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 |
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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