 3.51624 hexes Size 1/3 
  Wheelbase                                         Size                                                                                                      
  0 to 100                                   =          Size 1/3 (Subcompact frame) 
  101 to 500                               =          Size 1/2 (Compact frame) 
  106+                                        =          Size 1 (Mid-sized or more) 
   
  Acceleration 0-60 mph (sec)          ACC                                                                                                      
  11.8 to 15                                =          ACC 1 
  6.2 to 8.7                                 =          ACC 2 
  4.5                                           =          ACC 3 
   
  Horsepower (hp)                             Power/Drive (PD = 380 hp/1 PD)                                                      
  Up to 95 hp                              =          ¼ PD 
  96 to 127 hp                            =          1/3 PD 
  128 to 190 hp                          =          ½ PD                                                                                                    
  191 to 380 hp                          =          1 PD 
  381 to 760 hp                          =          2 PD 
  761 to 1140 hp                        =          3 PD                                                                                                     
  1141 to 1520 hp                      =          4 PD 
  1521 to 1900 hp                      =          5 PD 
  1901 to 2280 hp                      =          6 PD                                                                                                     
  2281 to 2660 hp                      =          7 PD 
  2661 to 3040 hp                      =          8 PD                Ogre Mark V 
  3041 to 3420 hp                      =          9 PD                                                                                                     
  3421 to 3800 hp                      =          10 PD 
                                                              28 PD              Dreadnought 
   
  Watts                                       =          Power/Drive (PD = 380 hp/1 PD)                                                      
  283,365.96 watts                    =          1 PD 
  1 hp = 745.6999 watts 
  vehicle Design Notes
  vehicle Design Notes  
  Bio-Constructs Bio-constructs are vehicles, machines and robots made of living flesh rather than me-
  chanical components. They may be engineered or naturally bred, and their characteristics may vary wildly. 
  They are somewhat rare, since most applications are easily done by more resilient machines. 
  For game simplicity, Bio-constructs are built just like any other vehicles or machines. In this case, “Crew” indicates 
  not only any onboard crew (if applicable) but also the state of the creature’s nervous system (pain and 
  damage will cause actions to be lost). Especially tough or resilient creatures might well have several levels of 
  the Perk “Reinforced Crew” (in this case, it would read as “Tough Nervous System”). Most living beings will 
  also have Self-Repair Systems (see page 148) to simulate their ability to heal naturally. 
  VVEHICLE
  EHICLE C
   CONSTRUCTION
  ONSTRUCTION  
  The following rules describe a process where players may design their 
  own vehicles and then calculate a Build Point Value for these new vehi-
  cles. The process of building a vehicle has three steps: 
  (1)
  Constructing a Hull 
  (2)
  Adding Weapons to the Hull 
  (3)
  Adding Accessories to the Hull 
  (4)
  Determining a Build Point Value for the new Vehicle 
  Constructing a Hull
  Constructing a Hull  
  Every vehicle has a hull. It contains the controls, electronics, gas/
  
  Thursday, May 10, 2001 
  Thursday, May 10, 2001 
  Thursday, May 10, 2001 
  Thursday, May 10, 2001 
  154
  154  
  electrical/nuclear Power Plants/Drives to power the vehicle, sensor de-
  vices, Structural Points and armor to protect these items. Only the 
  Power/Drives, Structural Points, and Armor are added by the player. 
  Everything else comes for free. 
  There are three phases to hull construction: 
  a)
  Deciding on the size of the hull (Size) 
  b)
  Assign a movement rate (PD and Speed) 
  c)
  Add Structure Points (SP) and Armor (A) 
  Deciding on the size of the hull (Size)
  Deciding on the size of the hull (Size)   
  A hull may have a “Size” of between 1/3 and 64 or more. 
  Fractional amount of Size are only allowed in “half” units; i.e., a hull may have a Size of 24-1/2 (24.5), but not a 
  size of 23-1/3 with the single exception of the very small vehicles meant to represent bicycles, 
  powered exoskeletons, jet packs, go-carts and other small vehicles that can still be built with these 
  rules. Designers are free to pick any size hull they wish within those limitations. The BP value of a 
  Vehicle increases with hull size at a rate of 1 BP per 1 Size. 
  Spaces are Car Wars Spaces for comparison/conversion purposes 
  Size Assumes One Battlesuit Infantry is 5-6 men and Militia is 20 men and worth 1/3 BP. For references pur-
  poses, the following is an OGRE Size Conversion 
                     OGRE                   TFT                  Examples from Ogre                                                               
                     1                           1                      Light Tank, LGEV, Truck, INF squad 
                     2                           2                      GEV, Missile Tank, archaic MBT or APC 
                     3                           3                      Heavy Tank, GEV-PC                                                                 
                     4                           4                      Missile Crawler, Mobile CP, LHWZ, HWZ, MHWZ 
                     5                           5                      Superheavy, Ogre Mark I 
                     6                           6-10                 Ogre Mark II                                                                              
                     7                           11-22               Ogre Mark III, III-B, Ninja 
                     8                           23-30               Ogre Mark IV, V, Fencer 
                     9                           31-50               Ogre Mark VI, Doppelsoldner                             
  Hexes is the approximate maximum 
  Weight is the approximate weight in tons of 2,000 lb. each. 
  Ram is the damage that occurs in a Ram attack. This is in ATT (or vehicle) scale. Multiply x5 for figure scale. 
   
  SIZE   Space            Example Vehicles                                                                                                     
  0.25     0          Bicycle 
  0.25     1          Rocket Pack 
  0.25     2          Lt. sidecar 
  0.25     3          Hvy. Sidecar, Mini-Van Trailer, Regular Balloon, Lt. Battlesuit, Go-Kart 
  0.25*   4          Lt. Cycle, Lt. Aquabike, Lt. Snowmobile, Small Assault Power Armor, WaterSled (1 
  person), Light Microcopter, Light Mini-Car 
  0.25     5          Med. Cycle, Large Balloon, Med. Snowmobile, Med. Assault Power Armor, Med. Battle-
  suit, Water Sled (2 person), Med. Microcopter, Med. Mini-Car                                               
  0.33     6          Rowboat, Med. Aquabike, Lg. Assault Power Armor, Large Water Sled, One Man Sub, 
  Hvy. Microcopter, Hvy. Mini-Car 
  0.33     7          Subcompact, Hvy. Cycle, Hvy. Snowmobile, Subcompact Sand Rail, Hvy. Battlesuit. 
  Recon Powered Armor, X-Hvy. Microcopter 
  0.33     8          Flatbed trailer 6', Hvy. Aquabike, One-Man Hovercraft, Small Microplane, Sub-compact 
  Carplane, One-Man Hoverplane, Small Truck, X-hvy. Battlesuit                                           
  0.5       9          Medium Truck, Mini Sub 
  0.5       10        Compact, Sprint Racing car, Dinghy boat, Compact Carplane, Compact Sand Rail, S-hvy. 
  Battlesuit, Standard Powered Armor, Lt. Circle Car, Lt. Wheel Car, Lt. Tread Car                 
  1          12        Van 6' trailer, Med. Microplane, Small Airplane, Hvy Circle Car 
  1          13        Mid-sized Car, Flatbed 10', One-Man Helicopter, Small Grasshopper, Mid-Sized Car-
  plane, Mid-sized Sand Rail, Med. Wheel Car, Med. Tread Car 
  1          14        Small Hovercraft, Small Hoverplane, Small Walker 
  1          15        Formula One/Indy Racer, Standard Formula 1 Body, Small Sleigh 
  1          16        Sedan, Dragster, Med. Grasshopper, Sedan Sand Rail, Heavy Powered Armor, Hvy. 
  Wheel Car, Hvy Tread Car 
  1          17        Cabover, Lg. Microplane, Standard Walker, Long Wheelbase Formula 1 Body 
  1          18        Can-Am, Standard Sleigh 
  1          19        Luxury, Flatbed 15', Standard Cabover Big Rig, Small Helicopter, Lg. Grasshopper, 
  Luxury Sand Rail, X-Hvy Wheel Car, X-Hvy Tread Car 
  1          20 *     Funny Car, Van 10', Longnose, Speedboat, Standard Hovercraft, Micro Airship, Small 
  Armored Car, Small Mecha                                                                                                     
  2          21        Station Wagon, Medium Airplane, Super Sleigh                                                                    
  2          22        Standard Longnose, Large Walker 
  2          24        Pickup, Camper, Flatbed 20', Sleeper Cabover, Stretch-luxury car, Mini-Van, Pick-up 
  Truck Sand Rail, Submarine (1-man) 
  2          25        Cargo Microplane, Armored Personnel Carrier (APC averages 20-30 spaces) 
  2          27        Sleeper Longnose, Large Hovercraft, Limousine 
  2          29        Flatbed 25', Double Sleeper Cabover 
  2          30        Van, Van 15' Trailer, Standard Helicopter, Stretch-pickup truck, Van Sand Rail, Med. 
  Mecha, Stretch-Camper 
  2          32        Large Airplane, Small Jet Fighter, Double Sleeper Longnose, High-Rise Sleeper Long-
  nose, Van-up 
  2          35        Flatbed 30', Minibus, Medium Armored Car, Mini Landmaster 
  2          36        Stretch-van, Fighter Microplane 
  2          37        Cruiser, High-Rise Double Sleeper Longnose 
  2          38        Van 20' 
  2          40        Large Cargo Microplane, Small Airship, Small Submarine                                                    
  3          41        Small Cargo Hovercraft, Transport Helicopter 
  3          45        Bus 30', Large Mecha, Landmaster (30’) 
  3          46        Van 25' 
  3          50        Flatbed 40' Trailer, Large Armored Car 
  3          51        Reg. Cargo Hovercraft, Standard Heavy Lift Helicopter 
  3          53        Large Jet Fighter 
  3          54        Van 30' 
  3          55        Small Heavy Lift Helicopter 
  3          58        Yacht 
  3          60        Tanker 40', Bus 40', Medium Airship, Flatbed Trailer (48’), Med. Submarine, Landmaster 
  (40’)                                                                                                                        
  4          65        Flatbed Trailer (53’) 
  4          70        Dual-Level Flatbed 40', Dumper 40', Heavy Fighter Plane 
  4          72        Tanker Trailer (48’) 
  4          75        Reefer 40', Heavy Mecha 
  4          78        Tanker (53’) 
  4          80        Van 40', Cargo Airplane, Small Fleet Patrol Boat, Lg. Submarine                                         
  5          82        Double Flatbed Trailer (53’) 
  5          88        Reefer Trailer (48’) 
  5          90        Double Flatbed Trailer (53’) 
  5          95        Reefer Trailer (53’) 
  5          96        Van (48’) 
  5          100      X-Hvy. Mecha, Van Trailer (50’), Small Supertruck 
  5          104      Van (53’) 
  5          110      Standard Airship 
  5          115      Large Cargo Airplane                                                                                                               
  6          120      X-Lg. Submarine 
  6          125      Large Heavy Lift Helicopter                                                                                                     
  7          150      Large Airship, Super-hvy Mecha 
  7          160      Heavy Transport Plane, Med. Fleet Patrol Boat, Super Submarine                                       
  8          180      Transport Airship                                                                                                                     
  9          200      Titan Mecha, Med. Supertruck                                                                                                
  11        240      Super Airship, Large Fleet Patrol Boat, Fleet Submarine                                                      
  16        320      X-Large Fleet Patrol Boat                                                                                                        
  20        400      Super Fleet Patrol Boat, Lg. Supertruck                                                                                 
  40        800      Hvy. Supertruck                                                                                                                       
  Assign a movement rate (PD and Speed)
  Assign a movement rate (PD and Speed)   
  A vehicle may  have a Movement Rate of equal to half its Power/Drive size. Speed can also be rated in ¼ and ½ 
  values. 
  Speed is given in Vehicle scale and equals 1 inch per turn per Speed 1. 
  Split Speed is a rating given to very fast vehicles that are capable of flight such as hovercraft, airplanes and 
  helicopters. The flexibility of these kinds of movements allow them to make TWO choices of 
  maneuvers per turn. For instance, a hovercraft (GEV) has a Sped of 4/3. This means it has two 
  maneuvers per turn. It has a Speed of 4 and may choose any Speed 4 maneuver for the regular 
  movement phase, and a value of 3 for the second, Split-only movement phase, which takes place 
  after combat. 
  In some cases there are TWO split speeds. Which one a particular vehicle uses depends on the maneuverability 
  of the vehicle. 
  MPH is considered miles per hour and is an approximation for reference purposes 
  MA is considered figure scale Movement Allowance and is just given for comparison purposes. 
  PD is considered Power/Drive and is the amount of ‘engine’ required for the amount of Speed 
   
  Speed Speed (flight)            MPH   (average)             MA                                                                   
  ¼         -                                  1-5 mph (2.5 mph)             2 
  ½      -                                  6-11 mph (7.5 mph)           6                                                                       
  1       -                                  12-23 mph (15 mph)           12                                              
  2       -                                  24-38 mph (30 mph)           24                                                                  
  3       2/1                     39-53 mph (45 mph)           36                                              
  
  Thursday, May 10, 2001 
  Thursday, May 10, 2001 
  Thursday, May 10, 2001 
  Thursday, May 10, 2001 
  155
  155  
  STANDARD VEHICLE SIZE TABLE 
  Size      Spaces                        Hexes                                   Mass (tons)                                       Notes                                                                                                                                                                                  
  0.25     0-5                               1-3                                        0-1                                                                       
  0.33     6-6.6                            4-8                                        1-3 
  0.5       7.6-10                          9-15                                      3-5                                                                                                                                                                                                                                               
  1          11-20                           16-24                                    6-9                                                    Light Tank, LGEV, Truck, INF squad, Small Mecha (25’, $100,000) 
  2          21-40                           25-35                                    9-13                                                  Penteconter, GEV, Missile Tank, archaic MBT (36-76 hexes) or APC, Medium Mecha (25’, $150,000)                                      
  3          41-60                           36-48                                    13-17                                                Bireme, Heavy Tank, GEV-PC, Large Mecha (30’, $225,000)                                                                                                
       
  4          61-80                           49-63                                    18-23                                                Missile Crawler, Mobile CP, LHWZ, HWZ, MHWZ, Hvy Mecha (35’, $375,000) 
  5          81-100                         64-80                                    23-29                                                Trireme, Superheavy, Ogre Mark I, X-Hvy Mecha (40’, $500,000) 
  6          101-120                       81-99                                    29-36                                                Ogre Mark II                                                                                                                                                                         
  7          121-140                       100-120                                36-44 
  8          141-160                       121-143                                44-52                                                S-Hvy Mecha (45’, $750,000) 
  9          161-180                       144-168                                52-61                                                Quinquireme                                                                                                                                                                        
  10        181-200                       169-195                                61-71                                                Ogre Mark II, Titan Mecha (50’, $1,000,000)                         
  11        201-220                       196-224                                71-81 
  12        221-240                       225-255                                82-93                                                                                                                                                                                                                                           
  13        241-260                       256-288                                93-105 
  14        261-280                       289-323                                105-118 
  15        281-300                       324-360                                118-131                                                                                                                                                                                                                                       
  16        301-320                       361-399                                131-145                                                                                                                                                                                                                                       
  17        321-340                       400-440                                146-160                                                                                                                                                                                                                                       
  18        341-360                       441-483                                160-176                                                                                                                                                                                                                                       
  19        361-380                       484-528                                176-192                                                                                                                                                                                                                                       
  20        381-400                       529-575                                192-209                                                                                                                                                                                                                                       
  21        401-420                       576-624                                210-227                                                                                                                                                                                                                                       
  22        421-440                       625-675                                227-246                                            Ogre Mark III-B                                                                                                                                                                     
  23        441-460                       676-728                                246-265                                                                                                                                                                                                                                       
  24        461-480                       729-783                                265-285                                            Ogre Mark IV                                                                                                                                                                        
  25        481-500                       784-840                                285-306                                                                                                                                                                                                                                       
  26        501-520                       841-899                                306-327                                                                                                                                                                                                                                       
  27        521-540                       900-960                                327-349                                                                                                                                                                                                                                       
  28        541-560                       961-1023                              350-372                                                                                                                                                                                                                                       
  29        561-580                       1024-1088                            373-396                                                                                                                                                                                                                                       
  30        581-600                       1089-1155                            396-420                                            Ogre Mark V (1140 hexes), Fencer                                                                                                                                       
  31        601-620                       1156-1224                            421-445                                                                                                                                                                                                                                       
  32        621-640                       1225-1295                            446-471                                                                                                                                                                                                                                       
  33        641-660                       1296-1368                            472-498                                                                                                                                                                                                                                       
  34        661-680                       1369-1443                            498-525                                                                                                                                                                                                                                       
  35        681-700                       1444-1520                            525-553                                                                                                                                                                                                                                       
  36        701-720                       1521-1599                            553-582                                                                                                                                                                                                                                       
  37        721-740                       1600-1680                            582-611                                                                                                                                                                                                                                       
  38        741-760                       1681-1763                            612-641                                                                                                                                                                                                                                       
  39        761-780                       1764-1848                            642-672                                                                                                                                                                                                                                       
  40        781-800                       1849-1935                            673-704                                                                                                                                                                                                                                       
  41        801-820                       1936-2024                            704-736                                                                                                                                                                                                                                       
  42        821-840                       2025-2115                            737-769                                                                                                                                                                                                                                       
  43        841-860                       2116-2208                            770-803                                            Ogre Mark VI                                                                                                                                                                        
  44        861-880                       2209-2303                            804-838                                                                                                                                                                                                                                       
  45        881-900                       2304-2400                            838-873                                                                                                                                                                                                                                       
  46        901-920                       2401-2499                            874-909                                                                                                                                                                                                                                       
  47        921-940                       2500-2600                            910-946                                                                                                                                                                                                                                       
  48        941-960                       2601-2703                            946-983                                                                                                                                                                                                                                       
  49        961-980                       2704-2808                            984-1022                                                                                                                                                                                                                                     
  50        981-1000                     2809-2915                            1022-1061                                                                                                                                                                                                                                   
  51        1001-1020                   2916-3024                            1061-1100                                                                                                                                                                                                                                   
  52        1021-1040                   3025-3135                            1101-1141                                                                                                                                                                                                                                   
  53        1041-1060                   3136-3248                            1141-1182                                                                                                                                                                                                                                   
  54        1061-1080                   3249-3363                            1182-1224                                                                                                                                                                                                                                   
  55        1081-1100                   3364-3480                            1224-1266                                                                                                                                                                                                                                   
  56        1101-1120                   3481-3599                            1266-1309                                                                                                                                                                                                                                   
  57        1121-1140                   3600-3720                            1310-1353                                                                                                                                                                                                                                   
  58        1141-1160                   3721-3843                            1354-1398                                                                                                                                                                                                                                   
  59        1161-1180                   3844-3968                            1399-1444                                                                                                                                                                                                                                   
  60        1181-1200                   3969-4095                            1444-1490                                                                                                                                                                                                                                   
  61        1201-1220                   4096-4224                            1490-1537                                                                                                                                                                                                                                   
  62        1221-1240                   4225-4355                            1537-1584                                                                                                                                                                                                                                   
  63        1241-1260                   4356-4488                            1585-1633                                                                                                                                                                                                                                   
  64        1261-1280                   4489-4623                            1633-1682                                                                                                                                                                                                                                   
  
  Thursday, May 10, 2001 
  Thursday, May 10, 2001 
  Thursday, May 10, 2001 
  Thursday, May 10, 2001 
  156
  156  
  4       -                           54-68 mph (60 mph)           48                                              
  5       3/2                     69-83 mph (75 mph)           60      
  6       -                                   84-98 mph (90 mph)           72                                              
  7       4/3                     99-113 mph (105 mph)        84              
  8       4/4                     114-128 mph (120 mph)       96                                                                     
  9       5/4                     129-143 mph (135 mph)       108                                                                   
  10     5/5                           144-158 mph (150 mph)       120                                             
  11     6/5                     159-173 mph (165 mph)       132                                             
  12     6/6                           174-188 mph (180 mph)       144                                             
  13     6/4/3                   189-203 mph (195 mph)       156                                             
  14     6/4/4                   204-218 mph (210 mph)       168                                             
  15     6/5/4                        219-233 mph (225 mph)       180                                             
  16     6/5/5                        234-248 mph (240 mph)       192                                             
  17     6/6/5                        249-263 mph (255 mph)       204                                             
  18     6/6/6                   264-278 mph (270 mph)       216                                             
  19     6/6/4/3                 279-293 mph (285 mph)       228                                             
  20     6/6/4/4                 294-308 mph (300 mph)       240                                             
  21     6/6/5/4                 309-323 mph (315 mph)       252                                             
  22     6/6/5/5                 324-338 mph (330 mph)       264                                             
  23     6/6/6/5                 339-353 mph (345 mph)       276                                             
  24     6/6/6/6                 354-368 mph (360 mph)       288                                             
  25     6/6/6/4/3               369-383 mph (375 mph)       300                                             
  26     6/6/6/4/4               384-398 mph (390 mph)       312                                             
  27     6/6/6/5/4                  399-413 mph (405 mph)       324                                             
  28     6/6/6/5/5               414-428 mph (420 mph)       336                                             
  29     6/6/6/6/5               429-443 mph (435 mph)       348                                             
  30     6/6/6/6/6               444-458 mph (450 mph)       360                                             
  31     6/6/6/6/4/3             459-473 mph (465 mph)       372                                             
  32     6/6/6/6/4/4             474-488 mph (480 mph)       384                                             
  33     6/6/6/6/5/4             489-503 mph (495 mph)       396                                             
  34     6/6/6/6/5/5             504-518 mph (510 mph)       408                                             
  35     6/6/6/6/6/5             519-533 mph (525 mph)       420                                             
  36     6/6/6/6/6/6             534-548 mph (540 mph)       432                                             
  37     6/6/6/6/6/4/3           549-563 mph (555 mph)       444                                             
  38     6/6/6/6/6/4/4           564-578 mph (570 mph)       456                                             
  39     6/6/6/6/6/5/4           579-593 mph (585 mph)       468                                             
  40     6/6/6/6/6/5/5           594-608 mph (600 mph)       480                                             
  41     6/6/6/6/6/6/5           609-623 mph (615 mph)       492                                             
  42     6/6/6/6/6/6/6            624-638 mph (630 mph)       504                                             
  43     6/6/6/6/6/6/4/3 639-653 mph (645 mph)       516                                     
  44     6/6/6/6/6/6/4/4 654-668 mph (660 mph)       528                                     
  45     6/6/6/6/6/6/5/4 669-683 mph (675 mph)       540                                     
  46     6/6/6/6/6/6/5/5 684-698 mph (690 mph)       552                                     
  47     6/6/6/6/6/6/6/5 699-713 mph (705 mph)       564                                     
  48     6/6/6/6/6/6/6/6 714-728 mph (720 mph)       576                                     
  49     6/6/6/6/6/6/6/4/3       729-743 mph (735 mph)       588                                             
  50     6/6/6/6/6/6/6/4/4       744-758 mph (750 mph)       600                                             
  51     6/6/6/6/6/6/6/5/4       759-773 mph (765 mph)       612                                             
  52     6/6/6/6/6/6/6/5/5       774-788 mph (780 mph)       624                                             
  53     6/6/6/6/6/6/6/6/5       789-803 mph (795 mph)       636                                             
  54     6/6/6/6/6/6/6/6/6       804-818 mph (810 mph)       648                                             
  55     6/6/6/6/6/6/6/6/4/3     819-833 mph (825 mph)       660                                             
  56     6/6/6/6/6/6/6/6/4/4     834-848 mph (840 mph)       672                                             
  57     6/6/6/6/6/6/6/6/5/4     849-863 mph (855 mph)       684                                             
  58     6/6/6/6/6/6/6/6/5/5     864-878 mph (870 mph)       696                                             
  59     6/6/6/6/6/6/6/6/6/5     879-893 mph (885 mph)       708                                             
  60     6/6/6/6/6/6/6/6/6/6     894-908 mph (900 mph)       720                                                                   
   
  Speed Speed (flight)            Maximum Speeds (Size)                                                                              
  2       -                                  Walker (2+)                              
  3       2/1                     Walker (1)                                                                      
  4       -                           Walker’s Ground, Naval (hull), Submarine (1/3+)                   
  5       3/2                     Submarine (¼ or less)                                                         
  6       -                                   Ground (1½ or more)    
  7       4/3                     Ground (1), Hover (1+), Naval (hydrofoil)                                      
  9          5/4                               Hover (1/3 to ½) 
  10     5/5                           Ground (½), Hover (¼ or less)                                                                         
  Acceleration
  Acceleration   
  At the beginning of each turn, the owner of each vehicle chooses its 
  speed for the turn. All players determine their new speeds, record them 
  either in the Speed box on their record sheets or on a piece of scratch 
  paper, and then reveal them simultaneously. Vehicles may only acceler-
  ate or brake by 1 or 2 increments of speed per turn. The acceleration 
  indicates how many speed levels the vehicle may increase in one turn, 
  and the braking ability is the number of speed levels that may be reduced 
  in one turn. 
  For some vehicles the ability to accelerate by a certain amount isn't guaranteed. Each time they at-
  tempt to accelerate they must roll 1d6 to determine if they can successfully accelerate by the ACC 
  amount each turn. They must roll this EACH item they attempt to accelerate. 
  Acceleration                        Allows Speed Changes of ACC                                         
              ACC     
  2.5 mph                       1 in 6 chance ACC 1 – rolled each attempted accleration                ACC ¼ 
  5 mph                          3 in 6 chance ACC 1 – rolled each attempted accleration                ACC 1/3 
  10 mph                        5 in 6 chance ACC 1 – rolled each attempted accleration                ACC ½ 
  15 mph                        ACC 1 – no roll required                                                                     ACC 1              
  20 mph                        3 in 6 chance ACC 2 – rolled each attempted accleration                ACC 1¼ 
  25 mph                        5 in 6 chance ACC 2 – rolled each attempted accleration                ACC 1½ 
  30+ mph                      ACC 2 – no roll required                                                                     ACC 2              
  Floor it
  Floor it   
  Any vehicle may attempt additional acceleration any turn as follows: 
  1d6             Extra Accerlation                                                                                                                         
  1-3              Add a 5-1 meanuver to the end of normal movmenet 
  4-5              The vehicle moves normally 
  6                 The vehicle moves normaly, but then ‘stalls’. A stalled vehicle may not move unless it rolls a 6 just 
  prior to the first movement phase. The usually results in simply the loss of a 5-second turn. In the 
  case of flight-capabile vehicles it may mean the vehicle starts falling. The vehicle may attempt to get 
  out of a stall (by rolling a 1 in 6 chance) each turn. 
  Adding Armor (A) and structure points (sp)
  Adding Armor (A) and structure points (sp)   
  Two of the most commonly added components are Armor (A) and 
  Structure Points (SP – also known as Hull Points). Neither of these are 
  required on any vehicles. They are mostly available to extremely large 
  vehicles such as spacecraft and very heavy tanks. 
  For all practical purposes, Armor and Structure Points are interchange-
  able and are only considered separately for the purposes of non-combat 
  structures such as office buildings – which don’t have “armor” but have 
  the equivalent of Armor in Structure Points before the office building is 
  considered destroyed. 
  Keep in mind that most vehicles do not have either Armor or Structure 
  Points. The added weight and price don’t justify the purchase for most 
  non-combat vehicles. These are simply ‘damage-sinks’ for combat-
  capable vehicles and without them then most crash or weapon damage 
  will be applied directly to a vehicle's internal components. 
  There is no practical limit on either armor or structure points but the following ranges are most appropriate. 
  Armor (A) - unarmored or slightly armored vehicles have Armor ratings roughly equal to their Size rating to 
  represent their structural strength. Lightly armored vehicles have Armor equal to roughly twice their Size. 
  Moderately armored vehicles have armor equal to about two and a half times their Size. Heavily armored 
  vehicles have Armor equal to roughly three times their Size. Anything with an Armor rating greater than three 
  times its Size is either incredibly slow or completely unrealistic. 
  Due to the severe weight restrictions required by the mechanics of flight, aircraft rarely have an Armor rating that 
  is more than twice their actual Size. For military craft, the Armor rating is usually just under that limit. 
  Structure Points (SP) - Generally a vehicle with SP has as many SP units as it has Size. A hull of Size 
  25, for example, would be unlikely to have 5 SP units. 
  Adding weapon systems
  Adding weapon systems  
  Once a hull has been built using the above, weapons may be added. 
  Weapons may be placed in any combination in a hull. The total 
  “Capacity” of all weapons in a hull can not exceed the Size of that hull. 
  For comparison purposes, a CAP is approximately 20 Car Wars 
  ‘Spaces’. 
  “Cost” is used during calculation of a vehicle's BP value. 
  Weapon (abbv)                                 ATT    RNG    DEF    CAP    BP       Notes                                       
  Antipersonnel Batteries (AP)  1          1          1           ½        1          Only against infantry 
  Beams (B)                                           1          15        0          1          1          1 PD/1 ATT                             
  Cannons (C)                                        1          15        0          1          1/3       1 PD to fire, not w/B or S 
  
  Thursday, May 10, 2001 
  Thursday, May 10, 2001 
  Thursday, May 10, 2001 
  Thursday, May 10, 2001 
  157
  157  
  Hellbomb (HB)                                     -           -           0          1          3          Destroys CP/SB                       
  Main Battery (MB)                               4          3          4          3          8 
  Missile (M)                                          2          15        0          1          1/3       Internal Missile                        
  Missile – Gas (GM)                            2          15        0          1          1/3       Internal Missile                        
  Missile Rack (T)                                 -           -           4          2          6          Fires Internal Missiles.            
  Missile – External (ME)                      6          5          3          1          1          One-shot weapon 
  Missile – Internal (MI)             6          5          (4)        ½         ½         See Missile Rack 
  Secondary Battery (2B)                       3          2          3          2          4 
  Shells (SH)                                          1          15        0          1/6       1/6       Fired by Cannons                    
  Tertiary Battery (3B)                            3          2          2          2          3           
  Tubes (T)                                            -           -           0          1          1          1 PD to fire                               
   
  Point Defense Beam (PDB)                1          15        0          1          1.33     1 PD/1 ATT                              
  Rocket Launchers                                           - Cyberwalkers             
  Breath Weapon                                               - Godzilla 
  Trample/Tail Attack                                        - Godzilla 
  Acid                                                                 - Godzilla 
  Entanglement                                                  - Godzilla 
  Hallucinogen                                                   - Godzilla 
  Electrical Blast                                               - Godzilla 
  Breath Weapon                                               - Godzilla 
  Regeneration (Ghidira/Gojira)                         - Godzilla 
  Energy Consumption                                      - Godzilla 
  Bombs                                                             - Airstrike 
  Afterburner                                                       - Airstrike 
  Electronic Warfare                                          - Ogre Ninja 
  Adding Accessories
  Adding Accessories  
  Once a hull has been built using the above, Accessories may be added. 
  Accessories may be placed in any combination in a hull. The total 
  “Capacity” of all Accessories in a hull can not exceed the Size of that 
  hull. 
  “Cost” is used during calculation of a vehicle's BP value. 
  You may buy the same option more than once, unless otherwise indicted 
  For example, a ship may have more than one laboratory, 16 hexes of 
  cargo room (two options), or a space computer. In general, combat op-
  tions improve in linear progression, on a straight one-for-one basis (e.g., 
  buying give "+3 Armor" options gives +15 DEF), while room and equip-
  ment options usually increase geometrically (each additional option gets 
  you twice as much as before). 
  For the discriminating and wealthy voyager, many manufacturers offer 
  luxury vehicle options (3 BP). Each luxury option counts as three com-
  mon options. Here are some of the more popular ones. 
  Weapon (abbv)                                 CAP     BP       Cost                Wt (lb.)            Notes                           
  Ablative Armor (A)                               0          1          $1,500             150                  $500/1 A, 50 lb./A 
  Acceleration Protection                      ¼         0          $93,750           250                  Per Size 
  Acrobatic Handling                             ¼         1          -                       -                       +1 DEF 
  Advanced Controls  
  Advanced Neural Net  
  Airdroppable                                                                                                                                                     
  Airlift Ready  
  Airlift Winch  
  Airlock                                                 ¼         -           -           -                       Free for spaceships 
  Ammo Storage  
  Ammo/Fuel Containment System  
  Amphibious                                                                                                                                                      
  Anti-missile System  
  Antipersonnel Batteries (AP)  
  Anti-personnel Charges                                                                                                                                   
  Aquatic Sensors                                                                                                                                              
  Armor  
  Armor (A)                                                                                                                                                          
  Artificial Gravity Generator 
  Artificial Intelligence  
  Audio System  
  Automation                                                                                                                                                       
  Autopilot  
  Backup Communications                                                                                                                                
  Backup Fire Control  
  Backup Life Support                                                                                                                                        
  Backup Sensors  
  Backup Systems  
  Battle Arm  
  Beams (B)                                                                                                                                                        
  Bio-energy  
  Camo Netting  
  Cannons (C)  
  Cargo Bay                                                                                                                                                        
  Cargo Room  
  Catapult                                                                                                                                                            
  Chaff/Flare Dispenser  
  Climbing Apparatus                                                                                                                                         
  Cloaking Device 
  Combiner  
  Computer  
  Computer                                                                                                                                                          
  Computer - Improved  
  Computer Navigational Telescope  
  Control Room  
  Counter-battery Sensors  
  Crew Accommodations  
  Decoy System                                                                                                                                                 
  Dimensional Jumping  
  Dimensional Mass  
  Dimensional Storage  
  Diving Wings                                                                                                                                                   
  Easy To Modify  
  Ejection System                                                                                                                                              
  Electronic Counter Counter Measures                                                                                                             
  Electronic Countermeasures (E)  
  Emergency Medical  
  Emergency Power Surges  
  Exhaust Filters  
  Exotic Weaponry                                                                                                                                             
  Faster Impulse Engines  
  Fire Resistant  
  Force Field 
  Fuel Efficient  
  Geological Sensor  
  Glider                                                                                                                                                               
  Grapple Launchers  
  Gun Ports                                                                                                                                                         
  Haywire Resistant  
  Heat Resistant Armor  
  Hellbomb (HB)                                                                                                                                                  
  High Capacity Computer                                                                                                                                   
  High Towing Capacity  
  Holds (H)  
  Holofield  
  Hostile Environment Protection  
  Hostile Environment Protection: All  
  Hostile Environment Protection: Desert                                                                                                          
  Hostile Environment Protection: Extreme Cold  
  Hostile Environment Protection: Extreme Heat  
  Hostile Environment Protection: High Gravity  
  Hostile Environment Protection: High Pressure  
  Hostile Environment Protection: Radiation                                                                                                     
  Hostile Environment Protection: Underwater                                                                                                  
  Hostile Environment Protection: Vacuum  
  Hull  
  Hull - Spaceship  
  Hull - Stronger  
  Hull Damage Points (Hull)  
  Improved Off-road Ability                                                                                                                                 
  Improved Rear Defense  
  Impulse Engines                                                                                                                                              
  Jump Jets  
  Laboratories                                                                                                                                                     
  Landing Gear  
  
  Thursday, May 10, 2001 
  Thursday, May 10, 2001 
  Thursday, May 10, 2001 
  Thursday, May 10, 2001 
  158
  158  
  Large Doors                                                                                                                                                     
  Life Support  
  Life Support  
  Life Support - Improved                                                                                                                                   
  Lighter-than-air  
  Loudspeakers  
  Low Profile                                                                                                                                                      
  Main Battery (Mb)                                                                                                                                            
  Manipulator Arm  
  Micro-labs  
  Mine Detectors  
  Minelaying Equipment  
  Minesweeping Equipment                                                                                                                              
  Mining Equipment  
  Missile - External (Msl)  
  Missile - Gas (Gm)  
  Missile - Internal (MslI)                                                                                                                                    
  Missile Rack (MR)  
  Missiles (M)                                                                                                                                                     
  No Fuel Required  
  NOE Flyer  
  Passenger Accommodations  
  Passenger Seating                                                                                                                                          
  Pintle Mount  
  Point-defense Beams (PDB)                                                                                                   
  Power/Drive (Pd)  
  Private System  
  Radio  
  Ram Plate  
  Reactive Armor  
  Reduced G-effect                                                                                                                                            
  Reentry System  
  Refueling Equipment  
  Reinforced Armor  
  Reinforced Chassis  
  Reinforced Crew Compartment  
  Reinforced Location Armor                                                                                                                              
  Repair Bays (R)                                                                                                                                               
  Robot Doctor                                                                                                                                                    
  Rooms  
  Rooms: Bathroom  
  Rooms: Cargo  
  Rooms: Concealed Cargo Room                                                                                                                     
  Rooms: Danger Room                                                                                                                                     
  Rooms: Laboratory  
  Rooms: Lounge  
  Rooms: Quarters  
  Rooms: Repair Room  
  Rooms: Sickbay                                                                                                                                              
  Rooms: Swimming Pool  
  Rooms: Swimming Pool - Large  
  Rugged Movement Systems  
  Satellite Uplink  
  Scoring Sensors  
  Screens (S)                                                                                                                                                      
  Searchlight  
  Secondary Battery (2b)  
  Security Systems  
  Security Systems - Advanced                                                                                                                        
  Sensors  
  Shells (SH)                                                                                                                                                      
  Shield  
  Shielded Weapons                                                                                                                                          
  Shuttlecraft 
  Sick Bay  
  Sleep-teacher  
  Smoke Launchers                                                                                                                                           
  Sniper Systems  
  Spacesuit  
  Spacesuit - Improved   
  Sporting Weapons  
  Stabilizer Mount  
  Stealth                                                                                                                                                             
  Stealth Unit (Su)  
  Stratospheric Flight                                                                                                                                         
  Streamlining  
  Structure Points (Sp)  
  Suspended Animation Chamber  
  Systemship Racks (Sr)                                                                                                                                   
  Target Designator  
  Teleporter  
  Tool Arm  
  Tractor Beams 
  Transformable  
  Trideo Link-up                                                                                                                                                 
  Tubes (T)  
  Urban Friendly  
  Vehicle Bay  
  Warp Drive - "Souped Up"  
  Warp Drive - Better  
  Warp Engine                                                                                                                                                    
  Warp Generator (WG)  
  Warpspace Radio                                                                                                                                            
  Warpspace Radio - Portable                                                                                                   
  Weapon Link  
  Weapon and Accessories Descriptions
  Weapon and Accessories Descriptions           
                       
             
               
               
  ABLATIVE ARMOR (A, Cap 0, 1 BP) One (or more) facing of the vehicle is covered with a special armor 
  plating which shatters under kinetic stress or vaporizes when hit. This absorbs incoming damage, but the 
  ablative armor must invariably be replaced after each battle. The maximum amount of ablative armor that 
  may be carried is equal to 3 Armor points per 1 BP spent. Each defensive arc (Front, Sides, Top, Bottom and 
  Rear) must be protected separately. 
  When the vehicle is hit, the current rating is added to the DEF rating of the vehicle. Ablative armor automatically 
  loses 1 Armor point from its rating per 1 point of damage every time it is hit. This is in addition to the normal 
  damage of the vehicle, if applicable. The Ablative Armor loses points on every hit of damage, whether the 
  attack inflicts a damage result to the vehicle or not. 
  For each 1 point of armor is considered 1 cubic foot of material (usually BPC which means that each point is HS 
  7, ST 150). 
  Armor is the ONLY required vehicle characteristic (and for purposes of clarity is often referred to in terms of the 
  structure it is protecting. Every vehicle must have at least 1 point of Armor per Size. On large cybertanks, 
  armor is often referred to as “tread” units. On large mecha's its is referred to as “leg” units. On stationary 
  buildings it is referred to as “structural points”. When using the vehicle rules to build large city-size monsters 
  they are even referred to as “body points”.  
  Armor is ablative hull reinforcement. 1 BP builds (2 + (tech level-10)) points of Armor. One point of Armor will 
  absorb one point of damage. Armor is repaired at a cost of 1 BP per 2 points of Armor, regardless of tech 
  level. It protects equally against physical and energy attacks. Armor acts as ST, covers the whole ship, and 
  costs no P/D. Armor (A) is ablative hull reinforcement. 1 BP builds 3 points of Armor.  One point of Armor will 
  absorb one point of ATT damage. 
  Tech Level (TL)        Armor (A)      Materials Available                                                                            
  12                                3/1                   BPC 
  11                                2/1                   BPC, Chobham                                                                                    
  10                                1/1                   BPC, Chobham, Titanium 
  9                                  ½/1                  Chobham, Titanium, Tungsten                                                           
  8                                  1/3rd/1 Titanium, Tungsten, Steel 
  7                                  ¼/1                  Tungsten, Steel, Iron                                                                           
  6                                  1/6th/1             Steel, Iron, Aluminum 
  5                                  1/8th/1             Iron, Aluminum, Bronze                                                                       
  ACCELERATION PROTECTION Aircraft and spacecraft with this Accessory have been modified to 
  reduce the strain of acceleration on its crew, either through special cockpits, G-seats or advanced flight suits.  
  Crew have a +1 ST bonus whenever they have to make a GLOC roll due to sharp turns or other effects of 
  acceleration. Only Flying and Space vehicles can take this Accessory. 
  ACROBATIC HANDLING The maneuvering system of battlefield Mecha's are designed with overall 
  motion in mind. War machines must be able to move quickly and efficiently over varying terrain, but elaborate 
  jumps are beyond the needs of the military. All these factors are important in duels as well, but there is an 
  added need for close-combat maneuverability. Being able to jump and flip the Mecha through tight obstacle 
  courses and to avoid multiple tackling opponents is not only useful but extremely crowd pleasing. 
  The Rating of Acrobatic Handling is added to the Mecha's Maneuver score for close combat attacks and 
  defenses when defending against point-blank attacks. T he Perk gives no advantage for any attack made 
  from Short Range or further. Acrobatic Handling also modifies any rolls made for jumps, flips or kicks. 
  No Mecha may take a Rating in Acrobatic Handling higher than one above their Maneuver Rating. Mecha with 
  negative modifier Ratings and vehicles without the Walker movement type may not take Acrobatic Handling. 
  
  Thursday, May 10, 2001 
  Thursday, May 10, 2001 
  Thursday, May 10, 2001 
  Thursday, May 10, 2001 
  159
  159  
  ADVANCED CONTROLS The vehicle has a very advanced, user-friendly control interface. The great 
  ease of its use allows the vehicle to have one extra action each combat round, regardless of the number of 
  crewmembers aboard- Advanced Controls do not have a regular Accessory cost - rather, they add one to 
  the number of actions supplied by the crew for calculation purposes. 
  ADVANCED NEURAL NET Advanced neural nets are the "smart" computers that form the core of the 
  newest generation of military vehicles. They were developed in part with technology recovered from de-
  stroyed or abandoned Earth vehicles and spaceships. Advanced neural nets are harder to manufacture and 
  more expensive than regular NNets, but they give incredible response time to all of the vehicle's on-board 
  electronic systems. 
  Advanced neutral nets are highly responsive. If the crew spends one action at the beginning of the turn, it can 
  add a +1 modifier to the vehicle's Maneuver Rating for the entire combat turn. Advanced neural nets also 
  automatically get the learning ability (see *Neural Network, page 11, for more detail). 
  AIRDROPPABLE This Accessory is added to vehicles that will be parachuted in by airborne units. The 
  vehicle is equipped with a parachute or an equivalent device that allows it to be dropped from high altitude 
  onto a battlefield. The suspension and drive train have been specifically designed to absorb the shock of 
  landing without suffering damage. See Airdropping, page 76. For example, the vehicle can be built with 
  high-impact actuators in its suspensions along with reinforced hardpoints along its upper hull to attach to a 
  parachute pack. 
  The Airdroppable Perk should be added to vehicles that will be parachuted in with airborne units. Note that the 
  maximum mass of an Airdroppable unit is 25 tons, as listed in the Tactical Air Support Sourcebook (page 94). 
  Machines with the Airdroppable Perk tend to be lightly armored vehicles or advanced Mecha models. This 
  Perk has limited tactical applications, unless the scenario specifically allows this type of deployment, but it 
  could lead to some interesting (and potentially spectacular) Roleplaying and tactical campaign opportunities. 
  AIRLIFT READY The vehicle is equipped with quick-connect hardpoints and is reinforced in a manner that 
  makes it easy to airlift by VTOLs. Airlifting can be used to deploy a vehicle rapidly or to allow it to cross major 
  obstacles. An airlift-ready vehicle can be prepared for take-off in half the time normally required to do so. See 
  Airlifting, page 76. 
  AIRLIFT WINCH The aircraft is equipped with a rugged system which enables it to airlift troops and/or 
  cargo without having to land. The Accessory's rating gives the maximum number of troops that can be 
  airlifted in a single Air War round, or the maximum Size of any airlifted cargo. The Accessory rating cannot be 
  higher than half the Size of the aircraft. The vehicle has to be stationary and at altitude level 0. Only VTOL 
  Flying vehicles can take this Accessory. 
  AIRLOCK (Cap ¼, 0 BP) One airlock with a locking door. These are free with every spaceship.  
  AMMO/FUEL CONTAINMENT SYSTEM The vehicle's ammunition and fuel bays are reinforced 
  and equipped with blast-control panels. The system completely absorbs the first hit when an “Ammo/Fuel Hit' 
  result is obtained on the Fire Control Damage Table - there is no further damage beyond the lost Armor 
  points. The Accessory is then destroyed. The Accessory's effect can be restored by normal repair if a techni-
  cian works on the vehicle after combat. 
  AMMO STORAGE The vehicle is equipped to store some or all of its spare ammunition clips in an ar-
  mored compartment to protect them against damage. If there is no Manipulator Arm or ammo-reloading Tool 
  Arm mounted on the vehicle, the crew must reload the weapon manually, at a rate of one shot per action. 
  The clips are not counted as an AUX systems and can only be destroyed when actually in the weapon. The 
  cost is one point per ten TV points of ammunition stored, regardless of how they are divided into clips. 
  AMPHIBIOUS The vehicle is adapted for occasional water travel such as river crossings and aquatic 
  assaults. The vehicle is amphibious, but is not intended for extended water activity. In the tactical game, the 
  vehicle may travel across Water hexes, paying MP according to its normal movement type (not as a Naval 
  vessel). This Accessory does not grant the Submarine movement. The Amphibious Accessory is only available 
  to Walker and Ground vehicles. 
  ANTI-MISSILE SYSTEM Anti-missile systems (AMS) are designed to detect and destroy missiles before 
  impact. They usually take the form of rapid-fire, small-caliber machine-guns, though small counter-missiles or 
  shotgun-like devices are also used. All these missiles are mounted in small independent turrets on top of the 
  hull to ensure both a rapid response time and complete coverage of the surrounding area. Anti-missile 
  systems are most often used on slow and ponderous vehicles such as heavy tanks and landships, because 
  their weight and clumsiness prevents them from dodging. 
  In game terms, each functional anti-missile system grants the vehicle an additional special defense roll versus 
  projectiles such as missiles and rockets. Anti-missile systems do not use up actions and roll versus every 
  incoming missile or missile cluster (burst attacks). If not currently in active mode, they can also be fired as 
  normal weapons (x1 Damage Multiplier, ROF 3 with a Base Range of 1) at the cost of one action. 
  The anti-missile system has a Skill level of two, plus its Rating. It can attack any type of mortar shell, rocket, or 
  missile, but not bazooka projectiles. If the result of the anti-missile system is greater than the attacker's roll, 
  the anti-missile system is greater than the attacker's roll, the anti-missile system shoots down the missile. The 
  AMS completely destroys the missile when successfully used versus a single shot attack. When used to 
  defend versus a missile cluster (ROF attack), the same technique is used, but each point of the MoS reduces 
  the incoming cluster's ROF bonus by one. If the ROF bonus drops to zero or below zero, all of the incoming 
  missiles have been effectively destroyed. 
  The amount of shots spent each time the system is fired is equal to five minus the MoS, with a minimum ammuni-
  tion cost of 1. The maximum number of units of ammo that can be carried is equal to ten times the vehicle's 
  final Size. There is no limit on the number of AMS carried per vehicle, but no AMS may have a Rating higher 
  than 3. 
  ANTI-PERSONNEL CHARGES Anti-Personnel (AP) charges are directional fragmentation mines 
  mounted on the hull of a vehicle as a deterrent to close assault by infantry units. When an infantry squad 
  closes to within 25 meters of the vehicle, a small proximity sensor detonates one or more charges in the 
  direction of the unit, slicing through their ranks and showering them with deadly shrapnel. Fortunately for 
  infantrymen, the system is not fool-proof and sometimes either fails to function or does so too late, allowing 
  the attackers to get to cover before the blast hits. 
  AP charges can be turned on or off at the cost of one action. They are either all on or all off - it is assumed they 
  are "on" at the start of a battle. They have a Damage Multiplier of 3 and roll two dice for their attack roll, 
  adding their Rating to the dice roll. No AP system may have a Rating lower than one (1) or higher than 
  three (3). 
  Each firing of the system consumes one die's worth of charges. The range of the AP charges is 0 (Point Blank 
  only - the infantry must being the same hex as the vehicle) and they have a "T" firing arc. Firing AP charges 
  does not use up actions - the system automatically attacks all infantry units (friend or foe) in the hex once per 
  turn until the infantry unit is destroyed, leaves the hex the system runs out of charge or is turned off. 
  The hull-mounted position of the charges makes them vulnerable to enemy fire. Anti-personnel charges count 
  as auxiliary systems, but damage is applied differently for them. On Light damage result, two dice's worth of 
  charges are destroyed. On Heavy damage result, all charges are detonated and lost. It is not possible to 
  armor or otherwise protect the AP charges, as this would reduce their performances below acceptable level. 
  ANTIPERSONNEL BATTERIES (AP) Antipersonnel weapons have an unlimited supply of ammu-
  nition. The AP batteries are only effective against thin-skinned targets, such as unarmored command posts, 
  most civilian buildings, transport vehicles...and, of course, infantry. 
  Vehicles are not the only units to have AP batteries. Some permanent emplacements, and a few large armor 
  units, have an AP capacity. 
  A unit which mounts multiple AP batteries may not shoot them off, one at a time, for a long series of attacks 
  against the same target. Each unit only gets one AP attack per turn against any given target, though it can 
  combine as many AP guns as are available into that attack. 
  AQUATIC SENSORS The vehicle is equipped with underwater sensors such as sonar, magnetic 
  anomaly detectors and specialized cameras. A vehicle may be equipped with aquatic sensors in addition to 
  its normal sensors, or it may be equipped exclusively with aquatic sensors. The latter use the sensor range 
  that would have been used by their 'normal sensors.' Vehicles with both must specify the range of both 
  types of sensors. 
  In tactical terms, the vehicle ignores Water terrain Obscurement while in water itself. Some vehicles have aquatic 
  sensors that do not need to be immersed in water to function. They must be within a minimum distance 
  (often under a kilometer) from the body of water they wish to scan, however. If aquatic sensors can be used 
  out of water to detect targets in water, an additional + 1 is added to the cost per 100 m (2 tactical hexes) of 
  distance this ability extends to. 
  ARTIFICIAL GRAVITY GENERATOR: maintains normal gravity in the living quarters, whether or 
  not the impulsive engines are on. This makes it possible to use any number of Gs of thrust without harming 
  the occupants (10 pt.). 
  ARTIFICIAL INTELLIGENCE The vehicle is capable of independent action and decision making. The 
  Perk counts as one crewmember. No live crew need be added. Additional "crewmembers" on an AI-
  controlled vehicle are often added using the Automation Perk. 
  The Rating of the AI is used as the Skill level of the "crew." AI are not true intelligence's: they lack personality 
  and flexibility. They also lack the rapid learning ability of more advanced neural nets, but are better at 
  independent action because of their extensive data banks and expert systems. 
  Artificial Intelligence is not affected by "Crew" hits; any such damage is ignored, though Armor is lost as usual. 
  AUDIO SYSTEM The vehicle has an audio system, similar in function to a 21st century car stereo. The 
  audio system is fully digital and can serve as a radio receiver or play back standard datadisks. It also includes 
  large speakers capable of high decibel output. This system has no tactical game effect, but offers Roleplay-
  ing opportunities. 
  AUTOMATION This Perk substitutes mechanical and electronic systems for real crew members. They can 
  be anything from an autoloader for the main gun or additional computers for the sensor system - all that 
  matters is the extra "manpower" they supply. 
  The Rating of the system is equal to the number of crew members the Perk simulates. The vehicle must have at 
  least one live crew member or the Artificial Intelligence Perk, except if it is a remotely-controlled vehicles (see 
  page 13). 
  AUTOPILOT Autopilots are simple devices that can take over the piloting tasks. They can keep the vehicle 
  going in a straight line, avoid large obstacles, and steer the vehicle towards a specified location. In tactical 
  terms, an Autopilot is very limited. It can be used to keep a vehicle moving in a straight line or perform 60º 
  (one hex-facing) turns. Autopilots are not affected by Crew hits, cannot fire any weapons and dodge 
  attacks as a level 1 pilot. An Autopilot is required if the vehicle is to be remote controlled or computer oper-
  ated. 
  BACKUP COMMUNICATIONS The vehicle may ignore one Communications damage effect of the 
  Auxiliary System Hit on the Systems Damage Table. All non-communication auxiliary systems take normal 
  damage effects. The Perk can be restored by a normal repair if a technician works on the vehicle after 
  combat. 
  BACKUP FIRE CONTROL The vehicle may ignore one “Fire Control Destroyed” result on the Fire 
  Control Damage Table. The Perk’s effect can be restored by a normal repair if a technician works on the 
  vehicle after combat. 
  BACKUP LIFE SUPPORT The vehicle has backup life support systems that allow the vehicle to 
  continue providing life support functions long after the primary system has been disabled. In game terms, the 
  vehicle continues to have life support even if the vehicle has all of its auxiliary systems destroyed. The vehicle 
  must already have a life support system to take this Accessory. 
  
  Thursday, May 10, 2001 
  Thursday, May 10, 2001 
  Thursday, May 10, 2001 
  Thursday, May 10, 2001 
  160
  160  
  BACKUP SENSORS The vehicle may ignore one Sensor damage effects on the Auxiliary System Hit of 
  the Systems Damage Table. All non-sensor auxiliary systems take normal damage effects. The Perk’s effects 
  can be restored by a normal repair if a technician works on the vehicle after combat. 
  BACKUP SYSTEMS This is a package deal which contains one of each of the followings: Backup 
  Communications, Backup Fire Control, Backup Life Support and Backup Sensor.  The usual rules for these 
  apply in full. 
  BATTLE ARM The vehicle has a rudimentary arm without manipulator. While battle arms are merely flexible 
  projections and not very nimble, they can lift objects - provided these have been attached to the arm - 
  whose Size score is equal to or lower than their rating. No matter the rating of a battle arm, a vehicle cannot 
  lift an item whose Size is greater than twice its own. If a vehicle has multiple arms, half the weight lifting 
  capacity of the weaker arms are added to the full rating of the strongest arm to determine the total lifting 
  strength. 
  Battle arms can be designed to punch opponents: they end in a reinforced battering ram or other brawling 
  weapon. This attack type has a Damage Multiplier equal to the rating of the arm. This ability modifies the 
  Offensive Score of the vehicle (see Offensive Score, page 104) 
  BEAMS (B) represent the ability of a ship to project a beam of destructive energy at a target. Each ship 
  may have only one Beam projector. The strength of the projector will vary according to the number of Build 
  Points spent on it. The number of BP spent on the beam is the maximum strength at which that ship's beam 
  may be powered during combat. 
  BIO-ENERGY Although most machines are equipped with a power plant, a few weird ones might feature 
  an energy converter that uses the pilot’s (or crewmen’s) own psychic or life energy for power. Often (but not 
  always), the more emotional the pilot, the more powerful the machine! This unusual perk allows for a great 
  reduction in the cost and size of a machine (since it does not require a large power plant). This benefit is 
  more than offset by the sub-standard performance of the machine and the extremely limited deployment 
  range of such craft. 
  When this option is chosen, the pilot’s ST can be directly converted to PD at a rate of 1 = 1. This Perk is a TL 12 
  Perk only.  
  CAMO NETTING The vehicle is covered with a heat-absorbent tarp which has a net attached to it. 
  Leaves and other camouflage materiel can be attached to it, while heat is absorbed by the tarp. This gives 
  a +1 to Concealment when in Woodland or Jungle hexes. The camouflage tarp is custom designed for each 
  vehicle type, ensuring that it covers mot of the hull and blurs the overall silhouette. Most tarps are made to 
  be easily stored and installed. This Perk is only effective when the vehicle is stationary. 
  CANNONS (C) are used by a ship to launch Shells. Each Cannon may fire either one, two or three Shells 
  per combat round. 1 PD is required to power a Cannon for one combat round. Each Cannon costs 1 BP to 
  build. Cannons are treated as Beams as far as combat goes, i.e. ship's drive setting is used on CRT, but 
  they may not be used with Beams or Screens. May be used with Missiles. 
  CARGO ROOM One hex of cargo room (8 cubic meters) 
  CARGO BAY A cargo bay is a large hollow place within the vehicle to put miscellaneous material. Cargo 
  bays can be described for unusual cargo: some cargo bays are meant to carry only liquids, like the tank of a 
  fuel truck. Others are compressed gas containers, like a tank of fire fighting foam. Of course, cargo bays can 
  always be simple hollows intended to store boxes of goods. Although specialized cargo bays often cost more 
  to design and build, their inherent lack of flexibility cancels this – thus no extra TV points are charged for 
  them. 
  Cargo bays are rated in terms of their volume in cubic meters. The intended type of content of each cargo bay 
  must be specified at the time of construction: solid. liquid or gaseous. Cargo bays are enclosed within the 
  vehicle. Open-topped bays are also possible, but material carried in such a bay is counted as an AUX system 
  for damage location purposes. 
  It is important to note that the cargo space bought represents only the actual space dedicated inside or on the 
  hull of the vehicle, not an increase in the power of the engine. Thus, the cargo's weight counts as 'towed' 
  material for game purposes. Cargo bays have a minimum dimension of one meter, square or cubic. Vehicles 
  are assumed to occupy a volume roughly equal to (Size/2 + 1)3, rounded up. This is doubled to include some 
  servicing and access space around it, or multiplied by ten to get full maintenance and service capability 
  (including gantry, ample spare parts and fuel). 
  Vehicle Storage 
  Vehicle Volume       Vehicle Bay                                                                                                                
  x1                               Tightly packed, crate-style storage 
  x2                               The vehicle can be moved, minimal repairs may be done (-2 to Tech rolls) 
  X5                               Moderate repair facilities (-1 to Tech rolls), limited resupply stores 
  X10                             Full repair facilities, moderate resupply stores and fuel 
  X20                             Full repair facilities, extensive resupply stores and fuel                                           
  CATAPULT A catapult is a powerful system designed to give a high initial velocity to an object leaving the 
  vehicle, most often a carried aircraft or exo-armor. The catapult gives an initial acceleration equal to (rating x 
  150)/mass in tons of the catapulted object, in meters/second 2. This applies directly for spacecraft; for aircraft 
  and other vehicles, refer to Flying with Thrusters, page 148 of the rulebook, to convert this into speed. 
  CHAFF/FLARE DISPENSER Chaff and Flare dispensers are used to confuse and defeat the radar 
  and infrared guidance systems of incoming missiles. In game terns, use of a Chaff/Flare Dispenser grants 
  the aircraft a defense bonus versus missile and guided weapons. The dispenser's Rating is added to the 
  pilot's defense roll. If the result of the vehicle's modified defense roll is greater than the attacker's roll, the 
  countermeasures have successfully misled the missile(s) away from the target vehicle. 
  Use of a Chaff/Flare Dispenser does not cost an action in the Air War scale, but does cost one action per use 
  in the Dogfighting scale. There is no limit, other than the dispenser's ammo load, to the number of chaffs or 
  flares that can be used in one round, but only one shot is expended per defense roll. 
  CLIMBING APPARATUS The Climbing Apparatus is a set of special footplate spikes, ropes and claws 
  used by humanoid vehicles for climbing. Since the claws can hold the unit securely against the cliff face, 
  weapon fire during climbing is now possible, albeit at a -2 modifier. The Climbing Apparatus also reduces the 
  climbing Piloting test's Threshold by one. The climbing equipment is much too clumsy and cannot be used as 
  a weapon. 
  A vehicle must have both the Walker movement mode and at least two Manipulator Arms capable of lifting it to 
  make use of this Perk. 
  CLOAKING DEVICE: provides partial invisibility to normal vision, infrared, ultraviolet, and radar for the 
  whole ship. At full power it draws 5 Gs of power and gives the ship +5 DCV, because your ship appears 
  hazy and indistinct to other ships' sensors. The cloaking device may be run at partial power, giving +1 DCV 
  per G. This device must be shut off one turn (12 seconds) before entering warp space, because the 
  cloaking field interferes with the warp field (23 pt.) 
  COMBINER Combiners are vehicles that are fully operable on their own but also possess the ability to 
  connect- "combine" - with other specially designed machines to form a greater and usually more powerful 
  vehicle. The component vehicles don't just dock together, either, they literally merge into the new unit: each 
  sub-vehicle is equipped with additional systems that allows it to act as part of the whole, effectively allowing 
  the greater vehicle to be more than the sum of its parts. To combine, all vehicles must end their movement in 
  the same hex (if in space, their velocity should be within two points) and spend one action each. The 
  connection is instantaneous (though special effects, panning camera shots and battle cries may make it 
  seem like longer) and the Combiner is ready to act next turn. 
  The Combiner and the combined machines are designed separately. They need not have the same form, 
  armament or additional systems such as Perks and Flaws; for example, two minitanks could combine to 
  become a large hover vehicle. The weight of the combined machine should be equal o the total weight of 
  the vehicles that constitute its body, however, unless the campaign is firmly set in the fantasy genre. Crew 
  must be accounted for in both combiners and combined forms, that is, any Combiner crew that is not used in 
  the combined machine must be given passenger seating or be dropped off before combining.  
  Each Combiner vehicle must be assigned to one of the five following locations on the larger combined unit: Fire 
  Control, Structure, Crew, Movement and Auxiliary Systems. Each location must be assigned at least one 
  Combiner (Combiner vehicles can be part of more than one location). Whenever one of these locations take 
  Light damage, one point of Armor is removed from the vehicle assigned to that section (in case of Heavy 
  damage, two points). If more than one Combiner vehicle is available in a given location, the damage is 
  assigned randomly. Roll a die: even, attacker chooses, odd, defender chooses. If the combined vehicle 
  receives a Critical result, it “decombines” into a constitute vehicles, all of which take an immediate Heavy 
  damage result. Until repaired, the Combiner vehicles cannot recombine. 
  The BP Value and cost are equal to the BP cost of the combined machined or the total BP cost of all compo-
  nent machines, whichever is greater.  
  COMPUTER A small computer, with warp drive programs, technical manuals, and enough extra memory for 
  10 books’ worth of information (2 pt.) 
  COMPUTER The vehicle has a built-in, general use computer in addition to the computers used to control 
  the vehicle. While it is primarily a Roleplaying tool, players can use the computer in tactical combat, using 
  Modules such as Electronic Warfare, Fire Control and Pilot to assist the crew. The Perk’s rating is the Process-
  ing Power of the computer. This is squared and multiplied by the Attribute Multiplier (see table) to get the 
  cost. It should be rounded to the nearest whole number. Hardwired computers are designed for a specific 
  module and module level, and their programming cannot be changed. As a result, they are cheaper. 
  Instead of being equipped with an ordinary computer, the vehicle may have a sentient Artificial Intelligence: it is 
  thus capable of independent action and decision making. Each AI computer counts as a separate crew and 
  gets its own actions and penalties. No live crew need be added. Neither type of computer is affected by 
  “Crew” hits. See Computers, page 136, for the complete rules and descriptions of Modules. 
  COMPUTER – IMPROVED A more powerful computer, with a universal translator program, an Autopi-
  lot program, and room for 1000 books' worth of information as well as the normal navigational routines. The 
  Autopilot has 11- piloting skill and a DCV of 2 when performing evasive maneuvers (8 pt.) 
  COMPUTER NAVIGATIONAL TELESCOPE A simple navigational telescope, connected to the 
  computer. It can also be  used for detecting spaceships in combat, but it is not very sensitive, so  telescope-
  aided combat is at - 3 OCV. (1 pt.)  
  CONTROL ROOM A control room with one acceleration couch (1 pt) 
  COUNTER-BATTERY SENSORS A Counter-Battery Sensor (CBS for short) is a set of specialized 
  radar and sensors designed to locate an enemy artillery unit based on the trajectory and signature of its fire 
  missions. When an indirect fire attack is incoming, an attempt can be made by any CBS-equipped unit within 
  half sensor range of the target hex to locate the attack’s origin, allowing effective counter-fire. Activating the 
  CBS costs one action. The operator “attacks” the enemy unit using Electronic Warfare as the skill and the 
  CBS as the weapon. The opponent must reveal in which range bad the firing unit is located. The CBS’s 
  Base Range is equal to its rating; it has +0 Accuracy and does no damage. 
  A successful roll locates the last known firing position of the firing unit. Obviously, if the enemy battery moved 
  after firing, the information is much less valuable. A failure does not yield any information. On a fumble, the 
  operator gets a phantom echo – any counterattack automatically deviates by a number of hexes equal to 
  the results of three dice, added together. 
  CREW ACCOMMODATIONS The vehicle has proper sleeping quarters for its crew. Two quality levels 
  of crew accommodations are available. Military grade crew accommodations are spartan in design and 
  provide little privacy or comfort. Luxury accommodations, on the other hand, include private sleeping quarters 
  and personal hygienic facilities. A vehicle with numerous crew accommodations of either type also includes a 
  
  Thursday, May 10, 2001 
  Thursday, May 10, 2001 
  Thursday, May 10, 2001 
  Thursday, May 10, 2001 
  161
  161  
  few common rooms such as galleys and lounges. Luxury common rooms are obviously more numerous and 
  more posh. 
  DECOY SYSTEM A Decoy system allows a vehicle to project phantom images of itself or another object 
  by using inflatable decoys, holographic or electronic signal imaging technologies. In tactical game terms, the 
  Decoy system can create as many false images as its Rating. The attacker must make a Notice Skill check (if 
  playing a purely tactical game, replace this by an Electronic Warfare Skill test) against the Rating with a 
  modifier of –3 in order to hit the correct target. Both Sensor and active ECCM system add their Rating to this 
  roll. 
  Visual decoys only affect visual detection and are automatically identified as decoys by Active Sensor rolls. It is 
  also possible to create false sensor targets with no visual images – these are automatically identified as 
  phantom echoes once in visual range, but have their rating boosted by the rating of active friendly ECM. 
  More advanced decoys can imitate both the visual aspects and the sensor signature of the vehicle they 
  emulate. Guided, Smart and Sensor-homing weapons are just as likely to go for a sensor decoy, though 
  they wont be fooled by a visual one. 
  DIMENSIONAL JUMPING Dimensional Jumping is very similar to Faster-Than-Light flight, game-wise, 
  but instead of going to other star systems, the vehicle can hop across parallel dimensions (or across time). 
  Practically any vehicle can be equipped with Dimensional Jump drive, provided the scientific background of 
  your alternate campaign allows it. The BP value of the vehicle is modified solely according to the versatility of 
  the drive, regardless of the vehicle’s physical size. For simplicity’s sake, only a certain set of parameters are 
  listed. If the vehicle's Stats fall between two values, use the closest one, rounding up. If the system repre-
  sents a time-traveling device, use the # of Accessible Dimensions below as the possible range in years. The 
  Activation Delay is the time required for the system’s activation to occur once the controls are set; during that 
  time, the vehicle can do nothing. The total cost (both in BP and money) is the vehicle’s final BP and cost 
  times the Dimensional Multiplier(s) below.  
  Dimensional Multipliers 
  Accessible/Range                Multiplier                   Activation Delay                    Multiplier                    
  1                                              x1                                1 turn                                       x2 
  10                                            x2                                30 seconds (6 turns)               x1 
  100                                          x4                                1 minute                                  x0.9 
  1,000                                       x8                                10 minutes                              x0.75 
  10,000                                     x16                              1 hour                                      x0.5 
  100,000                                   x32                              1 day                                       x0.2                              
  Limitations 
  Limitations                                                                                                                Multiplier                    
  Must be in a specific location                                                                                    x0.5 
  Requires special fuel                                                                                                  x0.5 
  Requires rare fuel                                                                                                        x0.3                              
  DIMENSIONAL MASS Some vehicles have the ability to grow or shrink in size, putting on or shedding 
  mass without any visible means. This can be done through dimensional storage of additional mass, variable-
  sized molecular structure or atmospheric processing, but the game effect remains the same. 
  The game effect of this Perk allows a vehicle to add or subtract from its Size a maximum number of levels equal 
  to the rating of the Perk (particularly useful when the snub-fighter grows to the size of a battleship just 
  before impact on a ramming run). A maximum of five Size levels can be shed or gained per round, regardless 
  of the overall capability of the vehicle. The cost of the Perk is equal to its Rating squared.  
  DIMENSIONAL STORAGE This often happens in animation: vehicles and Mecha suddenly pull out 
  additional weapons or pieces of equipment that just were not there a second ago, or they sprout additional 
  pieces that could not possibly fit within their mechanisms/structure. Although the reasoning behind it might 
  vary, this is called Dimensional Storage: the ability to pull useful gimmicks out of nowhere. This Perk allows the 
  vehicle access to some prepared equipment form an extra-dimensional space with a volume limited by the 
  rating of the dimensional storage. The amount of “cargo” volume supplied is equal to the Rating squared, in 
  cubic meters, with the cost of this Perk equal to its Rating. Vehicles that “extrude” new systems should be 
  designed as Transformables (see page 144).  
  DIVING WINGS Fixed wing aircraft with this Perk have their wings in a distinctive shape which enhances 
  its ability to pull out of a dive. Any such plane gives a +1 bonus on Piloting Skill rolls for pulling out of Dives, 
  Stalls, or uncontrolled falls. Only Flying vehicles can take this Perk. 
  EASY TO MODIFY Easy to modify vehicles feature standardized parts and modular aspects. While this 
  type of design is a joy to modify and often lasts longer in the field, it is generally more difficult to design. They 
  rarely have many other innate features and are usually modified whenever any new functions are needed. 
  One (or more) of the vehicle's subassemblies is designed in such a manner as to be easy to repair or replace. 
  +2 iq is added to all technical skill rolls to modify and repair this particular subassembly of the vehicle.. The 
  subassemblies covered by this Perk are: Movement, Structure, Fire Control and Auxiliary Systems. 
  EJECTION SYSTEM The vehicle is equipped with an ejection system to give the crew a chance to 
  escape if the vehicle suffers an Overkill damage result (or before that, if desired). See Ejection (page 159 of 
  the rulebook) for more details. This Perk also covers the various pieces of survival equipment such as life 
  preservers and inflatable lifeboats on marine vehicles. Very few ground vehicles have ejection systems – if 
  the crew is unable to crawl out of their vehicle, they are probably dead already. 
  An ejection seat is designed to get a crewmember away from the craft to avoid being caught in any explosion 
  which might result. A parachute (in atmospheric operations) or a rescue beacon (in space) allow for a safe 
  rescue, although with little control over which hands the person falls into. An ejection pod is a self-contained 
  life boat for air and space vehicles which allows for a limited amount of maneuvering and for re-entry to a 
  planet’s atmosphere. Its naval equipment is the inflatable air raft. 
  ELECTRONIC COUNTERMEASURES (E) Electronic Counter Measures (ECM) are devices that 
  are used to jam sensors and communication systems. ECM is especially useful to prevent forward observing 
  and drone operations. Rules for using ECM systems can be found on page 151 of the Jovian Chronicles 
  rulebook. ECM range is identical to the vehicle’s Sensor range. 
  Electronic Counter Measures cost 1 BP per point of ECM. The vehicle can allocate PD in combat to ECM, up to 
  the ECM rating with which the vehicle was constructed. In combat, after orders are revealed, the player 
  using ECM allocates his ECM points among the attacking Missiles, and then adds or subtracts the difference 
  between the defending vehicle's tech level and each Missile's tech level from the ECM points allocated to 
  that Missile. ECM may be used in the same combat round with all other vehicle systems. 
  ELECTRONIC COUNTER COUNTER MEASURES Electronic Counter Counter Measures 
  (ECCM) are devices that are used to block jamming systems and/or punch through their effects. Using ECCM 
  to prevent jamming requires one action. Rules for using ECCM systems can be found on page 151 of the 
  Jovian Chronicles rulebook. ECCM range is identical to the vehicle's Sensor range. 
  EMERGENCY MEDICAL This Perk includes features like instant casts for broken limbs and  stimulant/
  pain-killer injections to prevent loss of consciousness. In tactical  game terms, this Perk cancels one “Crew 
  Stunned' result on the Systems Damage  table. In role-playing terms, the vehicle will prevent the character 
  from losing consciousness due to his injuries. In addition, the emergency medical features will prevent wound 
  degeneration for up to one full day. Not all personnel need be equipped with the system. 
  EMERGENCY POWER SURGES Emergency Power Surges (EPSs) systems are a rare feature. A 
  vehicle with this Perk can, for a short time, boost its statistics by unleashing emergency capacitors, nitro 
  injections, etc. In game terms, the EPS  system “spends“ its rating points to gain a set of benefits. 
  This allows the vehicle to increase one of the following attributes by one for a single combat round per rating 
  point spent: Maneuver, Top Speed, number of actions, weapon Damage multiplier or weapon Base Dam-
  age. Each attribute can be raised up by a maximum of three points (so the maximum EPS points usable 
  during a single round is equal to 15). A vehicle could spend all of its rating points in one round for one 
  glorious burst of power, or it could converse the points for emergencies. 
  It is also possible to 'overburn' the EPS system. doubling the effects but  damaging the vehicle. If this option is 
  used, each EPS point counts as two,  but the system affected drops by one point afterward. If actions drop 
  below  zero, the vehicle must 'buy' back the penalty before applying the action. For  example, a one-man 
  vehicle eat –2 actions would have to take extra actions (and associated penalties) to act. 
  EPSs burn themselves out during use. Therefore, they do not regenerate their rating. EPS repairs usually 
  require complete vehicle overhauls. EPS use must be declared during the declaration phase and does not 
  require an action. 
  EXHAUST FILTERS Less destructive exhaust: does 1/2 as many dice damage (1 pt) 
  EXOTIC WEAPONRY: Better lasers and missile launches are available. The missile launchers come with 
  three clips of four missiles each, and the laser draws 5 Gs power each phase it is fired. Missiles can be either 
  7d6 Killing or 4d6 Killing Armor-Piercing; the same launcher issued for both types of missiles. A laser's damage 
  must be chosen at the time of purchase to be either 7d6 K or 4d6 K AP at full power. (32 pt. for 4d6 KAP, 
  42 pt. for 7d6 K) 
  FASTER IMPULSE ENGINES [Flight]  +5 Gs thrust (3 pt. per G) 
  FIRE RESISTANT The vehicle is made of fire-resistant materials and provides adequate heat protection 
  for the crew. In game terms, the Intensity of any flame attack against the vehicle is halved before damage is 
  determined. 
  FORCE FIELD: Provides +1 DEF for every 1 G diverted from the impulse engines for this purpose. The 
  strength of the shields may be changed each phase. (10 pt.) Each two additional Force Field options (or 
  each additional 20 points) add 1 DEF per G - 2 DEF per G for 30 pt., 3 DEF per G for 50 pt., etc. 
  FUEL EFFICIENT The engine and systems of the vehicle are extremely efficient: a greater deployment 
  range than normal is possible. As long as the vehicle remains at Combat Speed, each point of Deployment 
  Range provides more kilometers of distance. One and a half, twice and three times the range are possible 
  multipliers. 
  GEOLOGICAL SENSOR The vehicle's sensors are specially designed to perform geological surveys, 
  such as analyzing ground chemicals or performing magnetic analysis. This has no tactical application, but it is 
  useful in Roleplaying scenarios. Geological sensors are common features on many of the vehicles used in 
  the Badlands. 
  GLIDER Aircraft with this Perk possess the abilities of a thermal glider and only lose one altitude level or MP of 
  speed when gliding. In addition, the pilot can ride hot air currents to actually gain altitude levels, by making a 
  Piloting roll versus a threshold of 5. Each point of Margin of Success allows the craft to gain one altitude 
  level, without losing speed. This Perk can only be taken by Flying vehicles. 
  GRAPPLE LAUNCHERS A compressed-gas or small gun unit mounted on the vehicle's hull can fire a 
  special grapple attached to an ultra-resistant cable. The cable is attached to a winch which can be used to 
  drag the vehicle forward or, if the target is lighter than the vehicle, drag it toward the winch. 
  Grapple launchers can be designed to send their projectile up to 250 m away. It is also possible to buy a simple 
  winch with cable, without the launcher - the range is then considered to be 1 hex for calculation purposes, 
  although the cable can be much longer than this (up o 250 meters long - designer's choice). 
  Cables (and by extension, the whole system) are rated according to the maximum Size capacity they can 
  handle. For example, a Rating 3 cable can support a weight of 1.1 ton (the maximum mass of the Size 3 
  category). Several cables can be used together by adding the maximum weight they can support (e.g., two 
  Rating 3 cables could drag up to .2.2 tons together). 
  Grapple launchers have an Accuracy of -2 and a Damage Multiplier of x2 if used as a weapon. If the Margin of 
  Success of the attack is equal to or higher than 3, the grapple is now attached to the target in addition to 
  any damage it might have caused. It can be detached and reeled in at the cost of one action. 
  
  Thursday, May 10, 2001 
  Thursday, May 10, 2001 
  Thursday, May 10, 2001 
  Thursday, May 10, 2001 
  162
  162  
  The cable itself can take up to its Rating in damage points before being severed. Ranged weapons, however, 
  have a -3 penalty to hit because the cable is so small. Point-blank melee weapons have no such penalty. 
  GUN PORTS The vehicle is equipped with gun ports from which the crew and passengers can fire small 
  arms while retaining the protection of the vehicle’s armor. Only small arms may be fired from the gun ports, 
  not heavy weapons. Because of the design of the gun ports, the weapon is restricted to a “Fixed” firing arc 
  and has a –1 DX modifier to hit in addition to the vehicular movement modifiers. 
  HAYWIRE RESISTANT The vehicle is specially designed to shrug off massive electrical changes 
  through isolated circuitry and grounded structure. This Perk allows the vehicle to reduce the effects of 
  weapons with the “Haywire” characteristic. On a Light Damage result, the second damage roll is ignored. On 
  Heavy Damage results, the second damage roll is treated as a Light Damage roll instead of a Heavy one. 
  HEAT RESISTANT ARMOR The vehicle's armor is designed to deflect and dissipate the intense 
  energy delivered by weapons like shaped-charge warheads, particle beams and lasers. Although all  ar-
  mored vehicles have some degree of HEAT resistance built into their armor plating, many front-line combat 
  vehicles have an extra layer of ceramic/ablative armor to help them fend off Monroe-effect warheads and 
  energy weapon beams. 
  The maximum rating is equal to half the vehicle’s base Armor rating (rounded down). This rating is 
  added to the vehicle's base Armor rating when the vehicle is attacked by HEAT-based weapons. This 
  Perk has no effect versus weapons that are not HEAT-based (this is determined during weapon de-
  sign – see page 133). 
  Heat-based                                                                                                                Not Heat-based          
  Bazookas                                                                                                                   Cannon 
  Mortars                                                                                                                        Railgun 
  Rockets/Grenades                                                                                                     Rifles (infantry) 
  Missiles                                                                                                                      Punch 
  Laser                                                                                                                           Kick 
  Particle Beam                                                                                                             Ramming 
  Torpedo                                                                                                                      Melee Weapons          
  HELLBOMB (HB) Hellbombs cost 3 BP and are fired from Tubes. They may not be used during combat 
  against other vehicles. One Hellbomb will destroy one Command Post/Starbase completely. 
  HIGH CAPACITY COMPUTER The vehicle's computer system has additional processing power that 
  is not consumed by its normal operations. In the tactical game, this has no noticeable effect. 
  In the Roleplaying game, this computer can be used to run various programs that are unrelated to the vehicle's 
  normal function. For instance, a high capacity computer might keep a series of code breaking programs or 
  maybe the financial records of a company or a laboratory. 
  HIGH TOWING CAPACITY The vehicle is equipped with a high torque, heavy duty power plant and 
  transmission. Its towing capacity is doubled or tripled, depending on the option chosen). If the vehicle has 
  the “Walker” movement type, this Perk provides heavier actuators and power systems to give more power to 
  the lower limbs. This yields higher damage in combat from kicks and stomps – add one to the kicking Dam-
  age Multiplier for double towing capacity, and two for triple towing capacity. 
  HOLOFIELD The holofield allows a vehicle to blend in to its surroundings by using both limited scope 
  holography and photoskin technology; it is the visual equivalent of the Stealth Perk. In tactical game terms, 
  the holofield adds its Rating to the vehicle's Concealment at all time. It only affects visual detection and does 
  not affect Active Sensor rolls. 
  HOSTILE ENVIRONMENT PROTECTION The vehicle is specially designed to survive undam-
  aged for prolonged exposure to some hostile environmental conditions. Though this is mostly a Roleplaying 
  consideration, some tactical rules require specific environmental protections in certain types of terrain and 
  weather (see Chapter 5 for more information). This Perk is noted “HEP: <chosen environment>“ on the 
  vehicle sheet. The following options are available: 
  • HEP: Desert The vehicle can withstand extended exposure to desert conditions without needing 
  special maintenance to avoid sand build-up. This Perk includes air filters, modified heat exchangers, and 
  cloth coverings on delicate mechanisms. 
  • HEP: Extreme Heat The vehicle is designed to withstand exposure to scorching temperatures, 
  often well into the hundreds of degrees Celsius, without taking severe damage. If combined with the 
  Fire Resistance Perk, the vehicle is effectively immune to incendiary attack 
  • HEP: Extreme Cold The vehicle is designed to endure freezing cold temperatures, such as 
  those found in Earth’s arctic and Antarctic reasons, without freezing up or otherwise breaking down. 
  Heaters, special lubricants and other modifications are part of this Perk. 
  • HEP: High Gravity The vehicle is designed to withstand very high gravity environments (3 gees 
  +) for extended periods. This does not, however, guarantee that the crew can do the same. 
  • HEP: High Pressure The vehicle is designed to endure the great pressure of locations like 
  ocean depths and the upper layers of gas giants. A variant of this Perk (Extreme Pressure) allows the 
  vehicle to endure even the most extreme pressures, such as those found in the deepest of ocean 
  depths or within the atmosphere of gas giants. 
  • HEP: Radiation The vehicle is designed to withstand high radiation levels. Foamed armor, Rad-
  absorbing gel layers and additional shielding protects the vehicle's sensitive systems (especially the 
  crew). The Rad protection level, in rads/hour, is equal to ten the power of the rating (e.g., a rating 3 
  system would give 103 or 1000 rads/hour of protection). 
  • HEP: Underwater The vehicle can withstand full submersion in water and other fluids, up to a 
  depth equal to five times the vehicle's Armor rating n meters (multiplied by five when combined with High 
  Pressure, multiplied by 20 with Extreme Pressure). Vehicles capable of Submarine movement automati-
  cally possess this Perk at no cost. 
  • HEP: Vacuum The vehicle is designed to withstand the lack of pressure fund in vacuum environ-
  ments. All hatches and access points are equipped with airlock, the hull or crew compartment is pressur-
  ized, and so on (a life support system must still be bought separately, though). This Perk does not, 
  however, grant a vehicle the ability to perform atmospheric re-entry (which is a separate Perk). 
  • HEP: All The vehicle is designed to withstand anything thrown at it. It can go over land, in space, 
  underwater, etc. it possesses all the above abilities at no additional point cost, except Radiation and 
  Extreme Pressure protections (which must be bought separately). 
  HOLDS (H) cost 1 BP per 10 BP capacity. Holds contain BPs and allow Warpships to transport BPs be-
  tween stars. When taking damage, 1 point of damage will destroy one 10 BP-capacity Hold AND 10 cargo 
  BP, or fraction thereof. When taking damage on a Warpship with more than one Hold, the player may 
  choose to damage empty Holds before BP-carrying Holds. BPs may be loaded or unloaded during the Build 
  event only. BPs may not be transferred between ships. Systemships may not have Holds. 
  HULL A hull which can withstand 10 Gs acceleration (one G = Earth-normal gravity), and which provides 10 
  BODY and 10 DEF of structural integrity (45 pt.). 
  HULL DAMAGE POINTS (HULL) A water-capable wooden structure  hull which can withstand 10 
  Gs of acceleration (one G = Earth-normal gravity) and which provides 3 SP of structural integrity per 1 BP 
  Hull costs $1,000,000 and weighs 20,000 lb., and is generally considered a Titan Mecha Body with 200,000 
  lb., Max load and 200 spaces. Some hulls can be considered smaller and these are generally considered 
  TL9.  
  HULL – SPACESHIP The basic Starship is as small and light as possible. It is 4 meters in diameter and 5 
  meters tall, and masses 5 tons. No reputable manufacturer produces a smaller ship. This size assumes 
  futuristic impulse engines, which may use laser beams or fusion or some such; a ship using chemical rockets 
  would be much larger. This ship has 10 BODY and 10 DEF, and is therefore dead meat for a ship-to- ship 
  missile, which does 5D6 Killing. This ship has no weapons, but its exhaust may do damage to nearby 
  objects. 
  HULL – STRONGER Stronger hull: +5 BODY and +5 Gs maximum thrust. This does not provide addi-
  tional thrust, it only makes the ship strong enough to withstand 5 Gs more thrust (7 pt., or 3 pt. per 2 BODY) 
  IMPROVED OFF-ROAD ABILITY The vehicle is designed to handle rugged terrain even better than 
  standard military grade ground vehicles. Ground vehicles have massive wheels or treads. However vehicles 
  can vary how high they float off the ground and have improved hazard detection systems to avoid pitfalls 
  and rough ground. Walkers have powerful legs and wide, high traction feet that allow them to run efficiently 
  even when trudging over sand or through swamps. 
  In tactical game terms, the vehicle pays one less MP for any terrain type that requires more than one MP. For 
  instance, a Ground vehicle with Improved Off-Road Ability would pay 3 MP instead of 4 MP when crossing 
  Swamp hexes, but would still pay 1 MP per Clear or Sand hex. The Perk must be bought separately for each 
  movement type. 
  IMPROVED REAR DEFENSE It is normal for combat vehicles to have thick front plates and weaker 
  rear plates, since most attacks will normally come from the front. Vehicles with this Perk have a well-defended 
  rear arc, either through superior armor design or additional sensor systems. In game terms, this reduces the 
  defense roll penalties from Rear and Rear Flank attack by one. In other words, the Rear Flank arc of 
  defense penalty is 0 and the Rear arc of defense penalty is –1. 
  IMPULSE ENGINES capable of generating 5 Gs acceleration (15 pt.) These engines have a danger-
  ous exhaust which does 1d6 Killing angry explosion damage per G of thrust. (For this reason, the chapter 
  spaceport berths consist of uneven, cratered bedrock.) 
  JUMP JETS The vehicle is equipped with short-burn jump rockets, often liquid-fuel thrusters or solid 
  cartridge boosters bolted to its hull. These jets allow the vehicle to "leap" over a short distance, but they do 
  not allow true flight. 
  The maximum distance of the jump must be specified. Jumping vehicles may clear obstacles whose elevation 
  does not surpass one-half its jumping distance. For example, a jump-capable Mecha with a jumping distance 
  of 300 meters (6 hexes) may clear obstacles of elevation 3 or less. 
  Jumping requires one action but can be used in addition to the vehicle's normal movement, either at the 
  beginning or the end of the normal move (not that this takes precedence over previous descriptions of the 
  Perk). A vehicle may jump only in a straight line. Jumping occurs during the vehicle's movement phase, 
  despite requiring an action. 
  Jump Jets are a somewhat bizarre Perk. They are bulky and expensive. Yet, this special ability is useful in three 
  particular circumstances: city fighting, clearing obstacles and the Death From Above tactic. Jump Jets allow 
  vehicles to launch uncanny surprise attacks in urban areas by hopping over obstructing terrain. Jump Jets 
  are also useful for their ability to clear obstacles like walls, ravines, cliffs, and minefields. 
  Death From Above is a ramming technique which is only available to vehicles with Jump Jets. By leaping towards 
  an enemy unit, a pilot can effectively execute a flying ram. Impact Speed is calculated as normal (see rule-
  book, page 140), with the ramming direction the same as it would have been for a ground-based ramming 
  attack. Both attacker and defender are damaged by this maneuver. The attacking Mecha's Size is multiplied 
  by two for this action only. 
  LABORATORIES Some vehicles are equipped with ‘laboratories;’ systems that help the crew in specialized 
  tasks. Each laboratory is dedicated towards one particular Skill or Skill specialization. Combat skills (including all 
  Piloting/Driving and all Gunnery) may not have labs, as they are covered by other vehicular systems. Labora-
  tories are rated upon their quality (minimum of 0). This quality rating is added as a modifier to any test 
  performed using the laboratory’s skill. Laboratories eliminate any penalty due to missing tools and proper 
  equipment. They can be used to represent specialized rooms such as a tactical command centers 
  (Leadership), galleys (Cooking) or even theaters (Theatrics). 
  LANDING GEAR Standard landing gear with 3 legs, which can hold the ship upright and stable  unless 
  the ground is tilted by more than 30 degrees (O pt.)  
  LARGE DOORS The vehicle's crew and passenger compartments are equipped with oversized doors and 
  hatches that allow rapid egress and ingress. For each action spent, two crewmembers (instead of one, as 
  
  Thursday, May 10, 2001 
  Thursday, May 10, 2001 
  Thursday, May 10, 2001 
  Thursday, May 10, 2001 
  163
  163  
  usual) can exit the vehicle. A number of passengers equal to twice the Size of the vehicle may enter or exit 
  each turn at no action cost. 
  LIFE SUPPORT A food and air recirculator, sufficient for two people 
  LIFE SUPPORT Life Support systems provide the vehicle’s crew with a sealed and self-supporting milieu, 
  protecting them from hostile environments such as poisonous atmosphere, vacuum and underwater. If this 
  system is destroyed while the vehicle is in a hostile environment, the entire crew immediately become casualties, 
  eliminating the vehicle from combat. All combat vehicles have a basic overpressure system to protect them from 
  most biochemical weapons, so Life Support should be bought only for those vehicles that truly need it. 
  The limited form of life support includes contingencies for breathing and limited nutritional and excretory needs, 
  and provides support for each crewman only up to the deployment range. The full version of life support 
  includes complete air recycling, proper waste disposal, hygienic and nutritional facilities; it last indefinitely for 
  game purposes. 
  LIFE SUPPORT – IMPROVED A bigger recirculation system, which doubles the number of people who 
  can live on the ship. Includes acceleration couches and spacesuits for half as many people as can be sup-
  ported. All brand-name spaceships have a life-support system which can support twice as many people as the 
  ship is designed for (3 pt. to double recirculation system, 9 pt. per spacesuit) 
  LIGHTER-THAN-AIR Aircraft with this Perk use lighter-than-air gases to stay aloft. Since this uses no 
  Movement Points, Lighter-than-air craft do not fall when their movement systems are disabled or destroyed, 
  though their horizontal movement will be determined by wind alone (see Wind, page 90). Lighter-than-air craft 
  can gain or lose one level of altitude per round without using MPs. 
  Light damage to the Structure will cause a lighter-than-aircraft to lose one level of altitude per round, without the 
  possibility to gain them back. Heavy Structural damage will cause a two-level drop per round. The envelope can 
  be designed to be self-sealing; when taking Structural damage, airships with this option will suffer the lose of 
  altitude effect only once instead of every round. 
  A lighter-than-air craft occupies three times as much space as its Size (for example, a Size 10 lighter-than-aircraft will 
  completely fill a tactical hex). Craft with this Perk are considered VTOL craft for determining admissible Perks an 
  Flaws. Only Flying vehicles can take this Perk. 
  LOW PROFILE The vehicle has a very low profile which makes it easier to hide and conceal. Vehicles with this 
  Perk tend to have sloped and compact hulls – for obvious reasons, bipedal walkers generally cannot be 
  designed this sway. The vehicle gets +1 to Concealment while in cover (hexes with Obscurement of 2 or more). 
  If the Hull-Down rules are used, it delivers an extra 5 points of protection from its position. 
  LOUDSPEAKERS These are powerful external loudspeakers. These can be used with sirens, audio 
  systems, communication gear, or any other audio equipment. 
  MAIN BATTERY (MB) Main Batteries have an unlimited supply of ammunition. A vehicle main battery is 
  considered to be a large railgun but may be defined as any type of large ‘spinal-mount’ style weapon. It usually 
  fires tacnukes, but may use other munitions for special effects. 
  MANIPULATOR ARM The vehicle has an arm-like structure that can pick up and manipulate objects. 
  Manipulator Arms are part of the basic layout of practically all exo-vehicles. Small Manipulator Arms can also be 
  installed on any type of vehicle to represent “micromanipulators” used for delicate maneuvers. The arm can lift 
  an object whose Size is equal to or lower than its rating. No matter the rating of a Manipulator Arm, a vehicle 
  cannot lift an item whose Size is greater than twice its own Size. Lifting any mass greater than half the vehicle's 
  own mass will prevent the vehicle from moving. Half the capacity of all weaker arms are added to the full 
  capacity of the strongest arm to determine the lifting strength of multiple arms. 
  Optionally, Manipulator Arms can be reinforced to punch or crush opponents. These attacks have a Damage 
  Multiplier equal to the rating of the arm. This option adds nothing to the Perk’s cost but modifiers the Offensive 
  Score (see page 104). For Roleplaying purposes, manipulators can apply pressure equal to half their Size 
  rating, rounded up. The highest weight value for that result on the Size to Mass chart is the pressure applied in 
  tons per square meter. 
  Manipulator Arms can be used for fine manipulators and tasks which require dexterity. A standard Piloting skill test is 
  required, the threshold varying according to the task. In addition, a negative modifier equal to the difference 
  between the object’s Size and the hand’s rating is applied to the roll. The Size to Mass table helps to evaluate 
  the Size of the object being manipulated. 
  MICRO-LABS Microlabs are elaborate workbenches equipped with devices and sensors that are specialized 
  for one task, such as toxin detection or electronic repairs. Microlabs have no tactical application, but they can 
  be invaluable in RPGs. 
  MINE DETECTORS Mine detectors are a set of highly specialized sensors designed to look for the telltale 
  signs of the presence of minefields. These are very similar to the sensors supplied by the Geological Sensor 
  Perk, but are specially calibrated to detect the mass and faint emissions of buried land mines. 
  Mine detectors allow the vehicles to detect mines in the same way as an infantry unit with the Mine Sensor equip-
  ment (see page 48 of Tactical Field Support): the vehicle's Sensor Rating is added to its Electronic Warfare roll. 
  MINELAYING EQUIPMENT The Minelaying Equipment Perk is a set of special machinery designed to 
  dig a small trench or a series of holes along the path of the vehicle. The machinery then plants one or more 
  land mines and buries them. The system can also "spray" the smaller antipersonnel mines behind the path of 
  the moving unit for fast deployment (see the advanced mind field rules on page XX of Tactical Field Support). 
  The whole system is very efficient and can lay up to five pints worth of mines every two minutes (four tactical 
  rounds or twenty Skirmish rounds). The minefield becomes active one minute after the Minelaying vehicle has 
  left the hex, though this delay can be increased if desired. Minelaying Equipment may not be used to place 
  Jumping Mines (see Tactical Field Support). 
  The mines are not included in the Perk's cost and must be bought separately at the normal cost. The equipment 
  can place any type of mines, except Jumping mines. 
  MINESWEEPING EQUIPMENT Any vehicle can be equipped with mine-clearing devices, but these will 
  work only in the primary environment for which the vehicle has been designed. For example, the mine plow of 
  an engineering tank will be useless against naval mines, even if the vehicle has the Amphibious Perk. See page 
  31 of Tactical Field Support for more on Minesweeping. 
  The exact nature of the Minesweeping equipment depends on the designer, but most often consists of a mine 
  plow or det-cord launcher on ground vehicles. A small distributor dropping chemiluminescent sticks to mark the 
  cleared path is included at no point cost. 
  Minesweeping equipment may not be used to attack another unit, unless it has been specifically designed to do 
  so. Attack-capable Minesweeping systems, such as a det-cord launcher, must have their cost included in the 
  Offensive Score. They have a Range of one hex, an Accuracy of -2, a Damage Multiplier of x15 and a TV cost 
  of 10 points per shot. 
  MINING EQUIPMENT The vehicle is adapted to perform mining functions. Mining equipment must be 
  specified as either light or heavy duty. Light duty mining equipment consists of one or two sampler arms, a small 
  earth-moving blade (or a more conventional bulldozer blade) and a simple winch with a cable strong enough to 
  move the vehicle. Heavy duty equipment is intended for commercial mining operations: in addition to the 
  aforementioned equipment, it includes a large rock grinder, a shovel arm, one or two trenchers and a drill. Ore 
  conveyers are also fairly common. 
  The mining equipment can be designed to attack opponents in melee combat. The Damage Multiplier equals half 
  the cost of the mining equipment, rounded up. Light duty equipment has poor (-1) Accuracy and heavy duty 
  equipment has very poor (-2) Accuracy. If selected, this ability modifies the Offensive Score of the vehicle. 
  MISSILES (M) may be fired through a ship's Tubes at an enemy ship. Each Missile does a basic damage of 
  2 hits if it strikes. The number of hits damage a Missile does may be modified by other factors as per the combat 
  rules. One Build Point will build three Missiles. A ship may be built to carry any number of Missiles, and can never 
  hold more than initially specified. As Missiles are fired, they must be subtracted from the ship's Missile stock on 
  that ship's record. Missiles may not be transferred between ships. 
  MISSILE – EXTERNAL (Msl) An External Missile is a one-shot weapon. If destroyed or fired it should 
  be marked off the vehicle’s record sheet. Each vehicle missile is a one-use weapon. Once each missile is fired it 
  is gone. The defense strength represents the toughness of the missile while it is still being carried by the 
  vehicle. If a missile is destroyed before it is fired, the vehicle cannot use it as an attack. Individual missiles carried 
  by a vehicle are fired and targeted separately. 
  Some vehicles mount their missiles externally, and can fire any number of their remaining missiles each turn. Thus, 
  an undamaged Mark V can fire up to six missiles in a single turn. 
  MISSILE – GAS (GM) If it hits – it does damage in Crew code values instead of other components. Treat 
  as missiles otherwise. 
  MISSILE – INTERNAL (MslI) Other vehicles carry their missiles internally, and require missile racks to 
  launch their attacks. If a unit has missile racks, its missiles cannot be targeted separately.  
  MISSILE RACK (MR) A Missile Rack fires Internal Missiles. The missile rack is a specialized system for firing 
  missiles. Each missile rack may fire one missile per turn. Therefore, an undamaged Ogre Mark IV, with three 
  missile racks, can fire three missiles each turn. The missiles for this system are stored in bays within the vehicle 
  itself and can only be fired through the missile rack. Missiles stored within a vehicle cannot be destroyed. If all of 
  a vehicle's missile racks are destroyed, it may not longer fire any missiles remaining in its storage bays. The 
  destruction of a missile rack destroys one missile at the same time. 
  The attack strength and range of these missiles are identical to those of standard vehicle external missiles. 
  NOE FLYER Aircraft with this Perk are equipped with very advanced sensor-assisted flight systems, which 
  allow the aircraft to effectively fly at altitude level zero (NOE, or “Nap-of-the-Earth” flying). This enable the 
  aircraft to avoid most long– and medium–range and detection systems by using the ground’s surface features 
  to hide behind. 
  In game terms, the NOE flight system gives a –2 modifier to any roll on the Aircraft Control Loss Table (see p. 148 
  of the rulebook) if the aircraft is at altitude level zero. When flying at altitude zero, the vehicle benefits from the 
  Obscurement of ground hexes against ground-based detection attempts and attacks (see page 150 of the 
  rulebook). Only Flying vehicles can take this Perk. 
  NO FUEL REQUIRED The vehicle's main power plant does not require regular fill-ups with fuel or reaction 
  mass. It draws its energy from the environment around it (a solar-powered or sail vehicle, for example). The 
  vehicle still has to undergo basic maintenance form time to time, though. The Deployment Range Rating 
  represents the interval at which basic maintenance must be performed. 
  Solar sail and magsail vehicles use this system. The sail itself is so thin (or insubstantial, in the case of the magsail) 
  that it causes no damage to anything that comes into contact with it. Solar sails are damaged as normal during 
  collisions. Sails damaged by any means will reduce the vehicle’s thrust by 0.01 MP for each ten points of 
  damage suffered. If the thrust falls under half its normal value, the sail collapses and is unusable. For game 
  purposes, solar and magsails have a diameter equal to half the Size of the vehicle, in kilometers. 
  PASSENGER ACCOMMODATIONS The vehicle is equipped with proper living and sleeping quarters. 
  This is necessary for long range vehicles if the crew and passengers are to remain fresh and alert. There are 
  two quality levels of accommodations available. Military grade accommodations and spartan in design and 
  provide little privacy or comfort. Luxury accommodations occupy about twice the volume of military accommoda-
  tions but include private sleeping quarters, a small private lounge, and personal hygienic facilities. A vehicle with 
  numerous living accommodations of either type also generally includes a few common rooms such as galleys 
  and lounges, and thus most devote more space to accommodations. 
  Military grade accommodations for one person start at two cubic meters in size, while civilian accommodations can 
  be as big as a thousand cubic meters on very large vehicles. As a guideline, a minimum of 25 cubic meters (¼ 
  CP/5 spaces) per person are required for any moderately long occupations. Accommodations can also serve as 
  makeshift cargo bays if the furniture is removed (assume that one person-minute per cubic meter are required 
  for the conversion). The passenger accommodations’ volume is added to the vehicle’s to get a total volume. 
  
  Thursday, May 10, 2001 
  Thursday, May 10, 2001 
  Thursday, May 10, 2001 
  Thursday, May 10, 2001 
  164
  164  
  Passenger accommodations usually take up a lot of room, but even civilian vehicles can have military-grade 
  accommodations to cut costs. A good example of this is the sleeping cab found behind the driver on many 
  long-haul trucks. 
  PASSENGER SEATING The vehicle has extra seats for passengers. The passengers do not confer any 
  extra actions to the vehicle, nor can they control it. They do, however, count as crew for damage purposes 
  (any damage should be randomized between crew and passengers). Passengers cannot use the crew’s 
  ejection system (if any); this must be purchased separately, at the same cost as for normal crew. A number of 
  passengers equal to the Size of the vehicle may enter or exit each turn at no action cost, provided the vehicle 
  is moving no faster than 12 kph. 
  PINTLE MOUNT An infantry weapon installed on a swivel mount just outside a hatch is said to be pintle 
  mounted and must be operated by one of the vehicle’s crewmen. That crewman can do nothing else and is 
  exposed to enemy fire (count as Partially Exposed Crew, unless the vehicle is already open topped). Pintle 
  Mounts have a 180 degree arc of fire chose at the time of design. The weapon is not protected by the 
  vehicle's armor and count as an Auxiliary system. Fire Control hits neither affect pintle mounted weapons nor 
  does the Fire Control bonus apply to them. Firing penalties are equal to –1 for more than half and up to 
  Combat speed, and –2 for Top Speed, in addition to any other modifiers. 
  Pintle mounts are quite simple and add little to the cost of the vehicle. Any type of infantry weapon can be 
  mounted on them. The cost of the weapon is equal to its DM plus its Base Range plus its ROF in vehicle scale, 
  and is added directly to the vehicle's final Offensive Score. 
  POINT-DEFENSE BEAMS (PDB) As the "Beams" ship system can only target a single enemy in a 
  given combat round, combats involving many small ships are lengthened unless you add a new ship system, 
  Point-Defense Beams (PDB), which are powered the same way as Beams but are split up into single unit 
  batteries each of which can target a different enemy ship.  So, a ship with PDB = 3 can fire the equivalent of 
  B=1 at up to three different enemy ships (or B=2 at one ship and B=1 at another).  Note that if all three PDB's 
  are fired at a single target then PDB behaves just like regular Beams, thus it is better than Beams and you must 
  pay the price for that advantage.  There is a structural overhead cost of 1 BP per 3 PDB installed, round 
  fractions up.  Allowing PDB gives fighters something to worry about and also recreates some of what we see in 
  the Babylon 5 universe. 
  POWER/DRIVE (PD) represents the total effective strength of a ship's engines. During movement, the PD 
  of a Warpship divided by 2 and rounded up gives its movement allowance in hexes. During combat, the PD 
  strength of a ship is allotted to its drive and weapons so that those may operate. During combat, a ship may 
  NEVER allocate power from PD in excess of the available PD strength. Each unit of PD strength costs one BP 
  to build. 
  The specifics of each engine aren't important except that the following capabilities are applicable to the most 
  common types of engines: 
                          P/D                  Acceleration   Maximum MPH                        Speed               
                          ¼                     5 mph              70 mph                                    Speed 5 
                          1/3                   5 mph              75 mph                                    Speed 5 
                          ½                     5 mph              80 mph                                    Speed 5            
                          1                      5/10/15 mph*   90 mph                                    Speed 6 
                          2                      10/15 **           100 mph                                  Speed 4/3 
                          3                      5/10 ***           200 mph                                  Speed 7/6         
                          * Accel 5 mph if Size 1; Accel 10 mph if Size ½; Accel 15 mph if Size 1/3 or less 
                          ** Accel 10 mph if Size 2 or more; Accel 15 mph if Size 1 or less 
                          *** Accel 5 mph if Size 3 or more; Accel 10 mph if Size 2 or less 
                          P/D                  Minimum Engine Size                                                               
                          1 PD per Size   Size 1-5 
                          PD 6                Size 6-10 
                          PD 7                Size 11-22                                                                                 
                          PD 8                Size 23-30 
                          PD 9                Size 31-50 
                          PD 10              Size 51+                                                                                    
  PRIVATE SYSTEM This perk allows a transformable vehicle to avoid damage being carried over to all its 
  forms. The perk must be bought separately for any or all four main sub-systems of the vehicle: Fire Control, 
  Structure, Movement and Auxiliary Systems. When damage is received on a system protected by this perk, the 
  damage does not transfer to the other forms. The cost of the Perk is equal to 2 per system or 7 for all four of 
  them. 
  RADIO A broadcast radio capable of transmitting and receiving all normal  communication frequencies (2 pt.)  
  RAM PLATE Part of the chassis of the vehicle has been specially reinforced to withstand high speed impact. 
  Each ram plate must be assigned to a ramming arc. The vehicle takes only half the normal damage in a colli-
  sion, provided the impact is in the same arc as the Ram Plate. 
  REACTIVE ARMOR Reactive Armor is an advanced development of a millennia old concept. It is not 
  composed of actual armor plates, but rather is a set of directional fragmentation mines mounted on the hull of 
  the vehicles. A series of small dedicated sensors denotes one more charges in the direction of an incoming 
  attack, hopefully redirecting it or at least reducing its efficiency. The explosion counteracts HEAT-effect charges 
  and sprays anti-laser aerosol to diffuse and refract laser beams. 
  Reactive Armor is always active. Because of balance problems, vehicles using the Walker movement system cannot 
  have Reactive Armor at a Rating higher than 1. Each defense arc must be individually protected. 
  Reactive Armor reduces the Margin of Success of a HEAT attack by an amount equal to its Rating. If the Margin of 
  Success of the attack drops below 1, no damage is done. If other units (friends or foes) are present in the hex 
  when the reactive armor is activated, they automatically take a number of damage points equal to the Rating 
  of the system times the Size of the vehicle, times the result of die. 
  Because the actual number of charges used to repel each assault is highly variable, Reactive Armor does not use 
  ammunition but roll against an Ammo Threshold. Every time the system is used, roll two dice: if the total is higher 
  than the Ammo Threshold, the system has run out of chargers. If the roll is equal or lower, the system works - 
  lower the MoS and increase the Ammo Threshold by one. Fumbles are discarded and count as a roll of one. 
  The Threshold starts at 0, so there is enough ammunition for at least two interceptions (Thresholds 0 and 1). 
  Firing Reactive Armor charges does not use up actions and works until the system runs out of charges (the roll 
  is above the Ammunition Threshold) or is destroyed in combat. 
  Reactive Armor is an AUX system, but damage is applied differently. On a Light damage result, add one to the 
  Ammo Threshold. On a Heavy damage result, all charges on the facing hit are detonated and lost, effectively 
  taking the system out of the fight. All charges must be replaced after a battle. 
  REDUCED G-EFFECT Aircraft with this Perk have been modified to reduce the strain of pulled Gs 
  (acceleration) on its crew, either through special cockpits, seats or flight suits. The pilot has a +1 bonus when-
  ever he has to make a ST roll due to sharp turns or other quick accelerations. 
  REENTRY SYSTEM The vehicle has been specially reinforced to withstand the high temperature and 
  stress of atmospheric reentry. Every five turns, the pilot must make a Piloting roll against a Threshold of 2 to 
  keep the craft correctly oriented or suffer one Fire attack as per normal reentry rules (see Jovian Chronicles 
  rulebook, p. 143). Modifiers due to damage apply in full. 
  REFUELING EQUIPMENT This Perk allows a vehicle to be refueled on the move. The refueling boom 
  consists of enough equipment to refuel one vehicle at a time. The fuel is usually carried within a cargo bay, but 
  the refueler can use its own Deployment Range or Reaction Mass instead. Both pilots must roll their Piloting 
  skills vs. 4; if either fails, the refueled vehicle takes on only 1d6 x 10% of the intended load. A fumble means a 
  collision occurred, and the refueling equipment on both vehicles is out of service. A refueling attempt may be 
  made every three minutes (6 rounds). Suggested time for total refueling is one round per point of Size of the 
  target (plus the three minutes for hook-up). 
  REINFORCED ARMOR The vehicle has one or more facings (arcs of defense) with better or thicker armor 
  than the rest of the vehicle. When the vehicle is hit in an arc that is reinforced, the rating of this Perk is added 
  to the base Armor rating of the vehicle. Four possible arcs can be reinforced: Front, Rear, Right Rear Flank 
  and Left Rear Flank. Up to three of these arcs can be reinforced on a single vehicle. 
  REINFORCED CHASSIS The frame of the vehicle is designed to absorb considerable punishment. The 
  vehicle may ignore the first Structure hit on the Systems Damage Table, but then loses this Perk. The Perk’s 
  effect can be restored by a normal repair if a technician works on the vehicle after combat. This Perk may be 
  taken more than once. 
  REINFORCED CREW COMPARTMENT The crew compartment is layered with additional armor and 
  fitted with crash-absorbing material. The vehicle may ignore the first Crew hit on the Systems Damage Table, 
  but then loses this Perk. Crew casualties from Structure hits are unaffected, however. The Perk can be re-
  stored by normal repair if a technician works on the vehicle after combat. This Perk may be taken more than 
  once. 
  REINFORCED LOCATION ARMOR One of the vehicle's locations has better armor than the rest of 
  the vehicle. When the vehicle is hit in a reinforced location, the rating of this Perk is added to the base Armor 
  rating of the vehicle before deterring damage. This Perk cannot be taken more than twice per vehicle. 
  REPAIR BAYS (R) cost 5 BP. A ship with a Repair Bay may use BPs in Hold or from Star to repair itself or 
  any number of other ships present on the same star hex during the build/repair event. BPs mined from Base-
  less Stars may be used immediately to repair by ships with Repair Bays. Repair Bays like Warp Generators do 
  not take damage in combat and are destroyed when the Warp Generator is destroyed. 
  ROBOT DOCTOR A robot doctor, which regenerates a character's lost BODY pips at the rate of 1 per hour, 
  even if he is below 0 BODY. In Danger International terms, the robodoc always makes its Paramedic roll. Only 
  one creature may be treated at a time, and the GM may rule that some wounds (such as alien fungi) are 
  beyond the robodoc's programming (14 pt.). 
  ROOMS For convenience, assume that each 'room' option taken adds 1 meter to any one linear dimension of 
  the ship (length, width, height). Mass increase is left t the GM; one interesting approach is to treat every two or 
  three options as one level of Growth, and figure mass from this. The options: 
  • Bathroom A bathroom with zero-g shower 
  • Cargo Increased cargo room: 2x as much cargo room and -1 G thrust. If the thrust falls below 1 G you 
  must buy "Stronger Impulse Engines." 
  • Concealed cargo room: One hex of room which requires a Concealment roll to find. It may be 
  smaller and better hidden for the same cost: 1/2 hex gives  -2 to others' Concealment rolls, 1/4 hex gives -
  4, etc. 
  • Danger room: an extensive, many-person gymnasium, full of exotic equipment (3 BP. per hero using 
  it) 
  • Laboratory A science lab, providing +3 to one Science (e.g., Physics, Chemistry, Biology, etc.) (2 pt.) 
  • Lounge A lounge room with a bar, projection TV, comfortable seats, etc. (1 pt.) 
  • Quarters A bedroom, living quarters for one person comfortably or two cramped 
  • Repair Room A ship repair room, containing tools and parts needed for minor mechanical, electrical, 
  and engine repairs. Usually any system which has taken more than 2 BODY will require more equipment 
  than this option provides, but the GM may grant an exception ("I need warp speed in three minutes or we 
  al die!") (2 pt.) 
  • Sickbay A sickbay and medical research lab, providing +3 to Paramedic rolls for most known species (2 
  pt.) 
  • Swimming Pool A small swimming pool (in a special spherical room, with watertight doors) (1 pt.) 
  • Swimming Pool – Large Olympic-size swimming pool, mounted on gimbals (3 BP) 
  
SOURCE: textdata/thevault/Car Wars/Character Construction/Carwars Car Sheets/Car Wars VehicleCreation.pdf