CoreTech - New Vehicles

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Sample vehcile creation for the StrikeForce 2136 RPG

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  • Vehicle Technologies

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    Constructing VehiclesVehicle construction is a point system, players pick

    specific parts and then traits related to their vehicle. Each choice increases the points the vehicle has to buy the game stats for the vehicle.

    The key to designing a vehicle is to describe what you think you want, the more traits and powerful selections you make the more costly and powerful the vehicle will be.

    What makes a StrikeForce vehicleA vehicle is strikeforce, like a character, has several key

    stats which define how good it is in combat or other ma-neuver situations. Main Vehicle AttributesManeuver Points how much the vehicle helps it pilot maneuverStructure Points How much punishment a vehicle can take. All Structure Pts are divided between the Four Systems; Body, Controls, Weapons, Engines. Defense Rating Ability of the vehicle to absorb and negate damage Remaining Vehicle Tonnage Current weight a ve-hicle is carrying Repair Modifiers indicates how difficult it is to repair the vehicles many systems.Cost of Vehicle Alt (Max Altitude) determines how high or deep a vehicle can go. Speed maximum speed a vehicle can travel at.Detection value ability of the vehicle to avoid detection by Forts or other VCI.PUO Amount of power the vehicle has to power sys-tems.PUTO Amount of power a system needs to work on the vehicle

    Other Attributes Crew (Pass) number of people vehicle can carry Armor Weight (subtract from body total) weight of tech armor on the vehicleTotal Tonnage maximum weight a vehicle can carry in cargo, weapons, and ammo.GE Efficiency Gravelectric Efficiency displays how long it takes to reset a vehicles Power Plant.

    Vehicle Design Types

    The Gravelectric JetStarting in 2050 the art of making jet aircraft was peak-

    ing. Technology had hit a wall on engine power and body strength. These jet craft were capable of Mach 3+ and could actually take two or three hits from missiles twice as powerful as those used in the past. The U.N. and its System planners had decided the jet was a lacking plat-form ,not as flexible as the Helo; which had become the combat vehicle of choice. The day of the Jet appeared to be

    ending. Then, in 2107 the Tech guild changed the pro-

    pulsion method of all vehicles by creating the Grav-electric engine.

    Jets can now travel at Mach 4.5 and have armor as tough as any tank. The Gravelectric revolution has allowed the lifting properties of such extreme wing designs as the V slick channel and the Variable Geometry Ellipse. Wings can be much shorter and weapon bays can hold much more. Combat in a jet at such speeds is beyond any description. The Jets, Gravelectric Hull, and the bod-ies engines combine to power lift and forward vectors in one combined system. Gravelectric technology allowed weight and power to explode off the design sheets and saved the Jet. Today UN System planners are refocusing on the Jet and what it can do for the future of the UN Plan.

    The Gravelectric HeloAs the Jet was beginning to lose favor, the Helo had en-

    tered a renaissance. Newer power plants, extensive design of newer skin types and extra Mach engine boosters had propelled the Helo into the next step. The Gravelectric revolution simply expanded this growth in the Helo in-dustry. The same factors that saved the jet simply expand-ed the platform of the Helo.

    Combat is a tad slower in a Helo, but the ability to hover and carry great payloads has truly expanded the plat-form.. It has replaced the Transport jet and the transport industry blimps are seeing competition from large scale platform Helos for the first time in many years.

    The Helo has become the most versatile of all the plat-forms changing, from a weapons to a transport platform. The Helo is a center piece of the System and looks to be one for many years to come.

    The Gravelectric Scout TankThe history of the Scout tank is a glorious one, starting

    in the Secret War. The scout tank was one of the original ways to destroy a Paulson unit. StrikeForces were focused on creating a force that could take out a Paulson Unit in one or two strikes. The scout tank became that force.

    After the secret war, EZone defenses became the new ob-stacle and the scout again rose to the occasion. Expanded power plants and transmissions and weapons made them a crucial part of any EZone attack.

    As the Corporate wars of the 2040s gave way to the GPPI era of the New UN System, attacks by STOs in scout tanks became legends. Tate W. Russel used his tank, the Jester, to attack a series of EZones over a month and did incred-ible damage. The Gravelectric age has simply moved the tank up in stature as payloads and weapons increase in damage.

    The Gravelectric Attack BoatThe age of the attack boat rose again in the early 2100s.

    EZone expansion into coastal areas increased use of the coasts of infiltrations by StrikeForces and Pirates. At-tack boats really drove the creation of Defense Force boat squads and then StrikeForces escalated arming and creat-ing the attack boat.

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    Vehicle Technologies

    The Attack Boat is like a tank on the water, and with careful weapon selection, is even capable of a great off

    shore bombardment, often with no EZone defenses that can retaliate. This ability plus the UN efforts to restore wetlands, rivers and lakes throughout the world has made the attack boat a viable platform form many StrikeForce missions.

    UN System Planners have been monitoring the use of the boat and its effects on the development of both strategies and weapons in the coming years. Rumor has it that the success of the boat may bring about new releases of tech-nology like min.. Subs and mobile Sea Platforms run by the UN.

    DroneUnmanned combat and surveillance platforms used in

    EZONEs to supplement the automated emplacements, drones are powerful technology. Drones have a higher max speed threshold, Mach 6, than other vehicles and have no spaces for crew. Gravelectric and advanced weapons tech have made these a very cost effective and powerful tool.

    Transport Used to move the many good and working populations

    around the planet, these large vehicles ply the trade routes in the air, on land and in the sea. Transports range from smaller personally owned craft to larger Corporate owned vehicles that carry dedicated resources and the occasional secret cargo.

    Shuttle

    Used to ferry CEO, Presidents, and VIPs for Corps, Na-tions and Guilds; shuttles are a luxury combat vehicle. De-signed with a larger crew area, defensive and weapons sys-tems, shuttles are much more expensive to build and equip. Corporate shuttles are also a sign of status, the better the shuttle the more status it brings.

    BlimpAdvanced materials and gravelectric propulsion have

    made the Blimp an excellent transport, for large cargo and vacationing Crop Sector citizens. These blimps have mul-tiple designs and cruise at blue attitudes or better.

    Large Hulled VesselUsed primarily by the Sea Lords, these large vessels ply

    the seas carrying supplies and other good for the Sea Lords. Several corps and Nations have leased these from the Sea Lords, with Sea Lords crew, Large Hulled Vessels tend to be defended by automated weapons and can carry in excess of 100000 KG.

    Vehicle Design StepsStep 1 Describe Vehicle Step 2 Pick Vehicle TypeStep 3 Pick max weightStep 4 Pick Vehicle TraitsStep 5 Pick ArmorStep 7 Pick Power PlantStep 8 Pick Vehicle Control InterfacesStep 5 Total Points and Figure values

    Step 1 Describe VehicleDescribe what your vehicle looks like, what it can do any

    feature it should have.

    Step 2 Pick TypePick the type of vehicle that matches your vision.

    VehicleType PTS Max Wt Modifier

    Jet 50 75,000 +1 Speed, + 2 MPHelo 50 100,000 +25 SP, +4 MPBoat 50 200,000 +50 SP, +5 k WtTank 50 250,000 +100 SP, +2k Wt

    Transport 25 500,000 +10 Crew, +5k wt

    Large Hulled Vessel 90 1 mil+

    +100 Crew, +25k Wt, -10 MP,

    +250 SP

    Drone 20 125,000 0 crew, +10 Mp, + 100 SP

    Shuttle 80 150,000 +25 MP, +50 SP, +5 CrewBlimp 50 250,000 +250 SP, +15 Crew

    Step 3 Pick Maximum WeightPick the type of vehicle that matches your vision.

    Weight PTS Starting DR

    5,000 10 -1510,000 20 -1415,000 25 -1325,000 35 -1250,000 40 -1075,000 45 -9100,000 50 -8125,000 60 -7150,000 70 -5200,000 80 -4250,000 90 -2500,000 100 01 mil + 150 1

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    Step 4 Pick Vehicle TraitsStep 4 Pick Vehicle TraitsA vehicle can have as many traits as its designer wants. Traits that seem to contradict or exclude each other must

    have their function explained in the description. Built for SpeedAdds +1 Speed each time added

    Built for maneuverAdds 5 MP per add to a vehicle

    Resilient DesignAdds + 100 SP to 1 system per Add

    Cargo HoldsCan hold 50,000 KG in Cargo,counts against vehicle

    weight.

    Cargo SpacesCan hold 500 KG in Cargo, Counts against vehicle weight

    Combat Design Vehicle can mount Weapons and Armor

    Defensive DesignVehicle can mount Armor and defensive systems.

    Pressurized (5 Atmos)Vehicle can enter space or mid level ocean depths

    Multiple Engines Each engine Allows the vehicle to whether damage bet-

    ter, adding + 1 Success per engine for any crash piloting roll. Also increases max speed by 1 per engine.

    Hardened StructureAdds +100 Sp to Body

    SluggishLowers MP by 5, adds 50 SP lower max speed by 2.

    UglyVehicle loses 1d10 +15 DV because its oddly shaped and

    - 25 Pts

    Crew SpacesAdds space for 2 crew/passengers

    Weapons PlatformsAdds weapons to non combat vehicle

    AmphibiousCan maneuver on water or land, Max Speed 70 KMPH

    Heavy ArmorCan take 2 Armor traits for the cost of 1. Lower Max

    Speed by 1.

    Low Profile Adds 25 to Detection value

    VTOLFlight capable craft can take off straight up no runway

    needed Submersible

    Craft can go under water (reverse alt for depths) for up to 3 hours.

    Low Orbit CapableCraft can enter low orbit for up to 3 hours, then runs out

    of atmosphere

    All Terrain ChassisVehicle can maneuver on any terrain, lower max speed

    by 1.

    Vehicle Propulsion ( Must pick at least 1) A vehicle with multiple Propulsion traits, must figure out

    each types Speed maximums. Only 1 can be at a time.

    Flight Propulsion: Horizontal thrust (jet)Vehicle can fly horizontal vectors using control surfaces

    to go vertical. Top of green altitudes. Additional adds increase to blue and then red. Max Speed -800 KMPH (requires short runway)

    Flight Propulsion: Mixed Vector Thrust (helo)Vehicle can fly vertical and horizontal vectors at the

    same time. Top of green altitudes. Additional adds in-crease to blue and then red. Max Speed -320 KMPH (re-quires short runway)

    Ground Propulsion: HooverLand or Water Travel , +10 MP Max Speed: 120 KMPH

    Ground Propulsion: TrackedLand Travel Only, Max Speed: 80 KMPH, -5 MP, + 50 SP.

    Ground Propulsion: WheeledLand Travel only Max Speed: 90 KMPH, -5 MP, + 50 SP.

    Water Propulsion: HydrofoilWater travel only Max Speed: 60 KMPH, -5 MP, + 50 SP.

    Water Propulsion: CatamaranWater Only Max Speed: 100 KMPH, -5 MP, + 50 SP,

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    Step 5 Pick Armor Materials Armor Materials

    The armor used by all vehicles is extremely dense, heavy, and the better it is, costly. The weight factor of the armor is directly related to the weight of the vehicle it is protecting. A 10,000 kg vehicle with Meta Plastic armor would carry 2500 kg in armor (10,000 * .25 = 2500). The cost of that Meta Plastic would be the Final Total Weight of the vehicle x .75 added. So a vehicle with a final weight of 10,000 Kg would add 7500 crds to the cost. That same vehicle with iridium would add 760,000 crds to final cost.

    Armor Materials Pts

    CostMulti

    SP Bns

    WeightMod

    Plastic 10 +(*.5) +20 .15Meta Plastic 20 +(*.75) +30 .25Carbon Steel 25 +(3.5) +21 .9CarbonizedBeryllium 30 +(*3) +22 .7

    Military Ceramic 60 +(*4) +44 .2Titanium 75 +(*4) +68 .5

    Kronus Steel 90 +(*5.5) +70 .4Improved Kronus

    Steel 150 +(*8) +131 .5

    Iridium 500 +(*76) +351 .1

    Step 6 Pick Armor TraitsA vehicle can have as many traits as its designer wants. Traits that seem to contradict or exclude each other must

    have their function explained in the description.

    Plated Material is in Plates. Adds +20 SP and +5000 to final

    Weight.

    LayeredMaterial is Layered. Adds +30 SP and +2500 to Final

    Weight.

    Infusion Process Body and armor are melded together using a natures Forces forge. Adds +40 SP, +1500 to Final Weight, and + 20 pts.

    Pressure BondedMaterial is seamlessly added to the vehicle. Adds +5000

    to Final Weight, +70 SP, and + 25 pts

    Metron BondedMaterial and frame are one molded material. Adds +1 DR

    ,+3000 to Final Weight, +120 SP, and +30 Pts.

    Metron ChargedMaterial is charged at the Sub atomic level bonding on one side repulsion on the other. Adds +1 Max DR ,+2500 to Final Weight, +200 SP, and +40 Pts

    Bi-Polar Ion BondsMaterial and frame are one molded material. Adds +1 DR,

    +1 Max DR, +3500 to Final Weight, +400 SP, and +50 Pts

    Step 7 Pick Power Plant CoreMain Power Plants

    These Gravelectric Plants use null grav force to generate power. The better the GE Efficiency (lower is better) the longer a vehicle can go without having to shutdown the en-gine for resetting.

    Power plants PUO x10 must be grater than vehicles to-tal weight, else they vehicle is under powered and cannot move. Multiple Power plants can be purchased.

    Type PTS PUO GE Efficency

    Base Graveletric 20 7000 8/1Bi-Gravelectric 25 8000 8/1

    Maron Gravelectric 40 10000 6/1Hybrid Maron 45 12000 6/1

    Tachyon maron 50 15000 4/1Walmers Gravelectric 60 20000 4/1

    Hybrid Walmers 80 22000 2/1Pulsed Walmers 100 25000 2/1

    Step 8 Pick Power Plant TraitsA vehicle can have as many traits as its designer wants. Traits that seem to contradict or exclude each other must

    have their function explained in the description.

    OverpoweredDesigned to do up to 150% of a normal Power Core. 1.5 x

    PUO = Bonus PU, +2 GE Efficiency and +30 Points

    Old DesignBeen around forever, it always works, even if its not as

    good as the new stuff. -10% PUO -2 GE Efficiency and +10 Points

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    Battle WornRepaired several times, it works surprisingly well. Bo-

    nus PUO = 1d10 x10 + PUO, -1 GE Eff. and +20 PointsPrototype

    Its new its shiny and it might fail. Bonus PUO= 2d100 x10 + PUO, -2 GE Efficiency, - 150 SP from Engine Sys-tems, when it takes a critical, and +45 Points

    Proven DesignDesigned rock solid it always seems to work. -2 GE Ef-

    ficiency, +150 Sp to engines, and +30 Points

    High QualityMade by the best, its dimply flawless. +1d100 PUO, -1

    GE Efficiency , + 100 SP to engines and +25 Points

    Step 9 Pick Vehicle Control InterfaceVehicle Control Interfaces

    All vehicles use Vehicle Control Interfaces (VCI) a more advanced control and radar system than were used in the Conflict. The VCI of 2136 are more compact, using na-tures forces scanners to detect targets. VCI can mount scanner chips using multiple forces to increase their TEF. The pace of modern combat, on land and in the air, makes it impossible to hit a non tracked target; because of speeds in excess of mach 2 or more. The TEF of the VCI repre-sents a 360o sensor sphere around the vehicle. The better the TEF the more powerful of the VCI. All VCI have the Electromagnetic, and WNF Forces for the purposes of Information Points and questions. Additional forces may be added by adding scanner suites that match the technol-ogy trait of the VCI. VCI without such a trait cannot take Scanner suites.

    Type PTS TEF PUTO

    Early Detection System 10 12 1000Infrared Scanning System 15 20 1500Digital Scanning Detection System 20 30 2000Advanced Maneuver System 25 40 2500Fiber Control System 30 45 3000Liquid Base Control System 60 50 4000Optic link Controls System 80 55 5000Multi Base Control System 90 60 5500Analyzing Digital Detection System 100 70 6000

    Step 10 Pick VCI TraitsVSIC

    Uses VSIC technology Has 4 slots; +10 TEF and +500 PUTO

    NanonicUses Nanonic technology Has 4 slots; +15 TEF and +1200 PUTO

    DNAUses DNA programing and systems has 4 Simple Slots.

    +25 TEF and +800 PUTO

    BoostedAdds slots and functions to a system. + 4 Slots, +20 TEF,

    + 1000 PUTO, and + 30 pts

    PrototypeIts new and shiny and works most of the time. + 2 Slots,

    +30 TEF, -100 SP Controls when they take a critical, and + 500 PUTO

    Proven DesignBeen around forever and it just plain works. + 1 Slots,

    +10 TEF, +100 SP to Controls

    Advanced DesignThe newest thing well built and boy its pretty. + 2 Slots,

    +30 TEF, a+ 250 SP to Controls, + 1500 PUTO, and +25 Pts

    High qualityBuilt by the best for the best, and it costs. +4 Slots, +50

    TEF, + 2000 PUTO, and + 50 pts

    Drone CommsAdded toi any VCI allows remote control of the Vehicle

    using a VidChip or other networking. +10 TEF, +1500 PUTO, and +30 pts

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    Step 11 Figure Vehicle Final ValuesAfter you have finished step 9, total up the vehicles total

    points and the number of traits. The more points and traits it has the more expensive it will be, but the better its values will be. Points are spent on traits like MP, SP and DR, as you spend them you have fewer points for the next value. Each descriptive sentence lower the final cost by 2000 Crd. The description flies like a dream, hits like a battle axe would lower the cost by 4000 crd

    Spend Values (Build Points are spent until at 0) Maneuver Points = 5 pts for 2 MPStructure Points = 1 Pt for 10 SPAll Structure Pts are divided between the Four Systems; Body, Controls, Weapons, Engines. Defense Rating = 10 pts for 1 DR + Starting DR Power Units to Operate: Pts x 50 + VCI PUTO + Engine PUTOFigured Values (Use total build points to figure these values) Crew (Pass) = Base is 2 + Trait bonuses Armor Weight (subtract from body total)= Body Max weight * Armor Wt. ModifierTotal Tonnage = Chosen value + Trait BonusesRemaining Vehicle Tonnage = Total Tonnage (Armor Tonnage + Pts x 10)Maximum Defense Rating = Pts/100 (rnd Down)+ (# armor traits)+(1 per 5000 kg Armor Weight >20000 KG)GE Efficiency -- Gravelectric Efficiency displays how long it takes to reset a Power Plant.Minimum Number of Engines -- 1 for first 100,000 kg + 1 per 50,000 kg over Repair Modifiers = 1 + Pts /100 (round up)Altitude (Alt) = Determined by Flight/ Submersible traitSpeed Modifier = Propulsion Trait + Power Plant Traits - (1 Per 10000 Kg over 40000 Kg armor weight)Detection value = DR*30 + 50Cost of Vehicle = (Pts x 250) + (#Traits x 5000)+ (Armor Weight* Armor cost mod) - (# Descriptions x 2000)

    Final Vehicle Assembly After all values are figured, the Structure Points (SP) must

    be divided between the main systems. The Body of the ve-hicle must get 1/2 of the Structure Points. The remaining half are divided up between Control, Engines, and Weapon systems. When these systems hit 0 various malfunctions and failures occur, until the system is fixed.

    Upgrading Systems and Traits Buying or upgrading after a build is done by using

    choosing the new system or Trait. Only the Armor, Power Plants, and VCI systems can be upgraded. Any Trait can be added or replaced by a better similar trait; for example: Proven Design must be replaced by any other design trait. Cost of upgrades is ((5000 x total number of vehicle traits)x #Trait added this session.) Total number of traits includes the newly added trait.

    A vehicle with 5 starting traits which adds 2 traits

    Trait 1 cost = (5000 x 6 ) x 1) = 30000Trait 2 cost = (5000 x 7)x 2) = 70000

    Total cost = 100000 crds

    Upgrade Effects The new System and Trait points are added to the Vehi-

    cles Total Points. ONLY THE NEW POINTS are used to buy additional MP, SP and DR; Max DR CANNOT be

    exceeded. The new total points (and weights) are used to refigure all other stats.Time to Upgrade

    Trait upgrades are requested and paid for at the start of the gaming session. Once paid for, and new values figured, they are available in that and all future sessions

    Vehicle Base SpeedEach Vehicle type has a maximum speed set by its traits

    and technology. Most land an sea vehicles max start around 100 KMPH while flight can start at 320 KMPH and break the sound barrier at Mach 4. Each plus to speed in-crease this one row on the speed chart in section 4.

    Starting Base Critical ChancesVehicle weapons are devastating in the damage they do.

    The chance for a hit that does critical damage is much more dependent on how well put together the target is than the hit itself. Each vehicle type starts with a uniform Base Critical Chance. As the vehicles are improved, this chance becomes unique to the vehicle. Lowering BCCBCC can be lowered by raising the DR. of the Vehicle or buying technology that specifically lowers the BCC. Each point of DR over 0 lowers BCC by 5.

    Vehicle Type

    Base Critical Chance Min.. BCC

    Jet 120 60Helo 110 55Scout 90 40Boat 100 50Drone 95 80Shuttle 85 30

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    Transport 150 80Blimp 175 90Large Hulled 80 40

    Vehicle Story Points Vehicles can also get story points, assuming its a vehicle with a history or quirks, whether its a new build or a purchases (stolen) vehicle. Vehicles are designed and you tailor the story points to the vehicle you see your charac-ter using. Story Points equal to 1 quarter (minimum of 1, round down) of their Players starting story points are used to add these quirks. Each Story has an associated Value or System and a roll with a modifier for that target. Minimum for any roll is 10, even rolls are positive odd, while rolls indicate a negative modifier.

    These story points indicate the vehicle, its builder, or its parts came from such history or situations. Negatives may indicate it was not well taken care of or repaired, while positives can indicate that the vehicle is advanced.

    Players are encouraged to use the story sectors listed be-low for some ideas in creation of additional Vehicle story points, with their GM. Players may take any open cat-egory, but only 1 type of history.

    Tech (open)Experiment Tech (PUO 1d100 - 25)

    Over Armored Structure (SP 1d100 + 5 )

    Corp History Corp CEO Transport (Cockpit 1d100 - 50)

    Stealthy Design (DV 1d100 - 40 )

    Combat (open)Blasted in Combat (SP 1d100 + 25)

    Legendary Reputation (Repair Mod 1d10 - 60)

    Guild HistorySecret Design (Total Tonnage 1d100+10)Ghosts of Older Times (Specify what era)

    (Maneuver Points 1d100 -80 )

    Family (Open)Family Members Ride (SP or PUO 1d100 - 40)

    Lost for years (Determine time and reason) (1d100 SP to Controls)

    Civilian HistoryPart of an Exodus (1d10+6 Crew (No min))

    Defense Zone Vehicle (Specify Country) (SP 1d100+10)

    Disenfranchised HistoryShanty Town vehicle (specify where) (1d100+35)

    Smugglers Vehicle (Tonnage 1d100+40)

    Vehicle Repair Vehicles all must be repaired at some course in their lives. This, of course, will cost you money or favors.

    Cost per Point of Vehicle RepairEach addition to a vehicle has a system listed after its

    description, this is the system that the addition is added to. Each system has a Repair Modifier that begins at 1 and increases with each addition. Some additions add more than 1 to the repair Modifier (RM) and are listed as such. To figure base cost of repair, divide the damage taken to each system by the total damage the system can take. This is the Percentage of Damage. The cost to repair a point of damage is

    ((Damaged SP * Vehicle Points) * Systems RM)this is the total repair cost for each system. Time to repair

    is determined by the amount of damage you have taken. Base time to repair a vehicle is the same for 1 percent or twenty percent damage. If you wish to rush the job, it will take half the time, but double the cost. Time takes as long as the longest repair time, not added together. You may repair as much of the vehicle you want. The entire vehicle does not have to be repaired.

    Cockpit repairs cost double body costs.

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    Vehicle System Upgrades

    Level 0Advanced Vehicle Gravelectrics: Adds 2 speeds to vehicles top speed when used. TEF: 3 Cost: :50,000 RM: Engines Weight: n/a PUTO: 0 Tech Type: VSIC Additional: + 2 to GE mod

    Improved Cockpit Protection: Adds 150 more to cockpit structure points per application. Max protection is +2000 for Jets, +2500 for Helos, +3500 for scouts and boats. 6 applications per level. TEF: 3 Cost: 20,000 * Level. RM: +1 to Cockpit per Application Weight: n/a PUTO: 0 Tech Type: VSIC Additional: n/a

    Improved Ejection System: This system automates parts of the ejection system so it is easier to use. Adds 25 to both reaction and piloting rolls to eject. 2 applica-tions per level. Maximum of +200 to roll. TEF:3 Cost: 15,000 * Application number. RM: Controls Weight: n/a PUTO: 0 Tech Type: VSIC Additional: n/a

    Bomb Bays: Adds an internal bay that can hold bombs or missiles on a jet or Helo. When installed the Bay has a set number of pylons (hard points) based on its starting SP/25. Every 15 Hard Points, original or added, increases the vehicles BCC by 2. After installation hard point py-lons can be added as normal to the bay with the following restrictions: Max hard points is equal to the starting hard points in the bay*2 and Vehicle weight restrictions are still enforced. Weapons are fired in the order placed in the bay, so you must keep track of the order they are put in. TEF:5 Cost: 5000 per hard point. RM: Body Weight: n/a PUTO: 0 Tech Type: VSIC Additional: n/a

    Internal Rotary Magazines: Rotary magazine are mounted in a bomb bay allowing weapons to be fired in any order. When installed the Bomb Bay pylons are removed and the Rotary Mags Hard Points replaces them. You do not have to place all hard points on the rotary magazine. A 30 point bomb bay could have 20 rotary and 10 fixed hard points TEF:5 Costs: 2000 for magazine, 5000 per hard point replaced. RM: Weapons Weight: n/a PUTO: 0 Tech Type: VSIC Additional: You do have to purchase bomb bays to have an internal rotary magazine. Magazine can be no more than 1/2 total ve-hicle Hard Points.

    Grav Tanks: Grav tanks increase the efficiency of Gravelectric engines. These tanks fit on hard points and smooth out the wave forms decreasing the power plants GE Efficiency by 1. TEF: 13 Costs: 10,000 Crd RM: 1 weapons per 10 hard points. Weight: 100 kg per point PUTO: 100 Tech Type: VSIC Additional: n/a

    Missile/Rocket Hard Point Pylons: Each Point weighs 100kg. These represent mounting points for Missiles and Rocket pods on the Vehicle. These must be

    purchased or the vehicle may not carry Missiles. Hard

    point weight is calculated from the REMAINING weight of the vehicle, NOT the total weight. TEF: 5 Costs: 1000 Crd per hard point. RM: 1 weapons per 10 hard points. Weight: 100 kg per point PUTO: 0 Tech Type: VSIC Additional: n/a

    Internal Missile/Rocket Hard Point Pylons: These represent mounting points inside the frame of the vehicle for Missiles and Rocket. These must be purchased or the Jet/Helo may not carry Missiles. Allows a vehicle to exceed Mach 1. Hard point weight is calculated from the REMAINING weight of the vehicle, NOT the total weight. TEF: 5 Costs: 3000 Crd per hard point. RM: 1 weapons per 10 hard points. Weight: 250 kg per point PUTO: 0 Tech Type: VSIC Additional: n/a

    Fixed Gun Mount: Each mount holds 1 gun. Aspect (front, rear, side) of the gun must be declared at time of install. TEF: 3 Cost: 500crd per 100 Kg of guns. Rm:1 Weapons per mount. Weight: 1/4 gun weight. PUTO: weight *.05 Tech Type: VSIC Additional: n/a

    Rear Defense Port: The system fires an Electro-Mag/3000 power missile with a 5 kilometer range and no launch altitude restrictions. It is not usable against other missiles, but does a hell of a good job against other ve-hicles. Replacement missiles cost 4,000 Crd each and the port holds three missiles. TEF: 10 Cost: 85,000. RM: Weapons Weight: n/a PUTO: 0 Tech Type: VSIC Ad-ditional: n/a

    Afterburner: A Gravelectric wave compression devices which allows Jets to increase current speed by 4 steps with one active action, but Power Plant GE Efficiency drops by 4. When activated, all attacks THP are halved and all Fire points at this vehicle are decreased by 1 (it is possible to lower the attackers Fire Points to 0). Effects last for 3 phases TEF: 10 Cost: 75,000 RM: Engines Weight: n/a PUTO: 0 Tech Type: VSIC Additional: n/

    Protective Hardening: Allows a vehicle to increase total structure points by 150 each coat. You can only double your beginning Structure Points. TEF: 5 Costs 100,000 each coat RM: Body Weight: n/a PUTO: 0 Tech Type: VSIC Additional: n/a

    Pulsed Helo Grav-Electric: Allows a Helo to achieve Mach speeds (attack only). Power Plant efficiency in-creased by +1 and the new max speed is modified by 1 Mach. Can have afterburners. TEF: 10 Costs: 75,000 Helos only RM: Engines x 2 Weight: n/a PUTO: 0 Tech Type: VSIC Additional: n/a

    Super Charger: This option doubles power units output of any engine type, but reduces its normal life to five years and adds to the engine weight. TEF:10 Costs: 75,000 RM: Engines Weight: 500 kg PUTO: 0 Tech Type: VSIC Additional: n/a