Vehicle Modifications
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- Mantisking
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Basic Air Vehicle
Twin Engine Business Jet: This is your standard business jet used by corporate executives and rock stars. Base Price: $1 million. S.D.C.: 250. Maximum Seats: 2 crew + 10 passengers. Maximum Load: 2,000 pounds.
Revised
Radar Guided Anti-Aircraft Missile: This weapon uses a radar system to track the target. Damage: 2D4x100, Blast Radius: 40 feet (12.2 meters), Range: 100 miles (160 kilometers), Speed Class: 34 (Mach 4), Weight: 1,000 pounds (454 kilograms), Bonuses: +5 to Strike, Note: The vehicle must have a Radar Targeting System to use this missile. Cost: $60,000 per missile.
Radar Guided Anti-Aircraft Mini-Missile: This weapon uses a radar system to track the target. Damage: 1D4x100, Blast Radius: 20 feet (6.1 meters), Range: 50 miles (80 kilometers), Speed Class: 33 (Mach 3.5), Weight: 500 pounds (227 kilograms), Bonuses: +5 to Strike, Note: The vehicle must have a Radar Targeting System to use this missile. Cost: $30,000 per missile.
Radar Guided Anti-Aircraft Micro-Missile: This weapon uses a radar system to track the target. Damage: 1D4x50, Blast Radius: 10 feet (3.05 meters), Range: 25 miles (40 kilometers), Speed Class: 32 (Mach 3), Weight: 250 pounds (113.5 kilograms), Bonuses: +5 to Strike, Note: The vehicle must have a Radar Targeting System to use this missile. Cost: $15,000 per missile.
Basic Air Vehicle
Twin Engine Business Jet: This is your standard business jet used by corporate executives and rock stars. Base Price: $1 million. S.D.C.: 250. Maximum Seats: 2 crew + 10 passengers. Maximum Load: 2,000 pounds.
Revised
Radar Guided Anti-Aircraft Missile: This weapon uses a radar system to track the target. Damage: 2D4x100, Blast Radius: 40 feet (12.2 meters), Range: 100 miles (160 kilometers), Speed Class: 34 (Mach 4), Weight: 1,000 pounds (454 kilograms), Bonuses: +5 to Strike, Note: The vehicle must have a Radar Targeting System to use this missile. Cost: $60,000 per missile.
Radar Guided Anti-Aircraft Mini-Missile: This weapon uses a radar system to track the target. Damage: 1D4x100, Blast Radius: 20 feet (6.1 meters), Range: 50 miles (80 kilometers), Speed Class: 33 (Mach 3.5), Weight: 500 pounds (227 kilograms), Bonuses: +5 to Strike, Note: The vehicle must have a Radar Targeting System to use this missile. Cost: $30,000 per missile.
Radar Guided Anti-Aircraft Micro-Missile: This weapon uses a radar system to track the target. Damage: 1D4x50, Blast Radius: 10 feet (3.05 meters), Range: 25 miles (40 kilometers), Speed Class: 32 (Mach 3), Weight: 250 pounds (113.5 kilograms), Bonuses: +5 to Strike, Note: The vehicle must have a Radar Targeting System to use this missile. Cost: $15,000 per missile.
"I know twenty-six different points on your body I could hit and release enzymes into your brain to compel you to tell the truth -- Talk!"
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Cushioned Motor Mounts: The vehicle's engine is mounted on shock absorbing material. Any vibrations generated by the engine are reduced or eliminated before they get to the vehicle. Bonuses: +5% to the Control Roll. Cost: $(Speed Class x 10).
Cushioned Motor Mounts: The vehicle's engine is mounted on shock absorbing material. Any vibrations generated by the engine are reduced or eliminated before they get to the vehicle. Bonuses: +5% to the Control Roll. Cost: $(Speed Class x 10).
"I know twenty-six different points on your body I could hit and release enzymes into your brain to compel you to tell the truth -- Talk!"
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Basic Water Vehicles (Small Watercraft)
Very Small Sailboat: This is a small boat used by most civilian sailing organizations for teaching beginners. Base Price: $2000. S.D.C.: 75. Maximum Seats: 2 crew. Maximum Load: 500 pounds.
Small Sailboat: This is a small boat generally used by families for recreation. Base Price: $20,000. S.D.C.: 350. Maximum Seats: 2 crew + 4 passengers. Maximum Load: 3,500 pounds.
Medium Sailboat: This is the largest of the sail-powered, small watercraft, mostly used for racing. Base Price: $2,000,000. S.D.C.: 525. Maximum Seats: 12 crew. Maximum Load: 5250 pounds.
Basic Water Vehicles (Large Watercraft)
Large Sailboat: This large boat can be used for recreation of both the sporting and non-sporting varieties. Base Price: $4 million. S.D.C.: 1050. Maximum Seats: 24. Maximum Load: 10,500 pounds.
Very Large Sailboat: The boats of this class generally represent countries in festivals all over the world. Base Price: $8 million. S.D.C.: 1575. Maximum Seats: 36. Maximum Load: 15,750 pounds.
Basic Water Vehicles (Small Watercraft)
Very Small Sailboat: This is a small boat used by most civilian sailing organizations for teaching beginners. Base Price: $2000. S.D.C.: 75. Maximum Seats: 2 crew. Maximum Load: 500 pounds.
Small Sailboat: This is a small boat generally used by families for recreation. Base Price: $20,000. S.D.C.: 350. Maximum Seats: 2 crew + 4 passengers. Maximum Load: 3,500 pounds.
Medium Sailboat: This is the largest of the sail-powered, small watercraft, mostly used for racing. Base Price: $2,000,000. S.D.C.: 525. Maximum Seats: 12 crew. Maximum Load: 5250 pounds.
Basic Water Vehicles (Large Watercraft)
Large Sailboat: This large boat can be used for recreation of both the sporting and non-sporting varieties. Base Price: $4 million. S.D.C.: 1050. Maximum Seats: 24. Maximum Load: 10,500 pounds.
Very Large Sailboat: The boats of this class generally represent countries in festivals all over the world. Base Price: $8 million. S.D.C.: 1575. Maximum Seats: 36. Maximum Load: 15,750 pounds.
"I know twenty-six different points on your body I could hit and release enzymes into your brain to compel you to tell the truth -- Talk!"
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Basic Submarine Vehicles (Small Watercraft)
Micro-Submarine: This is a very small submarine either for recreation or as a military scout. Base Price: $20,000. S.D.C.: 125. Maximum Seats: 1 crew. Maximum Load: 25 pounds. Operating Depth: 150 feet. Crush Depth: 225 feet. Range: 5 miles.
Mini-Submarine: This is a very small submarine generally used by the military for shuttling divers between shore and deep water. Base Price: $200,000. S.D.C.: 250. Maximum Seats: 2 crew + 4 passengers. Maximum Load: 150 pounds. Operating Depth: 300 feet. Crush Depth: 450 feet. Range: 15 miles.
Small Submarine: This is the largest of the small submarines, mostly used for scientific purposes. Base Price: $2,000,000. S.D.C.: 500. Maximum Seats: 12 crew. Maximum Load: 600 pounds. Operating Depth: 1200 feet. Crush Depth: 1800 feet. Range: 45 miles.
Basic Submarine Vehicles (Large Watercraft)
Medium Submarine: An uncommon size for submarines, not many vessels fall into this category. Base Price: $4 million. S.D.C.: 750. Maximum Seats: 36 crew. Maximum Load: 2,700 pounds. Operating Depth: 1,500 feet. Crush Depth: 2,250 feet. Range: 135 miles.
Large Submarine: Most military attack submarines are in this category. Base Price: $8 million. S.D.C.: 1000. Maximum Seats: 108 crew. Maximum Load: 10,800 pounds. Operating Depth: 1,800 feet. Crush Depth: 2,700 feet. Range: 405 miles.
Very Large Submarine: There are currently no known vessels in this category. Base Price: $16 million. S.D.C.: 1500. Maximum Seats: 240. Maximum Load: 30,000 pounds. Operating Depth: 2,100 feet. Crush Depth: 3,150 feet. Range: 1215 miles.
Basic Submarine Vehicles (Small Watercraft)
Micro-Submarine: This is a very small submarine either for recreation or as a military scout. Base Price: $20,000. S.D.C.: 125. Maximum Seats: 1 crew. Maximum Load: 25 pounds. Operating Depth: 150 feet. Crush Depth: 225 feet. Range: 5 miles.
Mini-Submarine: This is a very small submarine generally used by the military for shuttling divers between shore and deep water. Base Price: $200,000. S.D.C.: 250. Maximum Seats: 2 crew + 4 passengers. Maximum Load: 150 pounds. Operating Depth: 300 feet. Crush Depth: 450 feet. Range: 15 miles.
Small Submarine: This is the largest of the small submarines, mostly used for scientific purposes. Base Price: $2,000,000. S.D.C.: 500. Maximum Seats: 12 crew. Maximum Load: 600 pounds. Operating Depth: 1200 feet. Crush Depth: 1800 feet. Range: 45 miles.
Basic Submarine Vehicles (Large Watercraft)
Medium Submarine: An uncommon size for submarines, not many vessels fall into this category. Base Price: $4 million. S.D.C.: 750. Maximum Seats: 36 crew. Maximum Load: 2,700 pounds. Operating Depth: 1,500 feet. Crush Depth: 2,250 feet. Range: 135 miles.
Large Submarine: Most military attack submarines are in this category. Base Price: $8 million. S.D.C.: 1000. Maximum Seats: 108 crew. Maximum Load: 10,800 pounds. Operating Depth: 1,800 feet. Crush Depth: 2,700 feet. Range: 405 miles.
Very Large Submarine: There are currently no known vessels in this category. Base Price: $16 million. S.D.C.: 1500. Maximum Seats: 240. Maximum Load: 30,000 pounds. Operating Depth: 2,100 feet. Crush Depth: 3,150 feet. Range: 1215 miles.
"I know twenty-six different points on your body I could hit and release enzymes into your brain to compel you to tell the truth -- Talk!"
Barry Ween, The Adventures of Barry Ween Boy Genius, Monkey Tales #3
Barry Ween, The Adventures of Barry Ween Boy Genius, Monkey Tales #3
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Re: Vehicle Modifications
Mantisking wrote:Vehicle Transponder: This is a small radio transceiver that is hidden somewhere on the vehicle. When the vehicle is stolen it can be activated so that those with the proper equipment, to detect the signal it transmits, can locate and recover the stolen vehicle. Cost: $1000.
Isn't this a bit on the pricey side?
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Borast wrote:Hmmm...if you want anymore new stuff...buy SJG's Car Wars source material and core books - lots of stuff you can convert, were it "legal" to do so... Maybe I should say "use as inspiration on your own uniquely created ideas" ?
Legally you can do whatever you want with it, once you buy it. You just can't post it anywhere.
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Re: Vehicle Modifications
I don't know. What does a Lojack system go for these days?Originally posted by me.
Vehicle Transponder: This is a small radio transceiver that is hidden somewhere on the vehicle. When the vehicle is stolen it can be activated so that those with the proper equipment, to detect the signal it transmits, can locate and recover the stolen vehicle. Cost: $1000.
Originally posted by MaddogMatarese.
Isn't this a bit on the pricey side?
"I know twenty-six different points on your body I could hit and release enzymes into your brain to compel you to tell the truth -- Talk!"
Barry Ween, The Adventures of Barry Ween Boy Genius, Monkey Tales #3
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Automotive Modification
Multi-Fuel Efficiency: The motor has been modified to accept more than one type of fuel. Bonuses: The vehicle can now run on Kerosene, Ethanol, Biofuel, etc. Penalties: The Range is reduced by half when running on a substitute fuel. Cost: $2,000
Multi-Fuel Efficiency: The motor has been modified to accept more than one type of fuel. Bonuses: The vehicle can now run on Kerosene, Ethanol, Biofuel, etc. Penalties: The Range is reduced by half when running on a substitute fuel. Cost: $2,000
"I know twenty-six different points on your body I could hit and release enzymes into your brain to compel you to tell the truth -- Talk!"
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Optional Vehicular Equipment
Advanced Alarm System: This alarm system has a second method of alerting its owner. When set off, it sends a signal to a beeper or cell phone along with activating the siren. The owner may choose to disable the siren and use the other method as the primary method of being alerted. Range: Anywhere there is cell phone service. Cost: $1,050.
Ignition Kill Switch: When this modification is activated, the vehicle cannot be started through normal means. It also cannot be "hot-wired". Until this modification is deactivated, the only way to start the engine must is by opening the engine compartment and someone with the appropriate skills manually starting the engine. Cost: $500.
Keyless Entry: The vehicle is equipped with small numeric pads by two of its doors. Entering the appropriate code will open the vehicle's main doors. Entering a second code will open all the doors. Cost: $1,000. Extra Keypads: $500 per pad.
Keyless Entry, Advanced: Like a Remote Starter, this modification has two parts. The first is a tiny radio frequency identification chip contained in a keychain fob. The second is a receiver connected to the lock and alarm systems of the vehicle. Once the fob is brought within 10 feet (3.05 meters) of the vehicle, the alarm is turned off and the locks are opened. Cost: $500.
Optional Automotive Equipment
Ground Effect, Underwing: The bottom of the vehicle has been shaped to channel airflow under the vehicle to increase the amount of downward force it generates. Bonuses: + # % (# = The Speed Class of the Vehicle.) when travelling at Cruise speed or greater. Pre-requisite: Lowered Chassis. Cost: $(5% of vehicle's Base Cost).
Raised Chassis: The chassis of the car has been raised by increasing the size of the suspension. This increases the amount of space underneath the vehicle so it is better able to handle road hazards. Bonuses: +10% to Control Rolls when in Back Road conditions. +5% to Control Rolls when in Trail/Broken Road conditions. Penalties: -15% to Control Rolls when travelling faster than Cruise speed. -5% to Control Rolls when cornering. Cost: $(10% of vehicle's Base Cost).
Advanced Alarm System: This alarm system has a second method of alerting its owner. When set off, it sends a signal to a beeper or cell phone along with activating the siren. The owner may choose to disable the siren and use the other method as the primary method of being alerted. Range: Anywhere there is cell phone service. Cost: $1,050.
Ignition Kill Switch: When this modification is activated, the vehicle cannot be started through normal means. It also cannot be "hot-wired". Until this modification is deactivated, the only way to start the engine must is by opening the engine compartment and someone with the appropriate skills manually starting the engine. Cost: $500.
Keyless Entry: The vehicle is equipped with small numeric pads by two of its doors. Entering the appropriate code will open the vehicle's main doors. Entering a second code will open all the doors. Cost: $1,000. Extra Keypads: $500 per pad.
Keyless Entry, Advanced: Like a Remote Starter, this modification has two parts. The first is a tiny radio frequency identification chip contained in a keychain fob. The second is a receiver connected to the lock and alarm systems of the vehicle. Once the fob is brought within 10 feet (3.05 meters) of the vehicle, the alarm is turned off and the locks are opened. Cost: $500.
Optional Automotive Equipment
Ground Effect, Underwing: The bottom of the vehicle has been shaped to channel airflow under the vehicle to increase the amount of downward force it generates. Bonuses: + # % (# = The Speed Class of the Vehicle.) when travelling at Cruise speed or greater. Pre-requisite: Lowered Chassis. Cost: $(5% of vehicle's Base Cost).
Raised Chassis: The chassis of the car has been raised by increasing the size of the suspension. This increases the amount of space underneath the vehicle so it is better able to handle road hazards. Bonuses: +10% to Control Rolls when in Back Road conditions. +5% to Control Rolls when in Trail/Broken Road conditions. Penalties: -15% to Control Rolls when travelling faster than Cruise speed. -5% to Control Rolls when cornering. Cost: $(10% of vehicle's Base Cost).
"I know twenty-six different points on your body I could hit and release enzymes into your brain to compel you to tell the truth -- Talk!"
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Re: Vehicle Modifications
Mantisking wrote:I don't know. What does a Lojack system go for these days?Originally posted by me.
Vehicle Transponder: This is a small radio transceiver that is hidden somewhere on the vehicle. When the vehicle is stolen it can be activated so that those with the proper equipment, to detect the signal it transmits, can locate and recover the stolen vehicle. Cost: $1000.
Originally posted by MaddogMatarese.
Isn't this a bit on the pricey side?
When I bought my car, the dealer would have installed it for around $700. I'm not sure how much it is to get it after-market though, but $1,000 seems high to me.
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Optional Aviation Equipment
Variable Geometry Wings: This modification, also called "swing wings", allows the pilot of the plane to change the position of the wings depending on the speed he wishes to travel. Forward for slower, subsonic flight, or swept back for supersonic flight. Bonuses: When the wings are swept forward, the planes Maximum Speed is considered to be 660 mph (Speed Class 27). This allows the plane to travel slower and use less fuel. Cost: $ (50% of vehicle's Base Cost.). Note: This is only available for jet powered vehicles. It must be bought when the vehicle is designed and cannot be retro-fitted.
Variable Geometry Wings: This modification, also called "swing wings", allows the pilot of the plane to change the position of the wings depending on the speed he wishes to travel. Forward for slower, subsonic flight, or swept back for supersonic flight. Bonuses: When the wings are swept forward, the planes Maximum Speed is considered to be 660 mph (Speed Class 27). This allows the plane to travel slower and use less fuel. Cost: $ (50% of vehicle's Base Cost.). Note: This is only available for jet powered vehicles. It must be bought when the vehicle is designed and cannot be retro-fitted.
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Basic Water Vehicles: Small Watercraft
Personal Watercraft, Small: This is essentially the marine version of a motorcycle. Base Price: $3,000. S.D.C.: 75. Maximum Seats: 1 crew. Maximum Load: 200 pounds. Range: 50 miles.
Personal Watercraft, Medium: This is essentially the marine version of a motorcycle. Base Price: $4,000. S.D.C.: 100. Maximum Seats: 1 crew +1 passenger. Maximum Load: 350 pounds. Range: 100 miles.
Personal Watercraft, Large: This is essentially the marine version of a motorcycle. Base Price: $5,000. S.D.C.: 125. Maximum Seats: 1 crew +2 passengers. Maximum Load: 500 pounds. Range: 150 miles.
Personal Watercraft, Very Large: This is essentially the marine version of a motorcycle. Base Price: $6,000. S.D.C.: 150. Maximum Seats: 1 crew +3 passengers. Maximum Load: 650 pounds. Range: 150 miles.
Basic Water Vehicles: Small Watercraft
Personal Watercraft, Small: This is essentially the marine version of a motorcycle. Base Price: $3,000. S.D.C.: 75. Maximum Seats: 1 crew. Maximum Load: 200 pounds. Range: 50 miles.
Personal Watercraft, Medium: This is essentially the marine version of a motorcycle. Base Price: $4,000. S.D.C.: 100. Maximum Seats: 1 crew +1 passenger. Maximum Load: 350 pounds. Range: 100 miles.
Personal Watercraft, Large: This is essentially the marine version of a motorcycle. Base Price: $5,000. S.D.C.: 125. Maximum Seats: 1 crew +2 passengers. Maximum Load: 500 pounds. Range: 150 miles.
Personal Watercraft, Very Large: This is essentially the marine version of a motorcycle. Base Price: $6,000. S.D.C.: 150. Maximum Seats: 1 crew +3 passengers. Maximum Load: 650 pounds. Range: 150 miles.
"I know twenty-six different points on your body I could hit and release enzymes into your brain to compel you to tell the truth -- Talk!"
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Low Profile Tires: These tires are thinner than normal tires, in terms of diameter rather than width, and help to lower the vehicles center of gravity. Bonuses: +1% to Control Roll if all tires on the vehicle are the same. Cost: $300. A.R.: 8. S.D.C.: 6.
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This thread reminds me that for like 9 years now Palladium has been toying with a Hardware Unlimited book. *sigh* Good ideas guys!
http://world8.monstersgame.co.uk/?ac=vid&vid=190003553
And TemporalMage went to the last page, Refusing to follow the trend." Ode to the Teleport Thread by The Fifth Business
And remember, "Book, Page number, and Quote", not, "Proclaim, Posture, and Belittle all those who think otherwise". Dead Boy
And TemporalMage went to the last page, Refusing to follow the trend." Ode to the Teleport Thread by The Fifth Business
And remember, "Book, Page number, and Quote", not, "Proclaim, Posture, and Belittle all those who think otherwise". Dead Boy
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Now we just need all these things in one file for easy hardcopy printing...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
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New Water Vehicle Modification
Paravane: This modification is essentially the opposite of a hydrofoil. It exerts downward pressure keeping the boat in the water and stable in opposition to any lifting forces. Bonuses: +10% to Control Roll when travelling at Cruise Speed or greater. Note: This device cannot be mounted on a vehicle equipped with hydrofoils. Cost: $(50 x Speed Class) (small boats), $(100 x Speed Class) (large boats).
Paravane: This modification is essentially the opposite of a hydrofoil. It exerts downward pressure keeping the boat in the water and stable in opposition to any lifting forces. Bonuses: +10% to Control Roll when travelling at Cruise Speed or greater. Note: This device cannot be mounted on a vehicle equipped with hydrofoils. Cost: $(50 x Speed Class) (small boats), $(100 x Speed Class) (large boats).
"I know twenty-six different points on your body I could hit and release enzymes into your brain to compel you to tell the truth -- Talk!"
Barry Ween, The Adventures of Barry Ween Boy Genius, Monkey Tales #3
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Cell Phone Interface: This device links to the vehicle's alarm, door locks, and any other devices that can be operated by remote. The device has its own phone number. By calling the device and entering the appropriate codes; you may switch off the alarm, open the doors, etc. Range: Anywhere there is cell phone service. Cost: $1500 + the cost of a cell phone contract.
Cell Phone Interface: This device links to the vehicle's alarm, door locks, and any other devices that can be operated by remote. The device has its own phone number. By calling the device and entering the appropriate codes; you may switch off the alarm, open the doors, etc. Range: Anywhere there is cell phone service. Cost: $1500 + the cost of a cell phone contract.
"I know twenty-six different points on your body I could hit and release enzymes into your brain to compel you to tell the truth -- Talk!"
Barry Ween, The Adventures of Barry Ween Boy Genius, Monkey Tales #3
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Fingerprint Lock: This device is a simple fingerprint scanner that can be wired into either the door lock/alarm system, or the ignition system. Multiple fingerprints can be loaded into the device and it can be updated in case of new ownership or users. More than one lock can be wired into the system with no need for additional software. Cost, Device: $350. Cost, Software: $100.
Fingerprint Lock: This device is a simple fingerprint scanner that can be wired into either the door lock/alarm system, or the ignition system. Multiple fingerprints can be loaded into the device and it can be updated in case of new ownership or users. More than one lock can be wired into the system with no need for additional software. Cost, Device: $350. Cost, Software: $100.
"I know twenty-six different points on your body I could hit and release enzymes into your brain to compel you to tell the truth -- Talk!"
Barry Ween, The Adventures of Barry Ween Boy Genius, Monkey Tales #3
Barry Ween, The Adventures of Barry Ween Boy Genius, Monkey Tales #3
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taalismn wrote:Now we just need all these things in one file for easy hardcopy printing...
Mr. Deific NMI wrote:Collected in to one file.
And just where is said file?
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Barry Ween, The Adventures of Barry Ween Boy Genius, Monkey Tales #3
Barry Ween, The Adventures of Barry Ween Boy Genius, Monkey Tales #3
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Mr. Deific NMI wrote:It's a mess? I merely copied and pasted what YOU typed!!!
Including things I never wrote and extraneous comments.
Mr. Deific NMI wrote:I never said I formatted it or made it look good.
It functions well as a log of all the changes that were made along the way. But if someone tries to read what you sent me they'll only get confused.
"I know twenty-six different points on your body I could hit and release enzymes into your brain to compel you to tell the truth -- Talk!"
Barry Ween, The Adventures of Barry Ween Boy Genius, Monkey Tales #3
Barry Ween, The Adventures of Barry Ween Boy Genius, Monkey Tales #3
- Mantisking
- Hero
- Posts: 1080
- Joined: Sun Oct 01, 2000 1:01 am
- Location: Lowell, MA, U.S.A.
- Contact:
Optional Vehicular Equipment
Advanced Alarm System: This alarm system has a second method of alerting its owner. When set off, it sends a signal to a beeper or cell phone along with activating the siren. The owner may choose to disable the siren and use the other method as the primary method of being alerted. Range: Anywhere there is cell phone service. Cost: $1,050.
Anti-Missile System: When triggered, it sends out a canister designed to decoy enemy anti-aircraft missiles. The canister heats up to attract heat-seeking missiles, sends out streamers of aluminum -- called chaff -- designed to fool radar-guided missiles, and gives off a spectrum of radio signals in case the missile is homing in on a beacon. The system contains 10 canisters. Cost: $3,500. Refill Cost: $350 each canister. Weight: 100 pounds. Refill weight: 35 pounds. Bonuses: Attacking missiles have a -5 to Strike after a canister is launched. If this brings the Strike roll to 4 or below, the missiles automatically miss.
Anti-Tempest Monitoring Shielding: All computers in the vehicle are shielded from Tempest Monitoring (page 92). Cost: $25,000.
Cell Phone Interface: This device links to the vehicle's alarm, door locks, and any other devices that can be operated by remote. The device has its own phone number. By calling the device and entering the appropriate codes; you may switch off the alarm, open the doors, etc. Range: Anywhere there is cell phone service. Cost: $1500 + the cost of a cell phone contract.
Chaff System: When triggered, it sends out a canister designed to decoy enemy radar-guided, anti-aircraft missiles. The canister sends out streamers of aluminum -- called chaff -- designed to fool radar-guided missiles. The system contains 15 canisters. Cost: $2,000. Refill Cost: $150 each canister. Weight: 75 pounds. Refill weight: 15 pounds per canister. Bonuses: Attacking Radar-Guided missiles have a -5 to Strike after a canister is launched. If this brings the Strike roll to 4 or below, the missiles automatically miss.
Cushioned Motor Mounts: The vehicle's engine is mounted on shock absorbing material. Any vibrations generated by the engine are reduced or eliminated before they get to the vehicle. Bonuses: +5% to the Control Roll. Cost: $(Speed Class x 10).
E.M.P. Hardening: All the electronics in the vehicle are protected from the effects of an Electro-Magnetic Pulse. Cost: $25,000.
External Fuel Tank: This is a fuel tank attached to the outside of the vehicle. It cannot be armored, but it can be easily dropped if damaged. Bonuses: Double the normal range/flight time of the vehicle. Weight: normal Fuel Tank weight. Cost: $500.
Fingerprint Lock: This device is a simple fingerprint scanner that can be wired into either the door lock/alarm system, or the ignition system. Multiple fingerprints can be loaded into the device and it can be updated in case of new ownership or users. More than one lock can be wired into the system with no need for additional software. Cost, Device: $350. Cost, Software: $100.
Five Point Harness: An enhanced seatbelt system. Characters take 1D4 Damage for every 20 MPH in a crash. Cost: $450.
Flare System: When triggered, it sends out flares designed to decoy enemy heat-seeking, anti-aircraft missiles. The system contains 15 flares. Cost: $2,000. Refill Cost: $100 each flare. Weight: 50 pounds. Refill weight: 10 pounds per flare. Bonuses: Attacking Heat-Seeking missiles have a -5 to Strike after a canister is launched. If this brings the Strike roll to 4 or below, the missiles automatically miss.
Hardened Frame: The frame of the vehicle has been reinforced to withstand collisions. Bonuses: +(10% of vehicle type's original) S.D.C., and the vehicle is immune to the "Frame is Seriously Dented" result on the Critical Damage Table (page 139). Note: This modification must be bought when the vehicle is designed and cannot be retro-fitted to any vehicle. Cost: $500 (Small Auto / Small Hovercraft), $750 (Large Auto / Small Truck / Medium Hovercraft), $1000 (Vans), $1500 (Commercial Vehicles / Large Hovercraft).
Hardened Transmission: The transmission of the vehicle has been reinforced to withstand damage from road hazards and overpowered engines. Bonuses: The vehicle is immune to the "Transmission Fluid Leak or Damage" result on the Critical Damage Table (page 139). Cost: $ (10% of the cost of the engine's Speed Class.).
Heads-Up Display: A small device that projects the engine readout information (speed, engine rpm, etc.) onto the windshield, so that the driver doesn't have to look down while driving. Cost: $250. Bonuses: +5% to Control Roll.
Ignition Kill Switch: When this modification is activated, the vehicle cannot be started through normal means. It also cannot be "hot-wired". Until this modification is deactivated, the only way to start the engine must is by opening the engine compartment and someone with the appropriate skills manually starting the engine. Cost: $500.
Junk Caltrops: This modification is a device holding a container of broken glass, nails, and metal shards. The container can be opened by the driver, releasing the junk across the road surface. This "attack" is considered to have a Strike roll of 11. The container can removed so it can be refilled. Damage: 2D4, Cost: $300 for the release mechanism and container. Refill Cost: $30 per container.
Keyless Entry: The vehicle is equipped with small numeric pads by two of its doors. Entering the appropriate code will open the vehicle's main doors. Entering a second code will open all the doors. Cost: $1,000. Extra Keypads: $500 per pad.
Keyless Entry, Advanced: Like a Remote Starter, this modification has two parts. The first is a tiny radio frequency identification chip contained in a keychain fob. The second is a receiver connected to the lock and alarm systems of the vehicle. Once the fob is brought within 10 feet (3.05 meters) of the vehicle, the alarm is turned off and the locks are opened. Cost: $500.
Large Internal Fuel Tank: The vehicle has a larger than normal fuel tank. Bonuses: Double the normal range/flight time of the vehicle. Weight: normal Fuel Tank weight. Cost: $1,000.
Navigation System: This is a Global Positioning System linked to a small computer. The computer has a small display and keyboard. Before a trip starts, the starting point and destination are entered into the computer. During the trip a small map is shown on the display. The route of the trip is highlighted, and the vehicle's location is represented by a small icon. There is a 25% chance that the destination won't be in the computer's memory. Bonuses: The driver gains the Navigation skill at 98% for the duration of the trip. Cost: $2000.
Nitrous Oxide System: This modification, when activated by the driver, injects Nitrous Oxide into the engine to increase power. Bonuses: +# to Top Speed (# = the engine's Speed Class) for one (1) Melee Round. Cost: $10,000 for the system and a 10 unit tank. Refill Cost: $100 per unit. Drawbacks: Every time this modification is used roll a Saving Throw of 11 or better, or suffer an "Engine on Fire", "Frame is Seriously Dented", or " Transmission Fluid Leak or Damage" result from the Critical Damage Table (Page 139). For every time past the first use there is a cumulative -1 penalty to the saving Throw until the engine is refurbished. The cost for an engine refurb is 10% of the original cost.
Oil Slick Sprayer: The driver can release oil from a tank mounted on the underside of the vehicle It contains enough oil for three (3) slicks. This "attack" is considered to have a Strike roll of 11. Cost: $1,200. Refill Cost: $50 per slick.
Puncture Proof Fuel Tank: The vehicle's fuel tank is filled with a sponge-like substance that prevents fuel from leaking when it is punctured. Bonuses: This vehicle is immune to the "Leak in Gas Tank" result on the Critical Damage Table (page 139). Weight: 10 pounds. Cost: $500.
Rear View Camera: This gadget is a small video camera mounted on the rear facing of the vehicle that is connected to a monitor next to the drivers seat. While being advertized as an aid for backing into parking spaces, it's real use is for watching out for people trying to follow your vehicle. Cost: $500 (if installed at vehicle creation), $1000 (retro-fitted).
Remote Starter: This is actually two devices, a small transmitter that attaches to a keychain and a small receiver that attaches to the starter motor of the vehicle. The transmitter has a range of 50 feet. Cost: $50.
Seats
Motorized: The seat has a series of small motors attached to its adjustment levers. The seat can be precisely adjusted to the occupant's wishes. The seat also has a "memory" and can retain the settings of two different drivers. Bonuses: +1% to the Control Roll if the occupant of the seat is the pilot of the vehicle. Cost: $400
Racing: This seat has been designed for racing conditions. It will cushion the occupant from any shocks due road conditions or hazards. Bonuses: +2% to the Control Roll if the occupant of the seat is the pilot of the vehicle. Cost: $300
Small Internal Fuel Tank: The vehicle has a smaller than normal fuel tank. Penalties: Half the normal range/flight time of the vehicle. Weight: Gain half the normal Fuel Tank weight. Cost: +$500.
Stealth Coating: This coating absorbs radar signals so that they won't be reflected back to a detecting device. There is a 15% penalty to an opponent's skill (Read Sensory Equipment) in detecting the vehicle by radar. There is also a penalty of -3 to Strike for radar guided weapons systems attempting to attack this vehicle. This modification can be combined with Stealth Design for a 45% penalty. Cost: $(5 x vehicle cost).
Stealth Design: The vehicle is designed so that it's external surfaces won't reflect radar signals back to a detecting device. There is a 30% penalty to an opponent's skill (Read Sensory Equipment) in detecting the vehicle by radar. There is also a penalty of -6 to Strike for radar guided weapons systems attempting to attack this vehicle. This modification can be combined with Stealth Coating for a 45% penalty. Cost: $(10 x vehicle cost). Note: This modification must be bought when the vehicle is designed and cannot be retro-fitted to any vehicle.
Stealth Mode: A "white noise" generator has been installed in the vehicle. When activated it emits sound frequencies designed to mask the operating noise of the vehicle. Bonuses: 45% Prowl skill for the vehicle. Cost: $10,000
Streamlining (Basic): The vehicle has been modified so that air flows around it better, thus resulting in increased speed. Bonuses: +2% to Top Speed. Note: All flying vehicles automatically have this modification. Cost: $(20% of vehicle type cost).
Streamlining (Improved): Through computer modeling and wind-tunnel testing, airflow around the vehicle has been optimized. Bonuses: +5% to Top Speed. Note: This modification must be bought when the vehicle is designed and cannot be retro-fitted to any vehicle. Cost: $(50% of vehicle type cost).
Supercharger: This modification increases engine power by pulling more air into the engine. Bonuses: +30% to Top Speed, Cost: $5000.
Teflon Slick Sprayer: This device will spray a teflon slick onto the road surface when activated by the driver. It contains enough teflon for six (6) slicks. This "attack" is considered to have a Strike roll of 13. Cost: $2,400. Refill Cost: $100 per slick.
Slick Penalty
Oil = -15% to Control Roll
Teflon = -30% to Control Roll
Tempest Monitoring Suite: All the equipment neccesary for Tempest Monitoring (page 92). This can only be installed in a Large Truck, Van, or larger vehicle. Range: 100 yards (91.46 meters). Cost: $30,000.
Turbocharger: This modification increases engine power by using exhaust gases to drive a compresser feeding air back into the engine. Since it takes a few seconds for the compressor to get up to speed there is a slight lag in between pressing the gas an the turbo kicking in. Bonuses: +40% to Top Speed, Note: It takes one (1) Melee Round for a turbocharger to kick in. (For Example: If you started at the beginning of Melee Round A, the turbo would kick in at the start of Melee Round B.) Cost: $5,000.
Vehicular Caltrops: This piece of equipment is a device holding a container of heavy duty caltrops. The container can be opened by the driver, releasing the caltrops across the road surface. This "attack" is considered to have a Strike roll of 13. The container can removed so it can be refilled. Damage: 2D6, Cost: $300 for the release mechanism and container. Refill Cost: $100 per container.
Vehicle Remote: A small transmitter that attaches to a keychain. A number of vehicle functions can be controlled from the remote (door locks, trunk lock, alarm, remote starter, etc.). The remote can control up to four (4) functions, and has (# of functions + 1) buttons. Cost: $100.
Vehicle Transponder: This is a small radio transceiver that is hidden somewhere on the vehicle. When the vehicle is stolen it can be activated so that those with the proper equipment, to detect the signal it transmits, can locate and recover the stolen vehicle. Cost: $1000.
Weight Reduction (Basic): All extraneous material is removed from the vehicle (I.E. extra seats, internal panels, stereo systems, refreshment dispensers, etc.). Cost: $(1% of vehicle type cost), Bonuses: +2% to Top Speed, Note: If any of the removed material is added back in the bonus is lost.
Weight Reduction (Improved): The vehicle is constructed from advanced materials that have excellent strength to weight ratios. Cost: $(10% of vehicle type cost), Bonuses: +5% to Top Speed, Note: This modification must be bought when the vehicle is designed and cannot be retro-fitted to any vehicle.
Optional Automotive Equipment
Anti-Lock Brakes: This device prevents a car's brakes from locking up when they are used. Cost: $ Bonuses: +10% bonus to Control Rolls during Sudden Brake, and (Defender) Cut-Off maneuvers.
Anti-Sway Bar: This is a device attached to a car's suspension to reduce body-roll when cornering. Bonuses: +10% bonus to Control Roll when taking corners. Cost: $150.
Four Wheel Drive: Normally in automobiles, only the front or rear wheels are driven by the engine. With this modification all the wheels are driven by the engine. Bonuses: +10% to Control Roll when in Backroad or Trail/Broken Road conditions. Penalties: -10% to Top Speed. Cost: $5,000.
Ground Effect, Underwing: The bottom of the vehicle has been shaped to channel airflow under the vehicle to increase the amount of downward force it generates. Bonuses: + # % (# = The Speed Class of the Vehicle.) when travelling at Cruise speed or greater. Pre-requisite: Lowered Chassis. Cost: $(5% of vehicle's Base Cost).
Low End Torque Package: This modification to the engine and powertrain increases the amount of power available for towing and carrying cargo at low speeds. Bonuses: +25% to Max. Load and -25% to Top Speed, Cost: $.
Multi-Fuel Efficiency: The motor has been modified to accept more than one type of fuel. Bonuses: The vehicle can now run on Kerosene, Ethanol, Biofuel, etc. Penalties: The Range is reduced by half when running on a substitute fuel. Cost: $2,000
Premium Paint Job: An expensive paint job that can range from "classy" to "flashy". Bonuses: +10% to Charm/Impress those that are impressed by such things. Cost: $2,000 (Small Auto), $3,250 (Large Auto/Truck), $4,500 (Van), $7,000 (Commercial Vehicle).
Raised Chassis: The chassis of the car has been raised by increasing the size of the suspension. This increases the amount of space underneath the vehicle so it is better able to handle road hazards. Bonuses: +10% to Control Rolls when in Back Road conditions. +5% to Control Rolls when in Trail/Broken Road conditions. Penalties: -15% to Control Rolls when travelling faster than Cruise speed. -5% to Control Rolls when cornering. Cost: $(10% of vehicle's Base Cost).
Lowered Chassis: The chassis of the car is lowered by adjusting the suspension. This lowers the vehicle's center of gravity and improves handling. Bonuses: +5% to Control Rolls. Cost: $500.
Roll Cage: A "cage" of hardened supports that fits inside the passenger compartment of vehicles. In "Crash", "Totaled", and "Roll & Burn" results on the Loss of Control Table, the occupants take reduced damage. "Crash" = 1/4 Damage, "Totaled" = 1/2 Damage, "Roll & Burn" = normal Damage. The vehicle still takes full damage. Cost: $500 (Small Auto), $750 (Large Auto / Small Truck), $1000 (Vans), $1500 (Commercial Vehicles).
Tires
Armored Run Flat: These tires are reinforced with kevlar and have a internal honeycomb structure that prevents them from collapsing when punctured. While a vehicle can still be driven after these tires are punctured, it's top speed is reduced. Bonuses: +5% bonus to the Control Roll when dealing with blowouts, A.R.: 10, S.D.C.: 32, Cost: $1000 per tire.
Heavy Duty High Performance: These tires are designed to have better response and handling, and withstand high speeds better than normal tires. Cost: $600 per tire, Bonuses: +4% to Control Roll if all tires match. A.R.: 5, S.D.C.: 10.
High Performance: These tires are designed to have better response and handling than normal tires. Cost: $500 per tire, Bonuses: +5% to Control Roll if all tires match. A.R.: 5, S.D.C.: 8.
Low Profile: These tires are thinner than normal tires, in terms of diameter rather than width, and help to lower the vehicles center of gravity. Bonuses: +1% to Control Roll if all tires on the vehicle are the same. Cost: $300. A.R.: 8. S.D.C.: 6.
Run Flat: These tires have a internal honeycomb structure that prevents them from collapsing when punctured. While a vehicle can still be driven after these tires are punctured, it's top speed is reduced. Bonuses: +5% bonus to the Control Roll when dealing with blowouts, A.R.: 6, S.D.C.: 12, Cost: $300 per tire.
RF Tires..............Top
Punctured...........Speed
1........................1/2 (x 0.50)
2........................3/8 (x 0.325)
3........................1/4 (x 0.25)
4........................1/8 (x 0.125)
Normal Tires.......Top
Punctured...........Speed
1........................3/8 (x 0.325)
2........................1/4 (x 0.25)
3........................1/8 (x 0.125)
4........................1/16 (x 0.0625)
Tire Blowout Penalty (per tire)
1 - 35 mph = -5% to Control Roll
36 - 70 mph = -10% to Control Roll
71 - 105 mph = -15% to Control Roll
106 - 140 mph = -20% to Control Roll
141+ mph = -25% to Control Roll
Tuned Suspension: This modification tightens and tweaks the vehicle's suspension to improve handling and speed. Cost: $5,000. Bonuses: +5% to Control Rolls and +5 MPH to top speed. Note: This modification cannot be combined with an Active Suspension.
Tuned Transmission: The transmission of the vehicle has been modified to better transfer power from the engine to the wheels. Bonuses: +5% to Top Speed. Penalties: -5% to Control Roll (The driver has to be more precise when he shifts.). Note: Only available for a Standard Transmission. Cost: $ (10% of the cost of the engine's Speed Class.).
Optional Aviation Equipment
Afterburner: This modification, for jet engines only, essentially sprays pure jet fuel into the engine's exhaust to significantly increase power. Bonuses: Increase current Speed by 10% for one (1) Melee Round when activated. Penalties: -10 minutes to your flight duration for every activation. Cost: $25,000.
Variable Geometry Wings: This modification, also called "swing wings", allows the pilot of the plane to change the position of the wings depending on the speed he wishes to travel. Forward for slower, subsonic flight, or swept back for supersonic flight. Bonuses: When the wings are swept forward, the planes Maximum Speed is considered to be 660 mph (Speed Class 27). This allows the plane to travel slower and use less fuel. Cost: $ (50% of vehicle's Base Cost.). Note: This is only available for jet powered vehicles. It must be bought when the vehicle is designed and cannot be retro-fitted.
New Water Vehicle Modification
Catamaran: Dividing a boat's hull into two smaller hulls increases its stability in the water. Bonuses: +10% to Control Rolls. Penalties: -10% to Maximum Load. Cost: $(15% of base price). Note: This modification is for Water Vehicles only, and must be selected when the vehicle is being designed. It cannot be retro-fitted.
Paravane: This modification is essentially the opposite of a hydrofoil. It exerts downward pressure keeping the boat in the water and stable in opposition to any lifting forces. Bonuses: +10% to Control Roll when travelling at Cruise Speed or greater. Note: This device cannot be mounted on a vehicle equipped with hydrofoils. Cost: $(50 x Speed Class) (small boats), $(100 x Speed Class) (large boats).
Tri-maran: A three hulled version of a catamaran. Bonuses: +15% to Control Rolls. Penalties: -15% to Maximum Load. Cost: $(30% of base price). Note: This modification is for Water Vehicles only, and must be selected when the vehicle is being designed. It cannot be retro-fitted.
Basic Water Vehicles (Small Watercraft)
Very Small Sailboat: This is a small boat used by most civilian sailing organizations for teaching beginners. Base Price: $2000. S.D.C.: 75. Maximum Seats: 2 crew. Maximum Load: 500 pounds.
Small Sailboat: This is a small boat generally used by families for recreation. Base Price: $20,000. S.D.C.: 350. Maximum Seats: 2 crew + 4 passengers. Maximum Load: 3,500 pounds.
Medium Sailboat: This is the largest of the sail-powered, small watercraft, mostly used for racing. Base Price: $2,000,000. S.D.C.: 525. Maximum Seats: 12 crew. Maximum Load: 5250 pounds.
Personal Watercraft, Small: This is essentially the marine version of a motorcycle. Base Price: $3,000. S.D.C.: 75. Maximum Seats: 1 crew. Maximum Load: 200 pounds. Range: 50 miles.
Personal Watercraft, Medium: This is essentially the marine version of a motorcycle. Base Price: $4,000. S.D.C.: 100. Maximum Seats: 1 crew +1 passenger. Maximum Load: 350 pounds. Range: 100 miles.
Personal Watercraft, Large: This is essentially the marine version of a motorcycle. Base Price: $5,000. S.D.C.: 125. Maximum Seats: 1 crew +2 passengers. Maximum Load: 500 pounds. Range: 150 miles.
Personal Watercraft, Very Large: This is essentially the marine version of a motorcycle. Base Price: $6,000. S.D.C.: 150. Maximum Seats: 1 crew +3 passengers. Maximum Load: 650 pounds. Range: 150 miles.
Basic Water Vehicles(Large Watercraft)
Large Sailboat: This large boat can be used for recreation of both the sporting and non-sporting varieties. Base Price: $4 million. S.D.C.: 1050. Maximum Seats: 24. Maximum Load: 10,500 pounds.
Very Large Sailboat: The boats of this class generally represent countries in festivals all over the world. Base Price: $8 million. S.D.C.: 1575. Maximum Seats: 36. Maximum Load: 15,750 pounds.
Basic Submarine Vehicles (Small Watercraft)
Micro-Submarine: This is a very small submarine either for recreation or as a military scout. Base Price: $20,000. S.D.C.: 125. Maximum Seats: 1 crew. Maximum Load: 25 pounds. Operating Depth: 150 feet. Crush Depth: 225 feet. Range: 5 miles.
Mini-Submarine: This is a very small submarine generally used by the military for shuttling divers between shore and deep water. Base Price: $200,000. S.D.C.: 250. Maximum Seats: 2 crew + 4 passengers. Maximum Load: 150 pounds. Operating Depth: 300 feet. Crush Depth: 450 feet. Range: 15 miles.
Small Submarine: This is the largest of the small submarines, mostly used for scientific purposes. Base Price: $2,000,000. S.D.C.: 500. Maximum Seats: 12 crew. Maximum Load: 600 pounds. Operating Depth: 1200 feet. Crush Depth: 1800 feet. Range: 45 miles.
Basic Submarine Vehicles (Large Watercraft)
Medium Submarine: An uncommon size for submarines, not many vessels fall into this category. Base Price: $4 million. S.D.C.: 750. Maximum Seats: 36 crew. Maximum Load: 2,700 pounds. Operating Depth: 1,500 feet. Crush Depth: 2,250 feet. Range: 135 miles.
Large Submarine: Most military attack submarines are in this category. Base Price: $8 million. S.D.C.: 1000. Maximum Seats: 108 crew. Maximum Load: 10,800 pounds. Operating Depth: 1,800 feet. Crush Depth: 2,700 feet. Range: 405 miles.
Very Large Submarine: There are currently no known vessels in this category. Base Price: $16 million. S.D.C.: 1500. Maximum Seats: 240. Maximum Load: 30,000 pounds. Operating Depth: 2,100 feet. Crush Depth: 3,150 feet. Range: 1215 miles.
Basic Air Vehicle
Twin Engine Business Jet: This is your standard business jet used by corporate executives and rock stars. Base Price: $1 million. S.D.C.: 250. Maximum Seats: 2 crew + 10 passengers. Maximum Load: 2,000 pounds.
Weapons
Air Plow: This strangly named device is only for Commercial Vehicles. It is a triangular attachment that goes onto the front of the vehicle. As the vehicle normally has a large envelope of air moving around it, combined with the flat front of the vehicle the Air Plow helps to push air out to the side. This increased sideways airflow will disturb the passage of other, smaller vehicles as they are passed. The Air Plow can be retracted into the front of the vehicle when not in use. Effect: Other, smaller vehicles must make a Control Roll when this vehicle passes by them. Penalties: -10% to Top Speed. Note: This device only works at speeds greater than 60 mph. Cost: $1000
Heat Seeking Anti-Aircraft Missile: This weapon uses an infrared sensor system to track the target. Damage: 2D4x100, Blast Radius: 40 feet (12.2 meters), Range: 10 miles (16 kilometers), Speed Class: 31, Length: 10 feet (3.05 meters), Weight: 250 pounds (113.5 kilograms), Bonuses: +1 to Strike, Note: +5 to Strike if the target is a very strong heat source. Cost: $4,000 per missile.
Heat Seeking Anti-Aircraft Mini-Missile: This weapon uses an infrared sensor system to track the target. Damage: 1D4x100, Blast Radius: 20 feet (6.1 meters), Range: 5 miles (8 kilometers), Speed Class: 30, Length: 5 feet (1.53 meters), Weight: 125 pounds (56.75 kilograms), Bonuses: +1 to Strike, Note: +5 to Strike if the target is a very strong heat source. Cost: $2,000 per missile.
Heat Seeking Anti-Aircraft Micro-Missile: This weapon uses an infrared sensor system to track the target. Damage: 1D4x50, Blast Radius: 10 feet (3.05 meters), Range: 2.5 miles (4 kilometers), Speed Class: 29, Length: 2.5 feet (0.76 meters), Weight: 62.5 pounds (28.38 kilograms), Bonuses: +1 to Strike, Note: +5 to Strike if the target is a very strong heat source. Cost: $1,000 per missile.
Radar Guided Anti-Aircraft Missile: This weapon uses a radar system to track the target. Damage: 2D4x100, Blast Radius: 40 feet (12.2 meters), Range: 100 miles (160 kilometers), Speed Class: 34 (Mach 4), Weight: 1,000 pounds (454 kilograms), Bonuses: +5 to Strike, Note: The vehicle must have a Radar Targeting System to use this missile. Cost: $60,000 per missile.
Radar Guided Anti-Aircraft Mini-Missile: This weapon uses a radar system to track the target. Damage: 1D4x100, Blast Radius: 20 feet (6.1 meters), Range: 50 miles (80 kilometers), Speed Class: 33 (Mach 3.5), Weight: 500 pounds (227 kilograms), Bonuses: +5 to Strike, Note: The vehicle must have a Radar Targeting System to use this missile. Cost: $30,000 per missile.
Radar Guided Anti-Aircraft Micro-Missile: This weapon uses a radar system to track the target. Damage: 1D4x50, Blast Radius: 10 feet (3.05 meters), Range: 25 miles (40 kilometers), Speed Class: 32 (Mach 3), Weight: 250 pounds (113.5 kilograms), Bonuses: +5 to Strike, Note: The vehicle must have a Radar Targeting System to use this missile. Cost: $15,000 per missile.
Junk Vehicle Armor: This type of armor is composed of scrap pieces of metal welded onto the vehicle. A.R.: 12. S.D.C.: 435. Weight: 1,200 lbs. Cost: $1,000.
New Vehicle Armor Table
Grade.......A.R.......S.D.C........Weight..........Cost
Very Light.....8.........300............500 lbs.........$2,500
Light............10........500..........1,200 lbs........$5,000
Moderate.....12........700..........1,900 lbs........$7,500
Medium........14.......1000.........3,000 lbs......$10,000
Heavy..........16.......1200.........4,000 lbs......$30,000
Very Heavy..18........1400.........5,000 lbs.....$50,000
Note: Aircraft cannot take greater than Moderate grade armor.
Aquatic Vehicle Control Roll Modifiers
Heavy Chop (waves from 1 to 3 feet): -5%
Common Storm (winds up to 18 mph): -5%
Tropical Depression (winds from 19 to 38 mph): -10%
Tropical Storm (winds from 39 to 74 mph): -15%
Category I Hurricane (winds from 75 to 95 mph, waves from 4 to 5 feet): -30%
Category II Hurricane (winds from 96 to 110 mph, waves from 6 to 8 feet): -35%
Category III Hurricane (winds from 111 to 130 mph, waves from 9 to 12 feet): -40%
Category IV Hurricane (winds from 131 to 155 mph, waves from 13 to 18 feet): -45%
Category V Hurricane (winds greater than 155 mph, waves higher than 18 feet): -50%
Aerial Vehicle Control Roll Modifiers
Common Storm (winds up to 18 mph): -5%
Tropical Depression (winds from 19 to 38 mph): -10%
Tropical Storm (winds from 39 to 74 mph): -15%
Category I Hurricane (winds from 75 to 95 mph): -25%
Category II Hurricane (winds from 96 to 110 mph): -30%
Category III Hurricane (winds from 111 to 130 mph): -35%
Category IV Hurricane (winds from 131 to 155 mph): -40%
Category II Hurricane (winds greater than 155 mph): -45%
Road & Speed Table
Travel.....Distance...........Control Roll Modifiers for:
Speed....../Melee....Highway...Back Road....Trail/Broken Road
1-14...........1/32..........Safe...........Safe.................Safe
15+............1/16..........Safe...........Safe.................Safe
30+............1/8............Safe...........Safe.................Safe
45+............3/16..........Safe...........Safe...................-5
60+............1/4............Safe..........Safe..................-10
75+............5/16..........Safe............-5....................-15
90+............3/8............Safe...........-10...................-20
105+..........7/16..........Safe............-15...................-30
120+..........1/2..............-5.............-20...................-40
240+............1...............-10............-30..................-50
360+.........1-1/2............-15............-40..................-60
480+............2...............-30............-50..................-75
600+.........2-1/2............-45............-60..................-90
720+............3...............-60............-80.................-105
Speed is in MPH, and Distance is in Miles.
Advanced Alarm System: This alarm system has a second method of alerting its owner. When set off, it sends a signal to a beeper or cell phone along with activating the siren. The owner may choose to disable the siren and use the other method as the primary method of being alerted. Range: Anywhere there is cell phone service. Cost: $1,050.
Anti-Missile System: When triggered, it sends out a canister designed to decoy enemy anti-aircraft missiles. The canister heats up to attract heat-seeking missiles, sends out streamers of aluminum -- called chaff -- designed to fool radar-guided missiles, and gives off a spectrum of radio signals in case the missile is homing in on a beacon. The system contains 10 canisters. Cost: $3,500. Refill Cost: $350 each canister. Weight: 100 pounds. Refill weight: 35 pounds. Bonuses: Attacking missiles have a -5 to Strike after a canister is launched. If this brings the Strike roll to 4 or below, the missiles automatically miss.
Anti-Tempest Monitoring Shielding: All computers in the vehicle are shielded from Tempest Monitoring (page 92). Cost: $25,000.
Cell Phone Interface: This device links to the vehicle's alarm, door locks, and any other devices that can be operated by remote. The device has its own phone number. By calling the device and entering the appropriate codes; you may switch off the alarm, open the doors, etc. Range: Anywhere there is cell phone service. Cost: $1500 + the cost of a cell phone contract.
Chaff System: When triggered, it sends out a canister designed to decoy enemy radar-guided, anti-aircraft missiles. The canister sends out streamers of aluminum -- called chaff -- designed to fool radar-guided missiles. The system contains 15 canisters. Cost: $2,000. Refill Cost: $150 each canister. Weight: 75 pounds. Refill weight: 15 pounds per canister. Bonuses: Attacking Radar-Guided missiles have a -5 to Strike after a canister is launched. If this brings the Strike roll to 4 or below, the missiles automatically miss.
Cushioned Motor Mounts: The vehicle's engine is mounted on shock absorbing material. Any vibrations generated by the engine are reduced or eliminated before they get to the vehicle. Bonuses: +5% to the Control Roll. Cost: $(Speed Class x 10).
E.M.P. Hardening: All the electronics in the vehicle are protected from the effects of an Electro-Magnetic Pulse. Cost: $25,000.
External Fuel Tank: This is a fuel tank attached to the outside of the vehicle. It cannot be armored, but it can be easily dropped if damaged. Bonuses: Double the normal range/flight time of the vehicle. Weight: normal Fuel Tank weight. Cost: $500.
Fingerprint Lock: This device is a simple fingerprint scanner that can be wired into either the door lock/alarm system, or the ignition system. Multiple fingerprints can be loaded into the device and it can be updated in case of new ownership or users. More than one lock can be wired into the system with no need for additional software. Cost, Device: $350. Cost, Software: $100.
Five Point Harness: An enhanced seatbelt system. Characters take 1D4 Damage for every 20 MPH in a crash. Cost: $450.
Flare System: When triggered, it sends out flares designed to decoy enemy heat-seeking, anti-aircraft missiles. The system contains 15 flares. Cost: $2,000. Refill Cost: $100 each flare. Weight: 50 pounds. Refill weight: 10 pounds per flare. Bonuses: Attacking Heat-Seeking missiles have a -5 to Strike after a canister is launched. If this brings the Strike roll to 4 or below, the missiles automatically miss.
Hardened Frame: The frame of the vehicle has been reinforced to withstand collisions. Bonuses: +(10% of vehicle type's original) S.D.C., and the vehicle is immune to the "Frame is Seriously Dented" result on the Critical Damage Table (page 139). Note: This modification must be bought when the vehicle is designed and cannot be retro-fitted to any vehicle. Cost: $500 (Small Auto / Small Hovercraft), $750 (Large Auto / Small Truck / Medium Hovercraft), $1000 (Vans), $1500 (Commercial Vehicles / Large Hovercraft).
Hardened Transmission: The transmission of the vehicle has been reinforced to withstand damage from road hazards and overpowered engines. Bonuses: The vehicle is immune to the "Transmission Fluid Leak or Damage" result on the Critical Damage Table (page 139). Cost: $ (10% of the cost of the engine's Speed Class.).
Heads-Up Display: A small device that projects the engine readout information (speed, engine rpm, etc.) onto the windshield, so that the driver doesn't have to look down while driving. Cost: $250. Bonuses: +5% to Control Roll.
Ignition Kill Switch: When this modification is activated, the vehicle cannot be started through normal means. It also cannot be "hot-wired". Until this modification is deactivated, the only way to start the engine must is by opening the engine compartment and someone with the appropriate skills manually starting the engine. Cost: $500.
Junk Caltrops: This modification is a device holding a container of broken glass, nails, and metal shards. The container can be opened by the driver, releasing the junk across the road surface. This "attack" is considered to have a Strike roll of 11. The container can removed so it can be refilled. Damage: 2D4, Cost: $300 for the release mechanism and container. Refill Cost: $30 per container.
Keyless Entry: The vehicle is equipped with small numeric pads by two of its doors. Entering the appropriate code will open the vehicle's main doors. Entering a second code will open all the doors. Cost: $1,000. Extra Keypads: $500 per pad.
Keyless Entry, Advanced: Like a Remote Starter, this modification has two parts. The first is a tiny radio frequency identification chip contained in a keychain fob. The second is a receiver connected to the lock and alarm systems of the vehicle. Once the fob is brought within 10 feet (3.05 meters) of the vehicle, the alarm is turned off and the locks are opened. Cost: $500.
Large Internal Fuel Tank: The vehicle has a larger than normal fuel tank. Bonuses: Double the normal range/flight time of the vehicle. Weight: normal Fuel Tank weight. Cost: $1,000.
Navigation System: This is a Global Positioning System linked to a small computer. The computer has a small display and keyboard. Before a trip starts, the starting point and destination are entered into the computer. During the trip a small map is shown on the display. The route of the trip is highlighted, and the vehicle's location is represented by a small icon. There is a 25% chance that the destination won't be in the computer's memory. Bonuses: The driver gains the Navigation skill at 98% for the duration of the trip. Cost: $2000.
Nitrous Oxide System: This modification, when activated by the driver, injects Nitrous Oxide into the engine to increase power. Bonuses: +# to Top Speed (# = the engine's Speed Class) for one (1) Melee Round. Cost: $10,000 for the system and a 10 unit tank. Refill Cost: $100 per unit. Drawbacks: Every time this modification is used roll a Saving Throw of 11 or better, or suffer an "Engine on Fire", "Frame is Seriously Dented", or " Transmission Fluid Leak or Damage" result from the Critical Damage Table (Page 139). For every time past the first use there is a cumulative -1 penalty to the saving Throw until the engine is refurbished. The cost for an engine refurb is 10% of the original cost.
Oil Slick Sprayer: The driver can release oil from a tank mounted on the underside of the vehicle It contains enough oil for three (3) slicks. This "attack" is considered to have a Strike roll of 11. Cost: $1,200. Refill Cost: $50 per slick.
Puncture Proof Fuel Tank: The vehicle's fuel tank is filled with a sponge-like substance that prevents fuel from leaking when it is punctured. Bonuses: This vehicle is immune to the "Leak in Gas Tank" result on the Critical Damage Table (page 139). Weight: 10 pounds. Cost: $500.
Rear View Camera: This gadget is a small video camera mounted on the rear facing of the vehicle that is connected to a monitor next to the drivers seat. While being advertized as an aid for backing into parking spaces, it's real use is for watching out for people trying to follow your vehicle. Cost: $500 (if installed at vehicle creation), $1000 (retro-fitted).
Remote Starter: This is actually two devices, a small transmitter that attaches to a keychain and a small receiver that attaches to the starter motor of the vehicle. The transmitter has a range of 50 feet. Cost: $50.
Seats
Motorized: The seat has a series of small motors attached to its adjustment levers. The seat can be precisely adjusted to the occupant's wishes. The seat also has a "memory" and can retain the settings of two different drivers. Bonuses: +1% to the Control Roll if the occupant of the seat is the pilot of the vehicle. Cost: $400
Racing: This seat has been designed for racing conditions. It will cushion the occupant from any shocks due road conditions or hazards. Bonuses: +2% to the Control Roll if the occupant of the seat is the pilot of the vehicle. Cost: $300
Small Internal Fuel Tank: The vehicle has a smaller than normal fuel tank. Penalties: Half the normal range/flight time of the vehicle. Weight: Gain half the normal Fuel Tank weight. Cost: +$500.
Stealth Coating: This coating absorbs radar signals so that they won't be reflected back to a detecting device. There is a 15% penalty to an opponent's skill (Read Sensory Equipment) in detecting the vehicle by radar. There is also a penalty of -3 to Strike for radar guided weapons systems attempting to attack this vehicle. This modification can be combined with Stealth Design for a 45% penalty. Cost: $(5 x vehicle cost).
Stealth Design: The vehicle is designed so that it's external surfaces won't reflect radar signals back to a detecting device. There is a 30% penalty to an opponent's skill (Read Sensory Equipment) in detecting the vehicle by radar. There is also a penalty of -6 to Strike for radar guided weapons systems attempting to attack this vehicle. This modification can be combined with Stealth Coating for a 45% penalty. Cost: $(10 x vehicle cost). Note: This modification must be bought when the vehicle is designed and cannot be retro-fitted to any vehicle.
Stealth Mode: A "white noise" generator has been installed in the vehicle. When activated it emits sound frequencies designed to mask the operating noise of the vehicle. Bonuses: 45% Prowl skill for the vehicle. Cost: $10,000
Streamlining (Basic): The vehicle has been modified so that air flows around it better, thus resulting in increased speed. Bonuses: +2% to Top Speed. Note: All flying vehicles automatically have this modification. Cost: $(20% of vehicle type cost).
Streamlining (Improved): Through computer modeling and wind-tunnel testing, airflow around the vehicle has been optimized. Bonuses: +5% to Top Speed. Note: This modification must be bought when the vehicle is designed and cannot be retro-fitted to any vehicle. Cost: $(50% of vehicle type cost).
Supercharger: This modification increases engine power by pulling more air into the engine. Bonuses: +30% to Top Speed, Cost: $5000.
Teflon Slick Sprayer: This device will spray a teflon slick onto the road surface when activated by the driver. It contains enough teflon for six (6) slicks. This "attack" is considered to have a Strike roll of 13. Cost: $2,400. Refill Cost: $100 per slick.
Slick Penalty
Oil = -15% to Control Roll
Teflon = -30% to Control Roll
Tempest Monitoring Suite: All the equipment neccesary for Tempest Monitoring (page 92). This can only be installed in a Large Truck, Van, or larger vehicle. Range: 100 yards (91.46 meters). Cost: $30,000.
Turbocharger: This modification increases engine power by using exhaust gases to drive a compresser feeding air back into the engine. Since it takes a few seconds for the compressor to get up to speed there is a slight lag in between pressing the gas an the turbo kicking in. Bonuses: +40% to Top Speed, Note: It takes one (1) Melee Round for a turbocharger to kick in. (For Example: If you started at the beginning of Melee Round A, the turbo would kick in at the start of Melee Round B.) Cost: $5,000.
Vehicular Caltrops: This piece of equipment is a device holding a container of heavy duty caltrops. The container can be opened by the driver, releasing the caltrops across the road surface. This "attack" is considered to have a Strike roll of 13. The container can removed so it can be refilled. Damage: 2D6, Cost: $300 for the release mechanism and container. Refill Cost: $100 per container.
Vehicle Remote: A small transmitter that attaches to a keychain. A number of vehicle functions can be controlled from the remote (door locks, trunk lock, alarm, remote starter, etc.). The remote can control up to four (4) functions, and has (# of functions + 1) buttons. Cost: $100.
Vehicle Transponder: This is a small radio transceiver that is hidden somewhere on the vehicle. When the vehicle is stolen it can be activated so that those with the proper equipment, to detect the signal it transmits, can locate and recover the stolen vehicle. Cost: $1000.
Weight Reduction (Basic): All extraneous material is removed from the vehicle (I.E. extra seats, internal panels, stereo systems, refreshment dispensers, etc.). Cost: $(1% of vehicle type cost), Bonuses: +2% to Top Speed, Note: If any of the removed material is added back in the bonus is lost.
Weight Reduction (Improved): The vehicle is constructed from advanced materials that have excellent strength to weight ratios. Cost: $(10% of vehicle type cost), Bonuses: +5% to Top Speed, Note: This modification must be bought when the vehicle is designed and cannot be retro-fitted to any vehicle.
Optional Automotive Equipment
Anti-Lock Brakes: This device prevents a car's brakes from locking up when they are used. Cost: $ Bonuses: +10% bonus to Control Rolls during Sudden Brake, and (Defender) Cut-Off maneuvers.
Anti-Sway Bar: This is a device attached to a car's suspension to reduce body-roll when cornering. Bonuses: +10% bonus to Control Roll when taking corners. Cost: $150.
Four Wheel Drive: Normally in automobiles, only the front or rear wheels are driven by the engine. With this modification all the wheels are driven by the engine. Bonuses: +10% to Control Roll when in Backroad or Trail/Broken Road conditions. Penalties: -10% to Top Speed. Cost: $5,000.
Ground Effect, Underwing: The bottom of the vehicle has been shaped to channel airflow under the vehicle to increase the amount of downward force it generates. Bonuses: + # % (# = The Speed Class of the Vehicle.) when travelling at Cruise speed or greater. Pre-requisite: Lowered Chassis. Cost: $(5% of vehicle's Base Cost).
Low End Torque Package: This modification to the engine and powertrain increases the amount of power available for towing and carrying cargo at low speeds. Bonuses: +25% to Max. Load and -25% to Top Speed, Cost: $.
Multi-Fuel Efficiency: The motor has been modified to accept more than one type of fuel. Bonuses: The vehicle can now run on Kerosene, Ethanol, Biofuel, etc. Penalties: The Range is reduced by half when running on a substitute fuel. Cost: $2,000
Premium Paint Job: An expensive paint job that can range from "classy" to "flashy". Bonuses: +10% to Charm/Impress those that are impressed by such things. Cost: $2,000 (Small Auto), $3,250 (Large Auto/Truck), $4,500 (Van), $7,000 (Commercial Vehicle).
Raised Chassis: The chassis of the car has been raised by increasing the size of the suspension. This increases the amount of space underneath the vehicle so it is better able to handle road hazards. Bonuses: +10% to Control Rolls when in Back Road conditions. +5% to Control Rolls when in Trail/Broken Road conditions. Penalties: -15% to Control Rolls when travelling faster than Cruise speed. -5% to Control Rolls when cornering. Cost: $(10% of vehicle's Base Cost).
Lowered Chassis: The chassis of the car is lowered by adjusting the suspension. This lowers the vehicle's center of gravity and improves handling. Bonuses: +5% to Control Rolls. Cost: $500.
Roll Cage: A "cage" of hardened supports that fits inside the passenger compartment of vehicles. In "Crash", "Totaled", and "Roll & Burn" results on the Loss of Control Table, the occupants take reduced damage. "Crash" = 1/4 Damage, "Totaled" = 1/2 Damage, "Roll & Burn" = normal Damage. The vehicle still takes full damage. Cost: $500 (Small Auto), $750 (Large Auto / Small Truck), $1000 (Vans), $1500 (Commercial Vehicles).
Tires
Armored Run Flat: These tires are reinforced with kevlar and have a internal honeycomb structure that prevents them from collapsing when punctured. While a vehicle can still be driven after these tires are punctured, it's top speed is reduced. Bonuses: +5% bonus to the Control Roll when dealing with blowouts, A.R.: 10, S.D.C.: 32, Cost: $1000 per tire.
Heavy Duty High Performance: These tires are designed to have better response and handling, and withstand high speeds better than normal tires. Cost: $600 per tire, Bonuses: +4% to Control Roll if all tires match. A.R.: 5, S.D.C.: 10.
High Performance: These tires are designed to have better response and handling than normal tires. Cost: $500 per tire, Bonuses: +5% to Control Roll if all tires match. A.R.: 5, S.D.C.: 8.
Low Profile: These tires are thinner than normal tires, in terms of diameter rather than width, and help to lower the vehicles center of gravity. Bonuses: +1% to Control Roll if all tires on the vehicle are the same. Cost: $300. A.R.: 8. S.D.C.: 6.
Run Flat: These tires have a internal honeycomb structure that prevents them from collapsing when punctured. While a vehicle can still be driven after these tires are punctured, it's top speed is reduced. Bonuses: +5% bonus to the Control Roll when dealing with blowouts, A.R.: 6, S.D.C.: 12, Cost: $300 per tire.
RF Tires..............Top
Punctured...........Speed
1........................1/2 (x 0.50)
2........................3/8 (x 0.325)
3........................1/4 (x 0.25)
4........................1/8 (x 0.125)
Normal Tires.......Top
Punctured...........Speed
1........................3/8 (x 0.325)
2........................1/4 (x 0.25)
3........................1/8 (x 0.125)
4........................1/16 (x 0.0625)
Tire Blowout Penalty (per tire)
1 - 35 mph = -5% to Control Roll
36 - 70 mph = -10% to Control Roll
71 - 105 mph = -15% to Control Roll
106 - 140 mph = -20% to Control Roll
141+ mph = -25% to Control Roll
Tuned Suspension: This modification tightens and tweaks the vehicle's suspension to improve handling and speed. Cost: $5,000. Bonuses: +5% to Control Rolls and +5 MPH to top speed. Note: This modification cannot be combined with an Active Suspension.
Tuned Transmission: The transmission of the vehicle has been modified to better transfer power from the engine to the wheels. Bonuses: +5% to Top Speed. Penalties: -5% to Control Roll (The driver has to be more precise when he shifts.). Note: Only available for a Standard Transmission. Cost: $ (10% of the cost of the engine's Speed Class.).
Optional Aviation Equipment
Afterburner: This modification, for jet engines only, essentially sprays pure jet fuel into the engine's exhaust to significantly increase power. Bonuses: Increase current Speed by 10% for one (1) Melee Round when activated. Penalties: -10 minutes to your flight duration for every activation. Cost: $25,000.
Variable Geometry Wings: This modification, also called "swing wings", allows the pilot of the plane to change the position of the wings depending on the speed he wishes to travel. Forward for slower, subsonic flight, or swept back for supersonic flight. Bonuses: When the wings are swept forward, the planes Maximum Speed is considered to be 660 mph (Speed Class 27). This allows the plane to travel slower and use less fuel. Cost: $ (50% of vehicle's Base Cost.). Note: This is only available for jet powered vehicles. It must be bought when the vehicle is designed and cannot be retro-fitted.
New Water Vehicle Modification
Catamaran: Dividing a boat's hull into two smaller hulls increases its stability in the water. Bonuses: +10% to Control Rolls. Penalties: -10% to Maximum Load. Cost: $(15% of base price). Note: This modification is for Water Vehicles only, and must be selected when the vehicle is being designed. It cannot be retro-fitted.
Paravane: This modification is essentially the opposite of a hydrofoil. It exerts downward pressure keeping the boat in the water and stable in opposition to any lifting forces. Bonuses: +10% to Control Roll when travelling at Cruise Speed or greater. Note: This device cannot be mounted on a vehicle equipped with hydrofoils. Cost: $(50 x Speed Class) (small boats), $(100 x Speed Class) (large boats).
Tri-maran: A three hulled version of a catamaran. Bonuses: +15% to Control Rolls. Penalties: -15% to Maximum Load. Cost: $(30% of base price). Note: This modification is for Water Vehicles only, and must be selected when the vehicle is being designed. It cannot be retro-fitted.
Basic Water Vehicles (Small Watercraft)
Very Small Sailboat: This is a small boat used by most civilian sailing organizations for teaching beginners. Base Price: $2000. S.D.C.: 75. Maximum Seats: 2 crew. Maximum Load: 500 pounds.
Small Sailboat: This is a small boat generally used by families for recreation. Base Price: $20,000. S.D.C.: 350. Maximum Seats: 2 crew + 4 passengers. Maximum Load: 3,500 pounds.
Medium Sailboat: This is the largest of the sail-powered, small watercraft, mostly used for racing. Base Price: $2,000,000. S.D.C.: 525. Maximum Seats: 12 crew. Maximum Load: 5250 pounds.
Personal Watercraft, Small: This is essentially the marine version of a motorcycle. Base Price: $3,000. S.D.C.: 75. Maximum Seats: 1 crew. Maximum Load: 200 pounds. Range: 50 miles.
Personal Watercraft, Medium: This is essentially the marine version of a motorcycle. Base Price: $4,000. S.D.C.: 100. Maximum Seats: 1 crew +1 passenger. Maximum Load: 350 pounds. Range: 100 miles.
Personal Watercraft, Large: This is essentially the marine version of a motorcycle. Base Price: $5,000. S.D.C.: 125. Maximum Seats: 1 crew +2 passengers. Maximum Load: 500 pounds. Range: 150 miles.
Personal Watercraft, Very Large: This is essentially the marine version of a motorcycle. Base Price: $6,000. S.D.C.: 150. Maximum Seats: 1 crew +3 passengers. Maximum Load: 650 pounds. Range: 150 miles.
Basic Water Vehicles(Large Watercraft)
Large Sailboat: This large boat can be used for recreation of both the sporting and non-sporting varieties. Base Price: $4 million. S.D.C.: 1050. Maximum Seats: 24. Maximum Load: 10,500 pounds.
Very Large Sailboat: The boats of this class generally represent countries in festivals all over the world. Base Price: $8 million. S.D.C.: 1575. Maximum Seats: 36. Maximum Load: 15,750 pounds.
Basic Submarine Vehicles (Small Watercraft)
Micro-Submarine: This is a very small submarine either for recreation or as a military scout. Base Price: $20,000. S.D.C.: 125. Maximum Seats: 1 crew. Maximum Load: 25 pounds. Operating Depth: 150 feet. Crush Depth: 225 feet. Range: 5 miles.
Mini-Submarine: This is a very small submarine generally used by the military for shuttling divers between shore and deep water. Base Price: $200,000. S.D.C.: 250. Maximum Seats: 2 crew + 4 passengers. Maximum Load: 150 pounds. Operating Depth: 300 feet. Crush Depth: 450 feet. Range: 15 miles.
Small Submarine: This is the largest of the small submarines, mostly used for scientific purposes. Base Price: $2,000,000. S.D.C.: 500. Maximum Seats: 12 crew. Maximum Load: 600 pounds. Operating Depth: 1200 feet. Crush Depth: 1800 feet. Range: 45 miles.
Basic Submarine Vehicles (Large Watercraft)
Medium Submarine: An uncommon size for submarines, not many vessels fall into this category. Base Price: $4 million. S.D.C.: 750. Maximum Seats: 36 crew. Maximum Load: 2,700 pounds. Operating Depth: 1,500 feet. Crush Depth: 2,250 feet. Range: 135 miles.
Large Submarine: Most military attack submarines are in this category. Base Price: $8 million. S.D.C.: 1000. Maximum Seats: 108 crew. Maximum Load: 10,800 pounds. Operating Depth: 1,800 feet. Crush Depth: 2,700 feet. Range: 405 miles.
Very Large Submarine: There are currently no known vessels in this category. Base Price: $16 million. S.D.C.: 1500. Maximum Seats: 240. Maximum Load: 30,000 pounds. Operating Depth: 2,100 feet. Crush Depth: 3,150 feet. Range: 1215 miles.
Basic Air Vehicle
Twin Engine Business Jet: This is your standard business jet used by corporate executives and rock stars. Base Price: $1 million. S.D.C.: 250. Maximum Seats: 2 crew + 10 passengers. Maximum Load: 2,000 pounds.
Weapons
Air Plow: This strangly named device is only for Commercial Vehicles. It is a triangular attachment that goes onto the front of the vehicle. As the vehicle normally has a large envelope of air moving around it, combined with the flat front of the vehicle the Air Plow helps to push air out to the side. This increased sideways airflow will disturb the passage of other, smaller vehicles as they are passed. The Air Plow can be retracted into the front of the vehicle when not in use. Effect: Other, smaller vehicles must make a Control Roll when this vehicle passes by them. Penalties: -10% to Top Speed. Note: This device only works at speeds greater than 60 mph. Cost: $1000
Heat Seeking Anti-Aircraft Missile: This weapon uses an infrared sensor system to track the target. Damage: 2D4x100, Blast Radius: 40 feet (12.2 meters), Range: 10 miles (16 kilometers), Speed Class: 31, Length: 10 feet (3.05 meters), Weight: 250 pounds (113.5 kilograms), Bonuses: +1 to Strike, Note: +5 to Strike if the target is a very strong heat source. Cost: $4,000 per missile.
Heat Seeking Anti-Aircraft Mini-Missile: This weapon uses an infrared sensor system to track the target. Damage: 1D4x100, Blast Radius: 20 feet (6.1 meters), Range: 5 miles (8 kilometers), Speed Class: 30, Length: 5 feet (1.53 meters), Weight: 125 pounds (56.75 kilograms), Bonuses: +1 to Strike, Note: +5 to Strike if the target is a very strong heat source. Cost: $2,000 per missile.
Heat Seeking Anti-Aircraft Micro-Missile: This weapon uses an infrared sensor system to track the target. Damage: 1D4x50, Blast Radius: 10 feet (3.05 meters), Range: 2.5 miles (4 kilometers), Speed Class: 29, Length: 2.5 feet (0.76 meters), Weight: 62.5 pounds (28.38 kilograms), Bonuses: +1 to Strike, Note: +5 to Strike if the target is a very strong heat source. Cost: $1,000 per missile.
Radar Guided Anti-Aircraft Missile: This weapon uses a radar system to track the target. Damage: 2D4x100, Blast Radius: 40 feet (12.2 meters), Range: 100 miles (160 kilometers), Speed Class: 34 (Mach 4), Weight: 1,000 pounds (454 kilograms), Bonuses: +5 to Strike, Note: The vehicle must have a Radar Targeting System to use this missile. Cost: $60,000 per missile.
Radar Guided Anti-Aircraft Mini-Missile: This weapon uses a radar system to track the target. Damage: 1D4x100, Blast Radius: 20 feet (6.1 meters), Range: 50 miles (80 kilometers), Speed Class: 33 (Mach 3.5), Weight: 500 pounds (227 kilograms), Bonuses: +5 to Strike, Note: The vehicle must have a Radar Targeting System to use this missile. Cost: $30,000 per missile.
Radar Guided Anti-Aircraft Micro-Missile: This weapon uses a radar system to track the target. Damage: 1D4x50, Blast Radius: 10 feet (3.05 meters), Range: 25 miles (40 kilometers), Speed Class: 32 (Mach 3), Weight: 250 pounds (113.5 kilograms), Bonuses: +5 to Strike, Note: The vehicle must have a Radar Targeting System to use this missile. Cost: $15,000 per missile.
Junk Vehicle Armor: This type of armor is composed of scrap pieces of metal welded onto the vehicle. A.R.: 12. S.D.C.: 435. Weight: 1,200 lbs. Cost: $1,000.
New Vehicle Armor Table
Grade.......A.R.......S.D.C........Weight..........Cost
Very Light.....8.........300............500 lbs.........$2,500
Light............10........500..........1,200 lbs........$5,000
Moderate.....12........700..........1,900 lbs........$7,500
Medium........14.......1000.........3,000 lbs......$10,000
Heavy..........16.......1200.........4,000 lbs......$30,000
Very Heavy..18........1400.........5,000 lbs.....$50,000
Note: Aircraft cannot take greater than Moderate grade armor.
Aquatic Vehicle Control Roll Modifiers
Heavy Chop (waves from 1 to 3 feet): -5%
Common Storm (winds up to 18 mph): -5%
Tropical Depression (winds from 19 to 38 mph): -10%
Tropical Storm (winds from 39 to 74 mph): -15%
Category I Hurricane (winds from 75 to 95 mph, waves from 4 to 5 feet): -30%
Category II Hurricane (winds from 96 to 110 mph, waves from 6 to 8 feet): -35%
Category III Hurricane (winds from 111 to 130 mph, waves from 9 to 12 feet): -40%
Category IV Hurricane (winds from 131 to 155 mph, waves from 13 to 18 feet): -45%
Category V Hurricane (winds greater than 155 mph, waves higher than 18 feet): -50%
Aerial Vehicle Control Roll Modifiers
Common Storm (winds up to 18 mph): -5%
Tropical Depression (winds from 19 to 38 mph): -10%
Tropical Storm (winds from 39 to 74 mph): -15%
Category I Hurricane (winds from 75 to 95 mph): -25%
Category II Hurricane (winds from 96 to 110 mph): -30%
Category III Hurricane (winds from 111 to 130 mph): -35%
Category IV Hurricane (winds from 131 to 155 mph): -40%
Category II Hurricane (winds greater than 155 mph): -45%
Road & Speed Table
Travel.....Distance...........Control Roll Modifiers for:
Speed....../Melee....Highway...Back Road....Trail/Broken Road
1-14...........1/32..........Safe...........Safe.................Safe
15+............1/16..........Safe...........Safe.................Safe
30+............1/8............Safe...........Safe.................Safe
45+............3/16..........Safe...........Safe...................-5
60+............1/4............Safe..........Safe..................-10
75+............5/16..........Safe............-5....................-15
90+............3/8............Safe...........-10...................-20
105+..........7/16..........Safe............-15...................-30
120+..........1/2..............-5.............-20...................-40
240+............1...............-10............-30..................-50
360+.........1-1/2............-15............-40..................-60
480+............2...............-30............-50..................-75
600+.........2-1/2............-45............-60..................-90
720+............3...............-60............-80.................-105
Speed is in MPH, and Distance is in Miles.
"I know twenty-six different points on your body I could hit and release enzymes into your brain to compel you to tell the truth -- Talk!"
Barry Ween, The Adventures of Barry Ween Boy Genius, Monkey Tales #3
Barry Ween, The Adventures of Barry Ween Boy Genius, Monkey Tales #3
- Mantisking
- Hero
- Posts: 1080
- Joined: Sun Oct 01, 2000 1:01 am
- Location: Lowell, MA, U.S.A.
- Contact:
Mephisto wrote:Good job Mantisking, nice to see it all together in one clean post.
Thank you.
Mr. Deific NMI wrote:Glad I could motivate you to do the clean up work.
With that sloppy file you were passing around, I had no other choice.
Mr. Deific NMI wrote:Looks good.
Thank you.
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Barry Ween, The Adventures of Barry Ween Boy Genius, Monkey Tales #3
Barry Ween, The Adventures of Barry Ween Boy Genius, Monkey Tales #3
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That sloppy file was based on your work. Had you gone back and editted the original posts with the various revisions, it would have looked better.
Next time I will put in the effort to make you look good. Might take more time then I have.
My previous posts to this thread removed.
Next time I will put in the effort to make you look good. Might take more time then I have.
My previous posts to this thread removed.
Last edited by NMI on Tue Jul 24, 2007 4:11 pm, edited 1 time in total.
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I didnt remove my posts or decide to step away from this because of you. I chose to all on my own.
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High Intensity Headlights: These very bright lights allow the pilot to see farther and with better clarity while driving at night. Bonuses: +1% to Control Roll while driving at night. Cost: $100.
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Barry Ween, The Adventures of Barry Ween Boy Genius, Monkey Tales #3
Barry Ween, The Adventures of Barry Ween Boy Genius, Monkey Tales #3
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New Water Vehicle Modification
Acoustic Stealth Coating: The vehicle is coated in a substance that absorbs sound waves. Bonuses: -5% to opponent's Read Sensory Equipment skill, also -1 to Strike for Active Sonar Guided Weapons. Cost: $ (5x Vehicle's Base Cost). Note: This modification can be purchased twice. The second coating is for the inside of the vehicle. If it is, double the bonuses. This modification can also be combined with Acoustic Stealth Design.
Acoustic Stealth Design: The vehicle is designed to minimize the reflection of sound waves from its external surfaces. Bonuses: -10% to opponent's Read Sensory Equipment skill, also -2 to Strike for Active Sonar Guided Weapons. Cost: $ (10x Vehicle's Base Cost). Note: This modification can also be combined with Acoustic Stealth Coating.
Acoustic Stealth Coating: The vehicle is coated in a substance that absorbs sound waves. Bonuses: -5% to opponent's Read Sensory Equipment skill, also -1 to Strike for Active Sonar Guided Weapons. Cost: $ (5x Vehicle's Base Cost). Note: This modification can be purchased twice. The second coating is for the inside of the vehicle. If it is, double the bonuses. This modification can also be combined with Acoustic Stealth Design.
Acoustic Stealth Design: The vehicle is designed to minimize the reflection of sound waves from its external surfaces. Bonuses: -10% to opponent's Read Sensory Equipment skill, also -2 to Strike for Active Sonar Guided Weapons. Cost: $ (10x Vehicle's Base Cost). Note: This modification can also be combined with Acoustic Stealth Coating.
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Anything new come along?
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you were there?
Have you come up with any more vehicle mods?
Have you come up with any more vehicle mods?
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How about some aircraft/helicopter modifications.
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Mephisto wrote:Improved Intercooler
This modification allows more air to flow into the combustion chamber of the vehicle, allowing improved power flow. Bonuses: the vehicle is immune to the “Engine is on Fire” result on the Critical Damage Table (page 139). Best use is combined with Nitrous Oxide. Cost: $800.
Improved Exhaust
The Catalytic Converter, Muffler, and exhaust pipes have all been replaced with larger, heavier parts that more quickly release the by-products of carbon dioxide and other fumes from the engine, allowing a more consistent power and handing. Bonuses: +1% to Control Rolls. Cost: $1100.
Further Note: When Improved Intercooler, Improved Exhaust, Hardened Transmission and Hardened Frame are combined with Nitrous Oxide System, there is no chance of the engine blowing. Instead, there is an additional +5% Control Roll bonus and the top end speed of the Nitrous Oxide System is +2 to Speed Class.
Now here I was thinking that I had posted these two already. I'll have to find my versions and compare.
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Well then, here's one.Mephisto wrote:As far as I know you did not that is why I posted it.
Improved Air Intake: This modification improves air flow into the engine either by moving the intake or making it larger. Bonuses: +5 mph to Maximum and Cruise Speeds. Cost: $250.
The other one must be hiding in my notebooks.
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Barry Ween, The Adventures of Barry Ween Boy Genius, Monkey Tales #3
Barry Ween, The Adventures of Barry Ween Boy Genius, Monkey Tales #3
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I think they both look very cool to someone like myself who couldn't repair a car if their life depended on it.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
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Aramanthus wrote:I think they both look very cool to someone like myself who couldn't repair a car if their life depended on it.
Chiltons Manuals are lifesavers.
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Barry Ween, The Adventures of Barry Ween Boy Genius, Monkey Tales #3
Barry Ween, The Adventures of Barry Ween Boy Genius, Monkey Tales #3
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I've heard about people doing that. Cool effects. I wouldn't have a clue. I do have a manual from Chilton for my car. Still won't help me on anything big. I have about maybe 18 various tools. And most of those are screwdriver bits for my changeable screwdriver.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
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Mephisto wrote:I'd think it would improve performance by quickly driving out the exhaust, allowing for smoother power performance with a more balanced timing sequence, but I could be wrong...
From what I was told, there's a perfect length -- depending on the engine -- for the exhaust. It allows air to flow through the engine at the proper rate for the timing sequence.
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Mephisto wrote:Improved Exhaust
The Catalytic Converter, Muffler, and exhaust pipes have all been replaced with larger, heavier parts that more quickly release the by-products of carbon dioxide and other fumes from the engine, allowing a more consistent power and handing. Bonuses: +1% to Control Rolls. Cost: $1100.
Further Note: When Improved Intercooler, Improved Exhaust, Hardened Transmission and Hardened Frame are combined with Nitrous Oxide System, there is no chance of the engine blowing. Instead, there is an additional +5% Control Roll bonus and the top end speed of the Nitrous Oxide System is +2 to Speed Class.
Acceleration Bonuses:
The use of the Nitrous Oxide System or the Supercharger allows the driver a +15% bonus on Control Rolls where acceleration and quick driving becomes part of the handling issues that befalls the character.
Edit x1.
Okay, it took me a while but I figured out what my problem with this was.
The problem is that you give a bonus to the Control Roll. Increased power shouldn't result in increased handling. In fact it should result in the opposite. Things that should result in increased handling are better tires, better suspension, etc., things that increase the amount of traction that the vehicle possesses.
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There are always great things on this thread! Thank you WonderingMind for the link! It was very interesting!
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
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Mephisto wrote:Improved Exhaust
The Catalytic Converter, Muffler, and exhaust pipes have all been replaced with larger, heavier parts that more quickly release the by-products of carbon dioxide and other fumes from the engine, allowing a more consistent power and handing. Bonuses: +1% to Control Rolls. Cost: $1100.
Further Note: When Improved Intercooler, Improved Exhaust, Hardened Transmission and Hardened Frame are combined with Nitrous Oxide System, there is no chance of the engine blowing. Instead, there is an additional +5% Control Roll bonus and the top end speed of the Nitrous Oxide System is +2 to Speed Class.
Acceleration Bonuses:
The use of the Nitrous Oxide System or the Supercharger allows the driver a +15% bonus on Control Rolls where acceleration and quick driving becomes part of the handling issues that befalls the character.
Mantisking wrote:Okay, it took me a while but I figured out what my problem with this was.
The problem is that you give a bonus to the Control Roll. Increased power shouldn't result in increased handling. In fact it should result in the opposite. Things that should result in increased handling are better tires, better suspension, etc., things that increase the amount of traction that the vehicle possesses.
Mephisto wrote:Which Control Roll bonus do you have a problem with?
Both of them, for the reason I gave.
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Re: Vehicle Modifications
New
Optional Automotive Equipment
Adaptive Headlights: These are modified headlights that turn to allow the driver to see more of the road while the vehicle is turning. Generally these headlights have a 30 degree arc of movement. Bonuses: +5% to Control Rolls whils driving at night or in other dark situations.
Optional Automotive Equipment
Adaptive Headlights: These are modified headlights that turn to allow the driver to see more of the road while the vehicle is turning. Generally these headlights have a 30 degree arc of movement. Bonuses: +5% to Control Rolls whils driving at night or in other dark situations.
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Barry Ween, The Adventures of Barry Ween Boy Genius, Monkey Tales #3
Barry Ween, The Adventures of Barry Ween Boy Genius, Monkey Tales #3
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Re: Vehicle Modifications
New Water Vehicle Modifications
Hydroplane: This is a type of hull design aimed at increasing a boat's speed by raising as much of the body of the boat out of the water as possible. Bonuses: The vehicle may break the Speed Class 5 barrier. Penalties: -20% to all Control Rolls. -20% to Maximum Load. Cost: $(40% of Base Price). Note: Cannot be retro-fitted.
Hydrofoils: These are extensions that lift the hull out of the water, reducing drag and increasing speed. Bonuses: The vehicle may break the Speed Class 5 barrier. Penalties: -15% to all Control Rolls when up on the hydrofoils. Pre-requisites: The vehicle must be travelling at least Cruising Speed to use the hydrofoils. Cost: $(10% of Base Price). S.D.C.: 10% of the vehicle's Base S.D.C. Note: Cannot be retro-fitted.
The Speed Class 5 barrier: Vehicles that travel in or on the water can only travel at a maximum of 75 mph (Speed Class 5) due to the inherent nature of water.
Hydroplane: This is a type of hull design aimed at increasing a boat's speed by raising as much of the body of the boat out of the water as possible. Bonuses: The vehicle may break the Speed Class 5 barrier. Penalties: -20% to all Control Rolls. -20% to Maximum Load. Cost: $(40% of Base Price). Note: Cannot be retro-fitted.
Hydrofoils: These are extensions that lift the hull out of the water, reducing drag and increasing speed. Bonuses: The vehicle may break the Speed Class 5 barrier. Penalties: -15% to all Control Rolls when up on the hydrofoils. Pre-requisites: The vehicle must be travelling at least Cruising Speed to use the hydrofoils. Cost: $(10% of Base Price). S.D.C.: 10% of the vehicle's Base S.D.C. Note: Cannot be retro-fitted.
The Speed Class 5 barrier: Vehicles that travel in or on the water can only travel at a maximum of 75 mph (Speed Class 5) due to the inherent nature of water.
"I know twenty-six different points on your body I could hit and release enzymes into your brain to compel you to tell the truth -- Talk!"
Barry Ween, The Adventures of Barry Ween Boy Genius, Monkey Tales #3
Barry Ween, The Adventures of Barry Ween Boy Genius, Monkey Tales #3