INDEPENDENT CONTRIBUTORS
 

Electrical Outlet: $800, no weight or space.

A vehicle may be fitted with one electrical outlet for every two crew stations. An electrical outlet comes with 15' of cord so that it can be used to run powered hand weapons off a vehicle's power plant. Such weapons drain power according to the following table:
Weapon Power Unit/Shot
Gauss Pistol 0.12
Gauss Rifle 0.20
Laser Rifle 0.60
Laser LAW 3.00
Laser VLAW 2.00
Light Laser (tripod) 1.00
There is a 1 in 6 chance that a laser LAW/VLAW will explode, doing 2d6-2 damage in a 2 1/2" radius when fired more than twice in secession. This chance rises by 1 each time the laser LAW/VLAW is fired (third time is a 2 in 6 chance, fourth time is 3 in 6 chance, etc).

Rifle-Turret Attachment: $500, adds 50 lbs and 1.4x the weight of the desired hand weapon to a 1-space turret.
    This device allows a single hand-weapon of the user's choice to be mounted in a turret. When mounted, the hand-weapon is controlled by the vehicle's computers and gets any applicable targeting bonuses. Note that the weapon must be modified to fit into the turret and interfaced with the vehicle's computers. This modification has a cost equal to the weapon itself. The turret holds and feeds two magazines of ammunition for the weapon. If the user chooses, the weapon may be dismounted from the turret and used normally. Removing the weapon from the turret takes 5 turns and must be done from outside the vehicle.

Wheeled Mines: $2,000, 100 lbs, 1 space, 2 DP, 1 shot, 3D6 damage, burst effect.
    This weapon is a large, wheeled mine with radar guidance and a number of backup systems (infrared, etc). It is powered by a small electric power plant, and will accelerate 20 mph per turn up to maximum speed of 100 mph. If the launching vehicle has line-of-sight to the target, no to-hit roll is needed (the user is directly controlling the mine). If there is no line-of-sight, the to-hit roll is 7 (as with an RGM). A wheeled mine has maximum range of 72" and a minimum range of 6". The mine has a targeting penalty of -1" for every 2" that the target is closer than 6".

The wheeled mine can be targeted at a -3, plus any applicable speed modifiers. If it hits anything (debris, potholes, vehicle, dropped solid weapon counters, etc), it will explode on a roll of 1-2 on 1D6, doing 1D6 in a 1" radius. When under a vehicle or right next to a motorcycle, it will detonate, doing the listed damage. Wheeled mines can be fitted with proximity fuzes and command-detonation circuits. They can also be loaded with napalm (FM: 5, BD: 3) for $250 extra.

Wheeled mines are mounted on the underbody or rear of a vehicle. They may only be launched if the vehicle is going 20 mph or less. If the launching vehicle is going 20 mph or faster, roll 1D6 and add +1 for every 10 mph or fraction thereof above 20 mph. On a roll of 6 or more, the mine explodes when launched, doing the listed damage to the firer's car. Wheeled mines can't be used off-road (for obvious reasons).

HD Reverse Gear: +20% of body cost, +5% of body weight, no additional space.
    This item raises top reverse speed to 50% to maximum instead of the standard 25%. The weight and cost of this item are figured before chassis & suspension modifications. It isn't compatible with HD transmission.

Super-Reverse Gear: +50% of body cost, +10% of body weight, no additional space.
    The top reverse speed of a vehicle fitted with this item is equal to the standard top speed. It otherwise has the same restrictions as a HD reverse gear.

Concealed Ramplate: 2x cost of front armor, ½ the weight of front armor.
    This item works as a normal ramplate, except that it can't be distinguished from a normal bumper from more than 15' (1" game scale) away.

Touch-Reactive Body Blades: 2x cost & weight of normal body blades, no space.
    Touch-reactive body blades are specialized antipersonnel blades that are retracted underneath the armor. They activate when 5 or more pounds of pressure is placed on the armor location to which they are attached. This means that any significant amount of pressure (including bullets) will cause them to snap out (Moral: don't wear this item while duelling).

Anti-Radar Paint: This material is available in two types, which are as follows: 1) civilian: $500 per armor location, 2) military: $2,000 per armor location. All sides of a vehicle must be covered in order to be effective. Items such as EWPs are considered to be separate location. Wheelguards and wheelhubs are protected at no extra cost. Anti-radar paint (ARP) disperses and diffuses a vehicle's radar signature, making it harder to detect. Civilian ARP gives the protected vehicle a -1 to be hit by all types of radar-guided weaponry. Military ARP increases the penalty to -2. Additionally, radar-based speed detectors will give a wildly inaccurate reading. The edge-definition effects of hi-res radar are also negated. The benefits of ARP are cumulative with those of radar-proof armor. 

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