DGAG
 

Hyper Velocity Missiles
Type Cost Weight Spaces DP
Light $20,000 100 lbs 1 1
Medium $40,000 200 lbs 2 2
Heavy $60,000 300 lbs 3 3
Super $80,000 400 lbs 4 4
Ultra $100,000 500 lbs 5 5
 

HVM Warheads
Type Cost Damage Burst
Explosive (Light HVM) 

AP Slug 

Combo

$10,000 

$5,000 

$7,500

5D6 

DM ½ 

3D6 + DM 1/4

2" 
Explosive (Medium HVM) 

AP Slug 

Combo

$20,000 

$10,000 

$15,000

10D6 

DM ½ 

5D6 + DM 1/4

2"
Explosive (Heavy HVM) 

AP Slug 

Combo

$30,000 

$15,000 

$22,500

15D6 

DM ½ 

8D6 + DM 1/3

2" 
Explosive (Super HVM) 

AP Slug 

Combo

$40,000 

$20,000 

$30,000

20D6 

DM 1 

10D6 + DM ½

3"
Explosive (Ultra HVM) 

AP Slug 

Combo

$50,000 

$25,000 

$37,500

25D6 

DM 1 

13D6 + DM ½

4"
A Hyper Velocity Missile (HVM) has a to-hit score of 5 and a flight speed of 7,500 mph (750" per turn). A HVM will accelerate out of its launcher at 150" per turn for 5 turns, and fly for a maximum of 25 turns. The missile's guidance computer uses a multi-media tracking system that makes it immune to the effects of decoys, hot smoke, chaff, bollixes, or any type of radar or radio jammer. It can't be shot down unless the target has an automatic air-defense system (other systems are too slow to acquire the missile in flight).

Midget Race Body: $5,000; 250 lbs; max weight 2,000 lbs; 7 spaces; armor $/wgt: 12/6; HC 5

Light Indy/Formula 2 Body: $6,000; 500 lbs; max weight 3,500 lbs; 13 spaces; armor $/wgt: 20/8; HC 6.

Seaplanes: +10% to body cost, no extra weight or space.
    This modification allows an aircraft to land or take off from a body of water without using vulnerable pontoons. If the aircraft is intended to land on both water and the ground, it must mount retractable landing gear. The aircraft may mount propellers in any of the standard locations; however, if a propeller is mounted on the fuselage F or B, the vehicle's HC is reduced by one due to the clumsiness of this particular design.

Included in the vehicle body are two small wingtip mounted floats for stability in takeoffs and landings. These floats are retractable, and are protected by wing DP and armor. Any aircraft may be so modified, although balloons, airships and hoverplanes don't need it. Carplanes will need amphibious modifications. Keep in mind that rules that affect water and boats also affect seaplanes. Landing on water with retractable landing gear down rips the wheels off and causes HC to drop to -6 immediately.

Microcopters: The first microcopters were created in the late '40s and early '50s. The designers of these vehicles were attempting to create low-cost air transport, some for private pilots, others for the military. In both cases, the endeavors came to nothing--a few home-built micros appeared, but no mass market was created; the difficulty of learning how to fly a helicopter and small payloads saw to that.

The Dark Years saw the rise of the Fortress Towns, and their extensive air recon apparats--the "eyes in the sky" could spot inbound cycle gangs at a distance, allowing the defenders time to prepare a "suitable response". However, there was one small drawback--such aircraft are expensive; even a small microplane can run about $20 grand. Poorer communities had no access to air recon, and thus tended to get hammered by lightning raids.

It was shortly after the development of electric powerplants for motorcycles that an enterprising private pilot grafted one onto his old home built. The microcopter carried no armor, no weapons, no electrical gear--in fact, it was no more than pilot, power plant, binoculars, and a CB radio! This seemingly ungainly vehicle was instrumental in the surprise and rout of the region's cycle gangs.

The success of this design lead to its emulation by other similarly poor communities, and to its adoption by the military as a cheap, expendable sensor/weapon platform. It was also adopted by some cycle gangs as light air support! In more placid surroundings, designs of this type saw service as medevac vehicles, news camera vehicles, police air vehilces, and -- in an example of history coming full circle -- sport aviation vehicles.

Microcopter duelling is not something attempted often -- the vehicles are simply too fragle for long-term combat. Duels tend to be short and unpleasant. Racing these vehicles is a popular pastime in certain areas, as a stripped microcopter is quite speedy.

Microcopters are built by just about every aircraft manufacturer in the world, plus some non-aircraft companies. Availability is common.

Accessories for Microcopters

Retractable Landing Gear: 0.1 x body cost; uses 3 mini-car tires ($5 and 1 lb per DP, max 4 DP). *.

Extra Rotor Blades: Main - $50, 2 lbs,; Stab. - $10, 1 lb.*

Micro Weapon Wings (pair): $50, 10 lbs.; 2 Dp, 1 space (each). Armor: $2, 0.1 lb per point, max 10 points.*

* = Standard Effects

Microcopter Body Types
Type Cost Weight Spaces HC Rotor DP (main/stab) Armor $/weight Skid DP  Targeting  

Modifiers

Light $250 200 4 4 1/1 8/4 1 -6/-5
Medium $500 250 5 4 2/1 10/5 2 -5/-4
Heavy $750 300 6 4 2/2 12/6 3 -4/-3
X-Heavy $1000 350 7 4 3/2 14/7 4 -3/-2
These vehicles use cycle power plants or engines. Acceleration.and top speed are figured as for regular helicopters. # of power units as cycle. Microcopters have one armor location (due to their small size) which covers all aspects. The Power plant or engine is located behind the crew. The 1/3 space rule does not apply to Microcopters.

Attack Helicopter Bodies
Type Cost Weight Spaces HC Rotor main DP/Stabilizer DP Armor Cost/ Weight
One-Man $12,500 500 lbs 13 3 3/3 16/8
Small $25,000 800 lbs 19 2 5/3 20/10
Standard $50,000 1,200 lbs 30 2 6/4 30/14
Heavy $100,000 2,000 lbs 40 1 8/4 35/17
An Attack Helicopter has an additional -1 modifier to be hit from the front and/or back due to its narrow silhouette. This is applied before any other targeting modifiers. Attack Helicopters are designed to carry weapons and equipment, not cargo, hence the lack of cargo space.

Racing Bodies: Cost 2x normal body cost. CA, CT, and other such mods are not allowed. Body Weight is 1/3 normal, rounded to the nearest 100 lbs. Chassis and suspension upgrades are based on the modified body cost.
Suspension Type Cost HC* HC OR*
Standard 0 2/0 0/2
Improved 1 x body cost 3/1 1/3
Heavy 2.5 x body cost 4/2 2/4
Subcompacts: add 1 to listed HC.

Vans: subtract 1 from listed HC.

Oversized Vehicles: subtract 1 from listed HC.

* HC on paved surfaces/HC on non-paved surfaces.

This is the process used to create "stock cars". It involves taking templates to a "normal" car body, building a rollcage and body panels to resemble the "normal" vehicle, then attaching axles, racing suspension, etc. Externally, the car looks like its "normal" siblings, only lower (for pavement racers) or higher (for off-roaders) than normal. Internally, the modified vehicle bears no resemblance to its sibling; the roll cage/frame is exposed; there is no internal trim, no seats (save the driver's), and none of the gadgets available to "normal" cars (AC, radio, etc.).

The advantages of this design are its lightness, the integral roll cage, and wider-than-normal stance which improves handling in its racing environment. The disadvantages include a higher per-unit cost, and a complete lack of creature comforts (for effects of long-term discomfort, see Car Wars Tanks). Adding Velvet Glove Trim (minimum cost $100/vehicle space) or Safety Seats (one per person onboard) will counter crew discomfort.

When constructing a Racing Body-equipped vehicle, the designer must specify whether the vehicle is meant for racing "on-road" or "off-road" (to illustrate the difference, look at a Porsche 911 set up for pavement racing and a 911 set up for rallying -- big difference).

Any vehicle may be modified to a Racing Body (yes, including tanks and armored cars -- it's been done). Tanks, armored cars, & other military-type vehicles do not use Racing Body suspensions -- they don't need them. Hovercraft HC is determined as per normal hovers -- they still have 3 fans each. Air vehicles (aircraft, microplanes, helicopters, and airships) disregard all suspension rules, and use their "natural" HC (plus mods, of course).


Personal Equipment

Under-Barrel Shotgun for Pistols: +$25, +1 lb, (zero GE); to-hit as pistol type; CPS 1, 1 shot; damage as StG; for LP, HP, MP, GP. This adds a small single-load shotgun to the underside of a pistol. It may be fired at the same time as the main pistol, but only at the main pistol's target. May fire LStG or StG loads.

Light Shotgun (LStG): $60, 4 lbs., (1 GE); 2-hands; to-hit of 6; CPS 1, 10 shots, damage 1 hit. Loaded cost: $70.

Light 2-barreled Shotgun (LDStG): $100, 6 lbs., (2 GE); 2-hands; to-hit of 6; CPS 1, 10/5 shots, damage 1 /2 hit(s). Loaded cost: $110.

Long Range Scoped Pistol: $650, 1 lb, (1 GE); 1 hit, to-hit of 7, 10 shots, CPS 1. Loaded cost $660.

Flechette Pistol: $450, 3 lbs., (1 GE); 1D+2 damage, to-hit of 7, 10 shots, CPS 5. Loaded cost $500.

Bulletproof Vest: $200, 3 lbs. (0 GE), 2 DP. Protects on a roll of 1-4 on a D6.

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