Vehicles

Vehicles

Source Vehicle Handbook System Reference Document Copyright  © 2012, Mongoose Publishing.

Spaces

Spaces indicate the usable internal volume of a vehicle. Items like engines, transmission and fuel are part of the chassis.

Structure and Hull

When calculating Structure and Hull Values, always round Structure up and Hull down.

Crew Sizes

Non-powered vehicles have crew requirements based on Str, along with a few other factors.

Wagon/Rickshaw

Any wagon or rickshaw requires a crew of 1.

Sailboats

Sailboats require a fairly large crew. Subtract the Tech Level of the sailboat from 10 (minimum 1). Ships with less than 10 Spaces require half this amount. Ships with 10 or more Spaces require this amount for every 20 Spaces or part of.

Powered Vehicles

Light vehicles never require more than a crew of one, though military vehicles may carry more. Heavy vehicles require crew based on type and function.
Chassis Type Civilian Crew Military Crew
Light Ground 1 1
Heavy Ground 1 2 + 1 per main weapon
Light Hover 1 1
Heavy Hover 3 2 + 1 per main weapon
Light Grav 1 1
Heavy Grav 1 2 + 1 per main weapon
Airship 3 4
Light Helicopter 1 1
Heavy Helicopter 2 2 + 1 per main weapon
Light Airplane 1 1
Heavy Airplane 2 2 + 1 per main weapon
Light Aerodyne 1 1
Heavy Aerodyne 2 2 + 1 per main weapon
Light Jet 1 1
Heavy Jet 2 2 + 1 per main weapon
Boat 1 2
Light Ship 5 20 + 5 per main weapon
Heavy Ship 20 40 + 5 per main weapon
Train (any) 2 4 + 1 per weapon

Vehicle Movement

The listed movement rate for any ground vehicle is its on-road movement. If a ground vehicle goes off-road, it suffers a -2 DM to Agility, Movement rate is reduced to 25% of normal and rough terrain cannot be crossed. A vehicle that is off-road capable does not suffer the -2 DM to Agility, and the Movement rate is not reduced. It can cross rough terrain with a -2 DM to Agility.

Speed

Range will show the distance they can travel while at this maximum speed. The cruising speed of a vehicle is assumed to be 75% of the vehicle’s Speed and if it maintains this rate of movement, its Range will increase by 50%.

Animal-powered Vehicles

An animal-powered vehicle requires an amount of Strength (Str) per Space, as detailed in the relevant Chassis section, to move at the animal’s base walking speed. The Str requirement is lower at higher Tech Levels as lighter but stronger materials are used.
Gait Speed Modifier Range
Walk Walk x 1 Endurance x 30 minutes
Trot Walk x 2 Endurance x 15 minutes
Canter Walk x 3 Endurance x 2 minutes
Run Walk x 4 Endurance x 1 Minutes
Larger animals modify their Str rating based on their size. For each point of Str less than what is required, Speed and Range decrease by 10%. There is no lower limit and Speed can be reduced to 0 so the vehicle cannot move at all.
Animal Str Speed Walk/Run (km/h) End
Horse 10 (20) 7 / 28 12
Mule 11 (22) 6 / 24 14
Ox 18 (54) 5 / 20 18

Wind-powered Vehicles

TL Speed (Small vehicles) Speed (Large Vehicles)
0-1 20% of wind 30% of wind
2-3 25% of wind 35% of wind
4-5 30% of wind 40% of wind
6-7 35% of wind 45% of wind
8-9 45% of wind 55% of wind
10-11 55% of wind 65% of wind
12+ 65% of wind 75% of wind
The Speed listed is for the default sailing medium – water (or similar fluids). Ground-based sailing vehicles use this Speed for small vehicles but reduce it by 15% for large vehicles. Air-based sailing vehicles increase the Speed of small vehicles by +15% and large vehicles by +10% When adding the Increased Speed modification, each 10% of Speed increase adds +10% to the scores on this table.

Aircraft

All aircraft can only work properly for world size and atmosphere type UWP codes within 1 of their homeworld. Aircraft operating outside of their design codes suffer a -1 to Agility if they are within 1 of their home UWP codes for atmosphere and/or size, and cannot fly at all if they are operating beyond this, unless they are designed with a wider operation range. In any case, all aircraft require a minimum atmosphere code of 1 in order to function. Aircraft descriptions should include the world size and atmosphere codes.

Mounted Weapons

Range Band Distance
Distant 501-5,000 metres
Very Distant 5,001-25,000 metres
Extreme 25,001-50,000 metres
Continental 50-500 kilometres
Orbital 501+ kilometres

Sensors, Stealth and Electronic Warfare

Hull Rating Size DM
1-10 +0
11-25 +1
25-50 +2
51-150 +3
151+ +4
The difference in Tech Level between vehicles is used as a negative or positive DM for Sensors checks and rolls related to electronic warfare.

Vehicle Hit Locations

When using the armour allocation rule, there is a need to determine where on a vehicle a successful hit will strike.

Non-turreted vehicles

For vehicles without a turret, incoming fire hits the targeted side.

Turreted vehicles

If a vehicle has small turrets, incoming fire will hit the targeted side of a roll of 1-5, and the turret on a 6. If a vehicle has large turrets, incoming fire will hit the targeted side of a roll of 1-4, and the turret on a 5-6.

Ring Mounts and Pintle Mounts

If a vehicle has ring and/or pintle mounts with gun shields, treat them as small turrets.

Vehicle Mass

A Hull score of 1 is roughly equal to 500kg. Open Vehicles weigh half this amount, and those with the Open Frame modification only 10% of this amount.

Modifications

When applying modifications to a vehicle, prices are based upon the Base Cost. Modifications that decrease the cost of a vehicle cannot lower it below 25% of the Base Cost. Chassis Type: Bicycle, Rickshaw, Wagon and Cart Going over the maximum Speed for the vehicle will result in damage to the vehicle, at the rate of one Structure point per minute.

Bicycles and Rickshaws

At base Str, the Speed of a bicycle or a rickshaw is equal to twice the walking speed of the character peddling the machine. Athletics (co-ordination) can be used to go faster, travelling at twice the Speed a character would move when sprinting. Str Required
Tech Level Str/Space Maximum Speed (km/h)
5- 6 20
6-8 5 50
9-11 4 100
12+ 3 150

Bicycle & Rickshaw Construction

Skill Drive (wheeled)
Number of Spaces 1-5
Cost per Space 200
Structure 1 per 5 Spaces
Hull 1 per 4 Spaces
Agility -1
Tech Level 1
Shipping Size 1/10 ton per Space

Wagons and Carts

Carts (1-4 spaces), typically have two wheels, while larger wagons will have four.

Str Required

Tech Level Str/Space Maximum Speed
1-3 6 10
4-6 5 20
7+ 4 30
Wagon & Cart Construction
Skill Animals (riding)
Number of Spaces 1-20
Cost per Space 200
Structure 1 per 5 Spaces
Hull 1 per 4 Spaces
Agility -1
Tech Level 1
Shipping Size 1/2 ton per Space

Rail Wheels (TL3)

Human and animal-powered vehicles can also be designed to run on rails rather than roads. This reduces the Str requirement for the vehicle by 50%, though the cost remains the same. Chassis Type: Non-powered Boat and Ship

Str Required (rowing only)

Tech Level Str/Space
0-1 5
2-4 5
5-7 4
8-11 4
12+ 3

Boat Construction

Skill Seafarer (sail)
Number of Spaces 1-10
Cost per Space 200
Structure 1 per 6 Spaces
Hull 1 per 6 Spaces
Agility -1
Tech Level 0
Shipping Size  ½ ton per Space

Modifications

Outboard Motor (TL 3)

These have a speed of 10 km/h, a range of 100 kilometres, and cost Cr. 100 per space.

Ships

This is usually a sailing ship, capable of making long ocean voyages. At early Tech Levels, however, they usually stay in sight of land.

Str Required (rowing only)

Tech Level Str/Space
1-2 5
3-4 5
5-6 4
7-8 4
9-10 3
11+ 3
Ship Construction
Skill Seafarer (sail)
Number of Spaces 10-500
Cost per Space 5,000
Structure 1 per 5 Spaces
Hull 1 per 4 Spaces
Agility -2
Tech Level 1
Shipping Size 1/2 ton per Space
Chassis Type: Balloon

Balloon Construction

Skill Flyer (airship)
Number of Spaces 1-6
Cost per Space 200
Structure 1 per 5 Spaces
Hull 1 per 5 Spaces
Structure (Envelope) 1 per Space
Agility -2
Tech Level 3
Shipping Size 1/10 ton per Space

Speed

Tech Level Speed as % of wind speed
3-5 30%
6-8 50%
9+ 80%

Duration

Hydrogen and helium balloons can stay aloft almost indefinitely. Hot-air balloons have a duration equal to their tech level x 2 hours.

Ballon Envelopes

Envelope Structure measures the amount of damage the lift envelope can sustain before losing integrity. All non-explosive weapons inflict only 1 point of damage to the envelope for each hit. Automatic weapons inflict damage equal to their Auto Rating.

Envelope Size

Multiply world size by number of Spaces and then multiply by 200 for Very Thin atmospheres, 50 for Thin atmospheres, 20 for Standard atmospheres and 10 for Dense atmospheres. This is the size of the lift envelope in displacement tons. Hot air balloons must multiply this size by 2. In order to transport an airship, the envelope can be drained and deflated. This reduces its size to only 1% of the inflated size. Chassis Type: Light Ground Vehicle

Light Ground Vehicle Construction

Skill Drive (wheeled)
Number of Spaces 1-20
Cost per Space 1,200
Structure 1 per 2 Spaces
Hull 1 per 2 Spaces
Agility 0
Tech Level 4
Shipping Size  ½ ton per Space
Speed and Range
Tech Level Speed Range
4 50 100
5-6 100 200
7-8 160 400
9-10 200 500
11+ 250 600

Motorcycles

Motorcycles have 1-3 spaces and two or three wheels. Cost per space is doubled and Agility is +1. Speed is increased by 50%. Motorcycles are Open Frame vehicles with Armour 0, though they can be enclosed at a cost of 25% of the Base Cost. An enclosed motorcycle can be armoured to twice its Base Armour Rating .

Monowheel (TL 9)

A monowheel would cost four times normal, with a maximum of two spaces. Speed is doubled and Agility is +2 on roads. Off-road Agility is -2. Monowheels are always Open Frame and cannot be enclosed.

Modifications

Wheels

Unless otherwise specified, all ground vehicles start with four wheels. Additional wheels are required for larger vehicles and can also be added to improve cross-country mobility. Each additional pair of wheels costs 25% of the vehicle’s Base Cost. Each set of additional wheel after the minimum reduces any terrain-based Agility penalties by 1. This cannot be used to provide a bonus, only negate a penalty.
Hull Minimum Number of Wheels
1 2 (1 at TL 9)
2-30 4

Tracks

Any ground vehicle with at least two wheels can be equipped with tracks instead. This increases cross-country mobility at the expense of road speed, cost and complexity. Adding tracks costs 100% of the vehicle’s Base Cost, halves Speed and changes the required skill to Drive (tracked). Tracks grant a +3 DM for Drive checks when off-road.

Off-road Capability

Any ground vehicle can be purpose designed for off-road use. This modification costs 50% of the Base Cost, and Speed is lowered by 10%.

Towing Limits

Towing reduces Agility by 2 for light ground vehicles. It is possible to take this modification more than once. A light ground vehicle has a penalty of -25% to its Speed every time it is taken.
Towing Capacity Spaces *
1,000 kg 5
* This is the Spaces available in the trailer being towed, not how many Spaces are used in the vehicle.

Railed

As a modification, the ability to perform rail travel takes 1 Space and costs 50% of the Base Cost. This allows rail travel at 75% of the vehicle’s Speed. If the vehicle is designed to run on rails only, it take no Spaces, and costs 25% of the Base Cost. A rail-only vehicle adds 50% to its Speed. They can also be designed to operate on air film tracks, which requires 1 Space, and costs 100% of the Base Cost. This doubles the vehicle’s Speed. A maglev version would require 2 Spaces, and costs 200% of the Base Cost. This triples the vehicle’s Speed. Finally, the vehicle can be designed to ride a grav rail. This requires 3 Spaces, and costs 300% of the Base Cost. This multiples the vehicle’s Speed by four. Chassis Type: Heavy Ground Vehicle

Heavy Ground Vehicle Construction

Skill Drive (wheeled)
Number of Spaces 20-200
Cost per Space 3,000
Structure 1 per 2 Spaces
Hull 1 per 2 Spaces
Agility -1
Tech Level 4
Shipping Size  ½ ton per Space

Speed and Range

Tech Level Speed Range
4 50 200
5-6 100 300
7-8 125 400
9-10 150 500
11+ 175 600

Modifications

Wheels

Unless otherwise specified, all ground vehicles start with four wheels. Additional wheels are required for larger vehicles and can also be added to improve cross-country mobility. Each additional pair of wheels costs 25% of the vehicle’s Base Cost. Each set of additional wheel after the minimum reduces any terrain-based Agility penalties by 1. This cannot be used to provide a bonus, only negate a penalty.
Hull Minimum Number of Wheels
1 2 (1 at TL 9)
2-30 4
31-50 6
50+ 8

Tracks

This increases cross-country mobility at the expense of road speed, cost and complexity. Adding tracks costs 100% of the vehicle’s Base Cost, halves Speed and changes the required skill to Drive (tracked). Tracks grant a +3 DM for Drive checks when off-road.

AFV (Armoured Fighting Vehicle)

A heavy ground vehicle may be designated an AFV. This costs 100% of the Base Cost, and reduces the vehicle’s Spaces by 10% (round up). AFVs use modified rules for armour. In addition, an AFV automatically has the Off-road Capability modification.

Off-road Capability

Any ground vehicle can be purpose designed for off-road use. This modification costs 50% of the Base Cost, and Speed is lowered by 10%.

Towing Limits

Towing reduces Agility by 1 for heavy ground vehicles. It is possible to take this modification more than once. A heavy vehicle has a penalty of -10% to its Speed every time it is taken, to a maximum of -70%.. Each additional selection of the towing option doubles the towing capacity, including the approximate number of Space in the trailer and increases the Base Price of the vehicle by 10%. Note that the Towing modification used no Spaces; the Spaces noted below is approximately how much the vehicle can tow. All ground vehicles can be equipped for towing. Towing reduces Agility by 1 for heavy ground vehicles. It is possible to take this modification more than once. A light ground vehicle has a penalty of -10% to its Speed every time it is taken, to a maximum of -70%. Each additional selection of the towing option after the first doubles the Towing Capacity, including the approximate number of Spaces in the trailer and costs 10% of the Base Cost.
Towing Capacity Spaces *
2,000 kg 10
* This is the Spaces available in the trailer being towed, not how many Spaces are used in the vehicle.

Tunnelling Machines

Any heavy tracked vehicle can be made a tunnelling machine. This costs Cr. 25,000 per Space of vehicle and changes the skill required to Drive (mole). It allows movement through solid earth of TL x 10 metres per hour. Speed through dense rock is only TL x 1 metres per hour.

Railed

Ground vehicles can be designed to run on rails, either as an addition to their normal road movement, or instead of it. As a modification, the ability to perform rail travel takes 2 Spaces and costs 50% of the Base Cost. This allows rail travel at 75% of the vehicle’s Speed. If the vehicle is designed to run on rails only, it take no Spaces, and costs 25% of the Base Cost. A rail-only vehicle adds 25% to its Speed. They can also be designed to operate on air film tracks, which requires 3 Spaces, and costs 100% of the Base Cost. This doubles the vehicle’s Speed. A maglev version would require 4 Spaces, and costs 200% of the Base Cost. This triples the vehicle’s Speed. Finally, the vehicle can be designed to ride a grav rail. This requires 5 Spaces, and costs 300% of the Base Cost. This multiples the vehicle’s Speed by four. Airfilm, maglev and grav rail systems have to be the only propulsion system on a Heavy Ground Vehicle, and cannot be used as add-ons. Chassis Type: Train

Locomotive Construction

Skill Drive (wheeled)
Number of Spaces 34-4500
Cost per Space Cr4000 per Space Pulled
Structure 1 per 10 Spaces Pulled
Hull 1 per 10 Spaces Pulled
Agility -4
Tech Level 3
Shipping Size 1 ton per 10 Spaces Pulled
The engine itself can have up to 30 Spaces, which is taken from the total being pulled. Engines can have any applicable vehicle modification.

Speed and Range

Tech Level Speed Range Max. Spaces
3 40 200 600
4-5 80 400 1,200
6-7 120 600 2,400
8-9 140 800 3,600
10+ 160 1,000 4,500

Range Increases

Increased range for trains usually comes in the form of extra fuel, which can be stored in towed rail cars. Each doubling of range requires an extra 30 Spaces dedicated to fuel storage. Fuel cars cost the same as rail cars, below.

Train Cars

Train cars can be any size, but are usually between 20 and 40 Spaces. Cars cost Cr2000 per space. Any applicable vehicle modification can be added to train cars, like life support, hostile environment protection, armour and weapons. Cargo cars can be designed with Open Cargo Beds.

Airfilm Train (TL 9)

First available at TL 9, the airfilm train uses a high-pressure cushion of air to achieve very high loads on its monorail track. It is unable to handle steep gradients, however. Power is obtained from a turbine or compact fusion plant on the locomotive, which feeds high pressure air to the attached cars. Airfilm cars have to be enclosed. Airfilm trains are faster than conventional trains but pull fewer cars. Double Speed and halve the number of Spaces. Cost is 50% higher for the locomotive and 100% higher for the cars.

MagLev Train (TL 8)

The maglev train uses electromagnets to support the train above its monorail track. Power is provided by induction via the track and so range is effectively unlimited. Due to the speed of a maglev, the cars have to be enclosed. Maglev trains are faster than conventional trains, and they triple Speed. Range, however, is unlimited so long as the monorail can continue to supply power. Cost is 100% higher for the locomotive and 100% higher for the cars.

Grav Rail Train (TL 13)

Grav rail uses weak grav modules to support the train at high speed along the power and guide rail. At high Tech Levels, the grav train floats clear of the rail, supported and guided by repulsors along its length. The front and rear cars, generally labelled ‘the locomotives’ have both gravitic lift and thrust, while the intervening cars have only lift modules. Power is supplied via the rail for effectively unlimited range. Grav rail trains are faster than any other train type and can pull as many cars as a conventional engine. Multiply Speed by five. Range is unlimited so long as the monorail can continue to supply power. Cost is three times higher for the locomotive and double the price for the cars.

Track Costs

Conventional train track costs Cr. 100,000 per kilometre on flat, open land. In heavy, mountainous terrain it can rise up to MCr. 1 per kilometre. Airfilm track is twice this cost. Maglev and Grav Rail track is three times this cost

Light Duty Rails (TL 2)

These rails are designed to support the relatively light loading common in muscle-powered rail systems. That cannot support the weight of conventional powered locomotives and rail cars. They can also support Light Ground Vehicles, but not Heavy vehicles. These rails cost Cr. 5,000 per 100 meters.

Modifications

Additional Spaces

Locomotives can add space, at a cost of 10% of the Base Cost per added Space. Up to 4 Spaces can be added this way.

Subways

Subways are simply conventional trains operating underground. Track cost is MCr. 1 extra per kilometre.

Tube Trains

Tube trains are airfilm, maglev or grav rail trains that travel underground in excavated tunnels. The trains and cars must have the Vacuum Environment Protection and Life Support modifications. The tunnels cost MCr. 10 extra per kilometre and are only available at TL 12 and higher. Speed is multiplied by 10, however. Chassis Type: Light Hovercraft

Light Hovercraft Construction

Skill Drive (hover)
Number of Spaces 1-10
Cost per Space 20,000
Structure 1 per 4 Spaces
Hull 1 per 4 Spaces
Agility +1
Tech Level 5
Shipping Size 1/2 ton per Space
Tech Level Speed Range
5 100 300
6-7 150 400
8-9 200 500
10-11 250 600
12+ 300 700

Modifications

Jump Jets

Jump jets are used for crossing obstacles but can be used to allow the hovercraft to fly, albeit no higher than 100 metres. Operating the hovercraft in this way would require Flyer (aerodyne), rather than Drive (hovercraft). Just using it to cross small obstacles, less than five metres tall, only requires the Drive (hovercraft) skill. Jump jets cost 50% of the Base Cost, and each 100 metres travelled in jump jet mode uses 500 meters (0.5 kilometres) of range, with Speed reduced to 25% of normal. Chassis Type: Heavy Hovercraft

Heavy Hovercraft Construction

Skill Drive (hover)
Number of Spaces 10-400
Cost per Space 40,000
Structure 1 per 3 Spaces
Hull 1 per 3 Spaces
Agility +1
Tech Level 5
Shipping Size  ½ ton per Space

Range and Speed

Tech Level Speed Range
5 100 600
6-7 150 800
8-9 200 1,000
10-11 250 1,200
12+ 300 1,400

Modifications

AFV (Armoured Fighting Vehicle)

Large hover vehicles may be designated as AFVs at time of construction. This doubles the Base Cost and complexity, and takes up 10% (round up) of the vehicle’s Spaces. Range and Speed are reduced by 25%. AFVs use modified rules for armour.

Jump Jets

Jump jets are used for crossing obstacles but can be used to allow the hovercraft to fly, albeit no higher than 100 metres. Operating the hovercraft in this way would require Flyer (aerodyne), rather than Drive (hovercraft). Just using it to cross small obstacles, less than five metres tall, only requires the Drive (hovercraft) skill. Jump jets cost 50% of the Base Cost, and each 100 metres travelled in jump jet mode uses 500 meters (0.5 kilometres) of range, with Speed reduced to 25% of normal. Chassis Type: Light Grav Vehicle

Light Grav Vehicle Construction

Skill Flyer (grav)
Number of Spaces 1-10
Cost per Space 50,000
Structure 1 per 2 Spaces
Hull 1 per 2 Spaces
Agility +1
Tech Level 8
Shipping Size  ½ ton per Space

Speed and Range

Tech Level Speed Range
8 300 1,000
9-10 400 2,000
11-12 500 3,000
13-14 600 4,000
15+ 700 5,000

Streamlined

Any closed grav vehicle can be designed with a high-speed Streamlined hull. This costs 300% of the Base Cost, loses 10% of the vehicle’s Spaces and multiplies Speed by 5. Chassis Type: Heavy Grav Vehicle

Heavy Grav Vehicle Construction

Skill Flyer (grav)
Number of Spaces 10-100
Cost per Space 100,000
Structure 1 per 2 Spaces
Hull 1 per 2 Spaces
Agility +1
Tech Level 8
Shipping Size  ½ ton per Space

Speed and Range

Tech Level Speed Range
8 300 1,000
9-10 350 2,000
11-12 400 3,000
13-14 500 4,000
15+ 600 5,000

AFV (Armoured Fighting Vehicle)

A heavy grav vehicle may be designated an AFV at time of construction. This costs 100% of the Base Cost and takes up 10% (round up) of a vehicle’s Spaces. It also decreases the grav vehicle’s Range by 50%.

Airframe

Any closed grav vehicle can be designed with a high-speed Streamlined hull. This costs 300% of the Base Cost, loses 10% of the vehicle’s Spaces and multiplies Speed by 5. Chassis Type: Light Helicopter

Light Helicopter Construction

Skill Flyer (rotor)
Number of Spaces 1-10
Cost per Space 25,000
Structure 1 per 4 Spaces
Hull 1 per 4 Spaces
Agility +1
Tech Level 5
Shipping Size 1 ton per Space

Speed and Range

Tech Level Speed Max Speed Range Take-off Radius
5-6 100 300 1,000 30m
7-8 150 400 2,000 26m
9-10 200 500 3,000 22m
11-12 250 600 4,000 20m
13+ 300 700 5,000 18m

Modifications

Extended Operational Environment Range

It is possible to design aircraft with a wider operational environment range. This costs 100% of the Base Cost of the aircraft but allows it to be used within two digits of the UPP size and atmosphere values instead of just one. These aircraft also suffer a -1 to Agility in all environments.

Water Landing Ability

This allows the aircraft the ability to land and take-off from water, usually by adding floats or pontoons. This is a removable option and can be added at any time. It costs 10% of the Base Cost, reduces Speed by 10% and reduces Agility by 1.

Folding Wings/Rotors

Aircraft can be designed with folding wings and/or rotors to allow them to be stored more efficiently. Cost is 25% of the Base Cost. The Shipping Size of the aircraft is reduced by 25%. Chassis Type: Heavy Helicopter

Heavy Helicopter Construction

Skill Flyer (rotor)
Number of Spaces 11-80
Cost per Space 50,000
Structure 1 per 3 Spaces
Hull 1 per 3 Spaces
Agility -1
Tech Level 6
Shipping Size 2 tons per Space

Speed and Range

Tech Level Speed Max Speed Range Take-off Radius
6 80 300 1,000 80m
7-8 120 400 2,000 70m
9-10 160 500 3,000 60m
11+ 200 600 4,000 50m

Modifications

Extended Operational Environment Range

It is possible to design aircraft with a wider operational environment range. This costs 100% of the Base Cost of the aircraft but allows it to be used within two digits of the UPP size and atmosphere values instead of just one. These aircraft also suffer a -1 to Agility in all environments.

Water Landing Ability

This allows the aircraft the ability to land and take-off from water, usually by adding floats or pontoons. This is a removable option and can be added at any time. It costs 10% of the Base Cost, reduces Speed by 10% and reduces Agility by 1.

Folding Wings/Rotors

Aircraft can be designed with folding wings and/or rotors to allow them to be stored more efficiently. Cost is 25% of the Base Cost. The Shipping Size of the aircraft is reduced by 25%. Chassis Type: Airship

Airship Construction

Skill Flyer (airship)
Number of Spaces 10-1,000
Cost per Space 20,000
Structure (Gondola) 1 per 5 Spaces
Hull 1 per 5 Spaces
Structure (Envelope) 1 per Space
Agility -4
Tech Level 4
Shipping Size 1/2 ton per Space + Envelope

Speed and Range

Tech Level Speed Range
3 80 2,000
4-5 100 4,000
6-7 120 6,000
8-9 140 8,000
10-11 160 10,000
12+ 180 12,000

Airship Envelopes

Envelope Structure measures the amount of damage the lift envelope can sustain before losing integrity. All non-explosive weapons inflict only 1 point of damage to the envelope for each hit. Automatic weapons inflict damage equal to their Auto Rating.

Envelope Size

Envelope size is a function of world size, world atmosphere and number of Spaces of the airship. Multiply world size by number of Spaces and then multiply by 200 for Very Thin atmospheres, 50 for Thin atmospheres, 20 for Standard atmospheres and 10 for Dense atmospheres. This is the size of the lift envelope in displacement tons. A drained and deflated is reduced to only 1% of the inflated size.

Weathervaning

Avoiding drifting and possible damage will require a Flyer (airship) check. Failure causes Structural damage to the envelope, as shown in the table below.
Wind Speed km/h Agility Penalty Skill Check/Damage
20-40 -1
41-60 -2 Routine, 2
61-80 -3 Hard, 4
81-100 -4 Difficult, 8
101+ -5 Impossible, 16
There is a bonus of +1 per 2 Tech Levels above TL 3 on the check to avoid damage. So +1 at TL 5, +2 at TL 7, +3 at TL 9, and +4 at TL 11

Modifications

Lifting Body Hull

This modification costs 300% of Base Cost and doubles Speed. Lifting body designs need twice their internal Spaces (in metres) to take-off and land when fully-loaded. Lifting body designs reduce Weathervaning Agility penalties by 2 (minimum zero) and add +2 DM to the Flyer (airship) check to avoid damage.

Magnus Effect

A Magnus Effect airship is a sphere, with a gondola hanging underneath. The sphere rotates backwards as the airship moves forward, generating lift. It is a compact design not subject to weathervaning like large, cigar-shaped airships. Magnus Effect airships cost and additional 50% of the Base Cost, have Agility +2 and add 30 km/hr to their Speed.

Cyclo-crane

The Cyclo-crane is designed to carry all of its cargo externally and is little more than a rigid envelope, a cruciform set of airfoils midship and lines extending down from the nose and stern to the slung cargo below. Like the lifting body, the Cyclo-crane’s envelope can support the entire weight of the crane. The spinning airfoils provide additional lift to hoist cargo. A Cyclo-crane design can lift an additional 5 Spaces of external cargo (500 kg) per internal design Space not used for crew, amenities or internal cargo. Cyclo-cranes cost 50% of the Base Cost and reduce Speed by 90%.

Vacustat (TL 12)

The lift envelope can be replaced with a much smaller rigid shell, which is constructed of a very light-weight, but extremely strong, material like a fullerene. Instead of being filled with a gas, the shell contains pockets of pure vacuum, held by the super-strong material of the shell. This virtually eliminates the envelope. The vacustat is only possible at TL 12 and higher. Vacustats are much smaller and faster than other airships. A vacustat costs 400% of the Base Cost, doubles its Speed and the shell size, in displacement tons, is equal to the number of internal Spaces. Unlike other airships, though, the rigid shell of a vacustat is not collapsible for transport. Chassis Type: Light Aeroplane

Light Aeroplane Construction

Skill Flyer (wing)
Number of Spaces 1-10
Cost per Space 20,000
Structure 1 per 4 Spaces
Hull 1 per 4 Spaces
Agility +1
Tech Level 4
Shipping Size 1 ton per Space

Speed and Range

Tech Level Speed Range Take-off/Landing
4 150 300 400m/500m
5-6 250 600 300m/500m
7-8 350 1,200 300m/400m
9-10 450 2,400 200m/400m
11+ 550 4,800 200m/300m

Modifications

Tilt Rotor

When the Tilt Rotor modification is added to an aircraft, it gains the ability to takeoff vertically and hover like a helicopter. Once the rotors rotate forward to become propellers, the aircraft flies normally. As the technology becomes more advanced, the prop sizes become smaller, transitioning to ducted fans.
TL Take-off Radius Cost Agility
8-9 32m +300% +0
10-11 26m +300% +1
12-13 15m +200% +2
14+ 9m +200% +3

STOL

STOL (Short Take-Off and Landing) can be added to any aeroplane or jet, and allows the aircraft to take off and land in only 50% of the normal distance. STOL costs 50% of Base Cost .

Extended Operational Environment Range

It is possible to design aircraft with a wider operational environment range. This costs 100% of the Base Cost of the aircraft but allows it to be used within two digits of the UPP size and atmosphere values instead of just one. These aircraft also suffer a -1 to Agility in all environments.

Water Landing Ability

This allows the aircraft the ability to land and take-off from water, usually by adding floats or pontoons. This is a removable option and can be added at any time. It costs 10% of the Base Cost, reduces Speed by 10% and reduces Agility by 1.

Folding Wings/Rotors

Aircraft can be designed with folding wings and/or rotors to allow them to be stored more efficiently. Cost is 25% of the Base Cost. The Shipping Size of the aircraft is reduced by 25%. Chassis Type: Heavy Aeroplane

Heavy Aeroplane Construction

Skill Flyer (wing)
Number of Spaces 10-200
Cost per Space 30,000
Structure 1 per 3 Spaces
Hull 1 per 3 Spaces
Agility -1
Tech Level 4
Shipping Size 2 tons per Space

Speed and Range

Tech Level Speed Range Take-off/Landing
4 100 1,000 3,000/1,500
5-6 200 2,000 2,500/1,250
7-8 300 3,000 2,000/1,000
9-10 400 4,000 1,500/750
11+ 600 5,000 1,000/500

Modifications

Tilt Rotor

When the Tilt Rotor modification is added to an aircraft, it gains the ability to takeoff vertically and hover like a helicopter. Once the rotors rotate forward to become propellers, the aircraft flies normally. As the technology becomes more advanced, the prop sizes become smaller, transitioning to ducted fans.
TL Take-off Radius Cost Agility
8-9 88m +300% +0
10-11 60m +300% +1
12-13 33m +200% +2
14+ 20m +200% +3

STOL

STOL (Short Take-Off and Landing) can be added to any aeroplane or jet, and allows the aircraft to take off and land in only 50% of the normal distance. STOL costs 50% of Base Cost .

Extended Operational Environment Range

It is possible to design aircraft with a wider operational environment range. This costs 100% of the Base Cost of the aircraft but allows it to be used within two digits of the UPP size and atmosphere values instead of just one. These aircraft also suffer a -1 to Agility in all environments.

Water Landing Ability

This allows the aircraft the ability to land and take-off from water, usually by adding floats or pontoons. This is a removable option and can be added at any time. It costs 10% of the Base Cost, reduces Speed by 10% and reduces Agility by 1.

Folding Wings/Rotors

Aircraft can be designed with folding wings and/or rotors to allow them to be stored more efficiently. Cost is 25% of the Base Cost. The Shipping Size of the aircraft is reduced by 25%. Chassis Type: Light Jet

Light Jet Construction

Skill Flyer (wing)
Number of Spaces 2-20
Cost per Space 100,000
Structure 1 per 4 Spaces
Hull 1 per 4 Spaces
Agility +1
Tech Level 5
Shipping Size 1 ton per Space

Speed and Range

Tech Level Speed Range Take-off/Landing
5 300 1,000 3,000/1,500
6-8 500 2,000 2,500/1,250
9-11 700 4,000 2,000/1,000
12+ 900 7,000 1,500/750

Modifications

Supersonic

This multiples Speed by 4, and costs 300% of the Base Cost.

Tilt Jet

When the Tilt Jet modification is added to an aircraft, it gains the ability to takeoff vertically and hover like a helicopter. Once the jets rotate forward the aircraft flies normally. Tilt-jets are much more compact than tilt-rotors This is distinct from VTOL aircraft, which are jet aircraft with variable thrust nozzles to achieve VTOL and forward flight.
TL Cost Agility
8-9 +300% +0
10-11 +300% +1
12-13 +200% +2
14+ +200% +3
Take-off Radius is based on that of a helicopter in the same size category (light or heavy) as the aircraft.

VTOL

VTOL (Vertical Take-Off and Landing) is a modification to a jet aircraft to enable vertical take-off and landing by vectored thrust. The use of vectored thrust also makes these aircraft very manoeuvrable. However, VTOL aircraft have a decreased Range when compared to a similar non-VTOL aircraft, and are more complex and expensive
TL Cost Agility Range
6 +100% +1 -50%
7-8 +100% +2 -40%
9-10 +100% +3 -30%
11-12 +100% +4 -20%
13+ +100% +5 -10%

STOL

STOL (Short Take-Off and Landing) can be added to any aeroplane or jet, and allows the aircraft to take off and land in only 50% of the normal distance. STOL costs 50% of Base Cost .

Extended Operational Environment Range

It is possible to design aircraft with a wider operational environment range. This costs 100% of the Base Cost of the aircraft but allows it to be used within two digits of the UPP size and atmosphere values instead of just one. These aircraft also suffer a -1 to Agility in all environments.

Water Landing Ability

This allows the aircraft the ability to land and take-off from water, usually by adding floats or pontoons. This is a removable option and can be added at any time. It costs 10% of the Base Cost, reduces Speed by 10% and reduces Agility by 1.

Folding Wings/Rotors

Aircraft can be designed with folding wings and/or rotors to allow them to be stored more efficiently. Cost is 25% of the Base Cost. The Shipping Size of the aircraft is reduced by 25%. Chassis Type: Heavy Jet
Skill Flyer (wing)
Number of Spaces 20-800
Cost per Space 200,000
Structure 3 per 4 Spaces
Hull 3 per 4 Spaces
Agility -1
Tech Level 5
Shipping Size 2 ton per Space
Tech Level Speed Range Take-off/Landing
5 300 1,000 5,000/4,000
6-8 400 4,000 4,500/3,500
9-11 600 7,000 4,000/3,000
12+ 800 10,000 3,500/2,000

Modifications

Supersonic

Jets can be designed as supersonic aircraft. This multiples Speed by 4, and costs 300% of the Base Cost.

Tilt Jet

When the Tilt Jet modification is added to an aircraft, it gains the ability to takeoff vertically and hover like a helicopter. Once the jets rotate forward the aircraft flies normally. Tilt-jets are much more compact than tilt-rotors This is distinct from VTOL aircraft, which are jet aircraft with variable thrust nozzles to achieve VTOL and forward flight.
TL Cost Agility
8-9 +300% +0
10-11 +300% +1
12-13 +200% +2
14+ +200% +3

VTOL

VTOL (Vertical Take-Off and Landing) is a modification to a jet aircraft to enable vertical take-off and landing by vectored thrust. The use of vectored thrust also makes these aircraft very manoeuvrable. However, VTOL aircraft have a decreased Range when compared to a similar non-VTOL aircraft, and are more complex and expensive
TL Cost Agility Range
6 +100% +1 -50%
7-8 +100% +2 -40%
9-10 +100% +3 -30%
11-12 +100% +4 -20%
13+ +100% +5 -10%

STOL

STOL (Short Take-Off and Landing) can be added to any aeroplane or jet, and allows the aircraft to take off and land in only 50% of the normal distance. STOL costs 50% of Base Cost .

Extended Operational Environment Range

It is possible to design aircraft with a wider operational environment range. This costs 100% of the Base Cost of the aircraft but allows it to be used within two digits of the UPP size and atmosphere values instead of just one. These aircraft also suffer a -1 to Agility in all environments.

Water Landing Ability

This allows the aircraft the ability to land and take-off from water, usually by adding floats or pontoons. This is a removable option and can be added at any time. It costs 10% of the Base Cost, reduces Speed by 10% and reduces Agility by 1.

Folding Wings/Rotors

Aircraft can be designed with folding wings and/or rotors to allow them to be stored more efficiently. Cost is 25% of the Base Cost. The Shipping Size of the aircraft is reduced by 25%. Chassis Type: Light Aerodyne

Light Aerodyne Construction

Skill Flyer (rotor)
Number of Spaces 2-10
Cost per Space 30,000
Structure 1 per 4 Spaces
Hull 1 per 4 Spaces
Agility +2
Tech Level 7
Shipping Size 1 ton per Space

Speed and Range

Tech Level Speed Range
7 200 300
8-9 300 450
10-11 400 600
12+ 500 750

Modifications

Extended Operational Environment Range

It is possible to design aircraft with a wider operational environment range. For aerodynes this costs 200% of the Base Cost of the aircraft but allows it to be used within two digits of the UPP size and atmosphere values instead of just one. Aerodynes do not suffer Agility penalties for the Extended Operational Range Modification. Chassis Type: Heavy Aerodyne

Heavy Aerodyne Construction

Skill Flyer (aerodyne)
Number of Spaces 10-50
Cost per Space 60,000
Structure 1 per 3 Space
Hull 1 per 3 Space
Agility +1
Tech Level 7
Shipping Size 1 ton per Space

Speed and Range

Tech Level Speed Range
7 200 400
8-9 300 600
10-11 400 800
12+ 500 1,000

Modifications

Extended Operational Environment Range It is possible to design aircraft with a wider operational environment range. For aerodynes this costs 200% of the Base Cost of the aircraft but allows it to be used within two digits of the UPP size and atmosphere values instead of just one. Aerodynes do not suffer Agility penalties for the Extended Operational Range Modification. Chassis Type: Light Walker

Light Walker Construction

Skill Drive (walker)
Number of Spaces 2-10
Cost per Space 10,000
Structure 1 per 4 Spaces
Hull 1 per 4 Spaces
Agility +1
Tech Level 8
Shipping Size 1 ton per Space

Speed and Range

Tech Level Speed Range
8 50 150
9-10 100 300
11-12 150 450
13-14 200 600
15+ 250 750

Legs

All walkers are assumed to have two legs. A walker can have up to 8 legs. Each extra pair of legs costs 50% of the Base Cost of the vehicle, and consumes 10% of available Spaces (minimum of 1 Space). Each set of additional legs add a +1 DM for manoeuvres on Rough or Uneven ground. Having four or more legs also grants a +1 DM on To Hit rolls conducted by that vehicles weapons.

Walker Height

Two-legged walkers are 1.5 meters tall per point of Hull. Each additional set of legs subtracts 1 meter from that height, with a minimum height equal to the Hull Rating. Chassis Type: Heavy Walker

Heavy Walker Construction

Skill Drive (walker)
Number of Spaces 10-50
Cost per Space 20,000
Structure 1 per 3 Spaces
Hull 1 per 3 Spaces
Agility -1
Tech Level 10
Shipping Size 1.5 tons per Space

Speed and Range

Tech Level Speed Range
8 50 150
9-10 100 300
11-12 150 450
13-14 200 600
15+ 250 750
Legs All walkers are assumed to have two legs. A walker can have up to 8 legs. Each extra pair of legs costs 50% of the Base Cost of the vehicle and consumes 10% of available Spaces (minimum of 1 Space ) Each set of additional legs add a +1 DM for manoeuvres on Rough or Uneven ground. Having four of more legs also grants a +1 DM on To Hit rolls conducted by that vehicles weapons. Walker Height Two-legged walkers are 1.5 meters tall per point of Hull. Each additional set of legs subtracts 1 meter from that height, with a minimum height equal to the Hull Rating. Chassis Type: Boat
Skill Seafarer (motorboats)
Number of Spaces 1-20
Cost per Space 2,000
Structure 1 per 3 Spaces
Hull 1 per 3 Spaces
Agility 0
Tech Level 4
Shipping Size  ½ ton per Space
Tech Level Speed Range
4-5 40 200
6-8 60 400
9-11 90 800
12+ 120 1,200

Modifications

Only one of these may be chosen for a boat.

Hydrofoil

Adding Hydrofoils to a surface vessel triples its Speed. The Hydrofoil will rise up out of the water on its foils at the vehicle’s normal top Speed and can then go up to three times faster. Cost is 300% of Base Cost.

Wave-piercing Hull

The Wave-piercing Hull puts the payload on streamlined pillars above the water that connect to power/fuel modules that run underwater. Interface friction is much reduced, allowing the Wave-piercing Hull to be much more efficient and stable. This increases its Speed by 10% and Range by 50%. It uses 5% of a vehicle’s Spaces (round up) and costs 200% of the Base Cost.

Multi-hull

A catamaran or trimaran hull increases speed and stability. The cost is 50% of the Base Cost. Multi-hull vessels grant a +1 DM to checks made to land aircraft and other vehicles upon them. They also negate up to a -2 penalty to weapon fire due to Speed and/or rough seas. Chassis Type: Small Ship

Small Ship Construction

Skill Seafarer (ocean ships)
Number of Spaces 20-200
Cost per Space 4,000
Structure 1 per 2 Spaces
Hull 1 per 2 Spaces
Agility -3
Tech Level 3
Shipping Size  ½ ton per Space

Speed and Range

Tech Level Speed Range
3-4 20 1,000
5-6 40 2,000
7-8 60 3,000
9-10 80 4,000
11-12 100 5,000

Modifications

Only one of these may be chosen for a ship.

Hydrofoil

Adding Hydrofoils to a surface vessel triples its Speed. The Hydrofoil will rise up out of the water on its foils at the vehicle’s normal top Speed and can then go up to three times faster. Cost is 300% of Base Cost.

Wave-piercing Hull

The Wave-piercing Hull puts the payload on streamlined pillars above the water that connect to power/fuel modules that run underwater. Interface friction is much reduced, allowing the Wave-piercing Hull to be much more efficient and stable. This increases its Speed by 10% and Range by 50%. It uses 5% of a vehicle’s Spaces (round up) and costs 200% of the Base Cost.

Multi-hull

A catamaran or trimaran hull increases speed and stability. The cost is 50% of the Base Cost. Multi-hull vessels grant a +1 DM to checks made to land aircraft and other vehicles upon them. They also negate up to a -2 penalty to weapon fire due to Speed and/or rough seas. Chassis Type: Large Ship

Large Ship Construction

Skill Seafarer (ocean ships)
Number of Spaces 200-1,000
Cost per Space 8,000
Structure 1 per 2 Spaces
Hull 1 per 2 Spaces
Agility -6
Tech Level 3
Shipping Size 1 ton per Space

Speed and Range

Tech Level Speed Range
3-4 20 2,000
5-6 40 4,000
7-8 60 6,000
9-10 80 8,000
11-12 100 10,000

Modifications

Only one of these may be chosen for a ship.

Hydrofoil

Adding Hydrofoils to a surface vessel triples its Speed. The Hydrofoil will rise up out of the water on its foils at the vehicle’s normal top Speed and can then go up to three times faster. Cost is 300% of Base Cost.

Wave-piercing Hull

The Wave-piercing Hull puts the payload on streamlined pillars above the water that connect to power/fuel modules that run underwater. Interface friction is much reduced, allowing the Wave-piercing Hull to be much more efficient and stable. This increases its Speed by 10% and Range by 50%. It uses 5% of a vehicle’s Spaces (round up) and costs 200% of the Base Cost.

Multi-hull

A catamaran or trimaran hull increases speed and stability. The cost is 50% of the Base Cost. Multi-hull vessels grant a +1 DM to checks made to land aircraft and other vehicles upon them. They also negate up to a -2 penalty to weapon fire due to Speed and/or rough seas. Chassis Type: Light Submersible
Skill Seafarer (submarine)
Number of Spaces 1-10
Cost per Space 50,000
Structure 1 per 2 Spaces
Hull 1 per 2 Spaces
Agility -2
Tech Level 4
Shipping Size 2 tons per Space
Tech Level Speed Range Safe Dive Depth Crush Depth Life Support
4-5 15 50 50 150 50
6-8 25 100 200 600 100
9-11 60 150 600 1,800 200
12-14 80 200 2,000 6,000 400
15+ 120 250 4,000 12,000 Indefinite
In addition to the information used by other vehicles, submersibles are rated by their Safe Dive Depth and Crush Depth, which are listed in metres and derived from Tech Level. Submersible Safe Dive and Crush Depth scores are calculated for a size 8 world, like Earth. For each point of size difference, up or down, add or subtract (respectively) 10% from the Safe Dive and Crush Depth scores. Life Support lists the number of days a submersible can support its crew without resurfacing for air. An Open light submersible is a vehicle like a dive sled, un-pressurised, with a place for divers and air connections for long-distance travel.

Modifications

Supercavitating Drive

The Supercavitating Drive consists of a blower to surround the submersible with a bubble of atmosphere and a rocket to propel it. Supercavitating Drives can power a submersible to up to 1,000 km/h under water, depending on Tech Level.
TL % of Spaces Used Min # of Spaces Speed Range Cost
8-9 40% 10 700 700 800% of Base
10-11 30% 7 800 1,600 600% of Base
12-13 20% 5 900 1,800 400% of Base
14+ 10% 2 1,000 2,000 200% of Base

Increased Safe Depth/Crush Depth

Each 50% increase in both Safe Depth/Crush Depth costs 100% of the Base Cost of the submersible. All submersibles already have the Life Support and Hostile Environment Protection options. Extended or Advanced Life Support must be purchased separately. Chassis Type: Heavy Submersible
Skill Seafarer (submarine)
Number of Spaces 11-500
Cost per Space 100,000
Structure 1 per Space
Hull 1 per Space
Agility -4
Tech Level 4
Shipping Size 3 tons per Space
Tech Level Speed Range Safe Dive Depth Crush Depth Life Support
4-5 10 500 50 150 50
6-8 20 1000 200 600 200
9-11 50 1500 600 1,800 500
12-14 70 2000 2,000 6,000 1,200
15+ 100 2500 4,000 12,000 Indefinite
In addition to the information used by other vehicles, submersibles are rated by their Safe Dive Depth and Crush Depth, which are derived from Tech Level. Submersible Safe Dive and Crush Depth scores are calculated for a size 8 world, like Earth. For each point of size difference, up or down, add or subtract (respectively) 10% from the Safe Dive and Crush Depth scores. Life Support lists the number of days a submersible can support its crew without resurfacing for air. An Open light submersible is a vehicle like a dive sled, un-pressurised, with a place for divers and air connections for long-distance travel.

Modifications

Supercavitating Drive

The Supercavitating Drive consists of a blower to surround the submersible with a bubble of atmosphere and a rocket to propel it. Supercavitating Drives can power a submersible to up to 1,000 km/h under water, depending on Tech Level.
TL % of Spaces Used Min # of Spaces Speed Range Cost
8-9 40% 10 700 700 800% of Base
10-11 30% 7 800 1,600 600% of Base
12-13 20% 5 900 1,800 400% of Base
14+ 10% 2 1,000 2,000 200% of Base

Increased Safe Depth/Crush Depth

Each 50% increase in both Safe Depth/Crush Depth costs 100% of the Base Cost of the submersible. All submersibles already have the Life Support and Hostile Environment Protection options. Extended or Advanced Life Support must be purchased separately. Adding Armour and Weapons

Base Armour Ratings

All vehicles have a Base Armour Rating based on their Tech Level. This is the Armour the vehicle comes with as standard, as part of its construction.
Tech Level Base Armour Rating Typical Material Alternative Material
0-2 1 Wood
3-5 2 Iron Steel
6-8 3 Steel Composites
9-11 4 Crystaliron Steel Synthetics, fullerenes
12-14 5 Superdense Advanced Composites, cast diamond
15-17 6 Bonded Superdense Cerametals, spun diamond
18+ 7 Coherent Superdense

Adding Armour to Vehicles

It costs 10% of the Base Cost of a vehicle to increase its Armour by an amount equal to its Base Armour Rating. The maximum Armour score for a vehicle is five times its Base Armour Rating. For every increase in Armour equal to the Base Armour Rating, the Speed of the vehicle is reduced by 10 kph for ground and sea vehicles, 25 kph for hover craft and grav vehicles, and 100 kph for all aircraft, including helicopters and aerodynes. For sailing vehicles, speed is reduced by 10% for every increase. Retro-fitting Armour If Armour is added after construction, each increase in Armour equal to the Base Armour Rating for the Tech Level of the world doing the retrofitting costs an additional 100% of the Base Cost. Each increase in armour equal to the Base Armour Rating, the Speed of the vehicle is reduced by 20 kph for ground and sea vehicles, 50 kph for hover craft and grav vehicles, and 200 kph for all aircraft, including helicopters and aerodynes. Agility is also decreased by 1 for each increase equal to the base armour rating. The maximum Armour added in this way can be no more than three times the Base Armour Rating.

Armoured Fighting Vehicles

AFVs (Armoured Fighting Vehicles) are designed a little differently. As they are designed for combat, their chassis incorporates composite armours, cavity armour, sloped hulls and whatever else is appropriate for their Tech Level. The Base Armour Rating for AFVs is doubled, and they can have a maximum amount of Armour equal to fifteen times their Base Armour Rating. AFVs reduce their top speed by 5 km/h per increase for ground vehicles, 15 kph per increase for hover craft, and 20 kph per increase for grav vehicles.

Armour Allocation (Optional Rule)

AFVs can allocate Armour to separate locations. There are six separate locations: Front, Rear, Right, Left, Top and Bottom. Vehicles with turrets have additional faces of Turret Front and Turret Side/Rear. Armour can be reallocated from one location to another, with the only caveat that Right and Left Armour have to be equal. Any location can have its Armour changed by no more than +/- 50% Turrets will either have the Base Armour Rating for both locations, or else the Turret Front will equal the Front Armour and Turret Side/Rear will equal the Side Armour scores. The TL maximum for Base Armour Ratings does not apply to Armour allocated in this way.

Weapon Mounts

To use weaponry with this design system, simply divide a weapon’s Mass by 250 and round up to determine the number of Spaces it requires.

Fixed Mount

A fixed mount has no cost and must simply be noted at time of construction. A fixed mount can be made to be modular, allowing a suitably equipped garage or hangar to change weapons according to mission profiles. A modular fixed mount will cost Cr. 5,000 per Space of the largest weapon that can be mounted upon it.

Pintle Mount and Ring Mount

Ring mounts and Pintle mounts can both hold weapons up to half a Space in size. Neither type is stabilised or offers any sort of fire control. Both pintle and ring mounts can be equipped with gun shields, which provide protection equal to 2 x the tech level of the vehicle, in the direction the weapon is facing. Weapon mounts do not add any Spaces to a vehicle. Weapons in a mount still count against the available Spaces in a vehicle. A weapon mount itself doesn’t take up any extra space, though there has to be Space for the crewmember at the mount. A vehicle can have 1 Ring or Pintle mount per 5 points of Hull Value, with minimum of 1. Pintle mounts cost Cr. 500, while ring mounts are Cr. 750. Gunshields for both cost Cr. 200 per point of armour

Powered Pintle Mount and Ring Mount (TL7)

Pintle and ring mounts are also available in powered versions at TL7, which can hold up to one Space worth of weapons and are stabilised so that there is no penalty to fire while moving. Powered versions cost Cr. 1,500 for the pintle mount, and Cr. 2,150 for the ring mount. A Gunshield can be added to either as normal.

Gun Ports

Gun ports are mounts for small arms. Gun ports cost Cr250 each, and require no Spaces. Gun Ports are used at Personal Weapon Ranges only, and do not benefit from stabilization or fire control.

Missile Bay/Bomb Bay/Torpedo Bay

Dedicated bays that carry just one type of weapon cost Cr. 5,000 per Space of weapon that they are designed to hold. Rate-of-fire is equal to the number of weapons in the bay, and bays can be reloaded. General purpose bays able to hold different types of weapon cost Cr. 10,000 per Space of weapon they are designed to hold. They can launch one missile or torpedo per round, or drop up to half their Space capacity in bombs.

Hard Points

The maximum amount of external ordnance that can be carried is equal to half of the vehicle’s Spaces. The number of hard points and capacity per hard point has to be declared at time of construction. Weapons on external hard points lower the vehicle’s Stealth by one class (Class I goes to no Stealth, class II goes to class I). Hard points cost Cr. 5,000 per Space of weapon that can be mounted.

Turrets

A small turret is only big enough to fit the weapons installed within it and is remotely controlled. Large turrets hold their installed weapons along with one or two operators. Small turrets cost Cr. 25,000 per Space of installed weaponry, plus the cost of the actual weapon. Small turrets can only hold up to five Spaces worth of weapons at TL 5, 6 Spaces at TL 7 and 7 Spaces at TL 9. At Tl 10 and higher they can hold 10 Spaces of weapons. A small turret takes up one additional Space itself. Large Turrets cost Cr. 50,000 per Space of installed weaponry, plus Cr. 20,000 per crew member. They take up 4 Spaces plus the number of Spaces used by weapons, along with 2 Spaces for every crew member. All turrets can be made into pop-up turrets. This doubles their cost and Space requirements, and gives a -2 penalty to any Recon or Investigate checks to determine if a vehicle is armed.

Pop-up Turrets

A turret can be concealed within a vehicle until required. A pop-up turret can be small or large, requires a number of Spaces equal to the size of the turret, and costs Cr10,000 per Space, in addition to the price of the turret.

Increased Ammunition

The extra ammunition itself must be purchased separately but the vehicle itself need only set aside 1 Space for every extra ‘magazine/clip’ of ammunition.

Improved Fire Control

Improved Fire Control can represent anything from gyro-stabilisation to laser-rangefinders and enhanced targeting sensors. Improved Fire Control provides a DM to hit when attacking with the weapon.
Fire Control DM Cost Minimum TL
+1 Cr. 10,000 6
+2 Cr. 25,000 8
+3 Cr. 50,000 10
+4 Cr. 100,000 12

Weapons

Weapon TL Cost Damage Auto Spaces Range Ammo /Space
120mm Cannon 8 Cr. 400,000 10D6 Super-AP No 10 Distant 30
12mm Light Gauss Cannon 12 MCr. 3 10D6 Mega-AP No 4 Very Distant 300
22mm Heavy Gauss Cannon 12 MCr. 10 14D6 Mega-AP No 18 Very Distant 100
35mm Rail Gun 9 Cr. 100,000 12D6 Super-AP No 28 Very Distant 200
60mm Antitank Gun 6 Cr. 56,000 7D6 Super-AP No 4 Distant 80
70mm Strafing Rocket Pod (7pack) 6 Cr. 4,000 8D6 14 1.5 Very Long 7
75mm Cannon 7 Cr. 160,000 8D6 Super-AP No 6 Distant 40
9lb Cannon 3 Cr. 2,600 9D6 No 2 Very Long 60
Advanced Flamethrower 8 Cr. 2,500 3D6+6 Flame N/A  ½ Medium 20
Advanced Light Autocannon 10 Cr. 10,000 6D6+4 SAP 8 1 Very Long 5,000
Advanced Support Weapon 10 Cr. 2,750 4D6SAP 4  ½ Rifle 10,000
Artillery Rocket Pod 5 Cr. 52,000 16D6 12 1.5 Distant 12
Blue-green Laser Cannon 10 MCr. 1.2 7D6 No 1 Very Long N/A
Disposable MLR Pod 10 Cr. 15,000 16D6 6 1 Distant 6
Fusion Z Gun 14 MCr. 8 28D6 Ultra-Destructive No 16 Distant N/A
Gatling Laser 8 Cr. 750,000 6D6 2 8 Distant N/A
Gatling Laser 12 MCr. 1.25 6D6 6 12 Distant N/A
Heavy Autocannon 6 Cr. 95,000 8D6 SAP No 3 Distant 3,000
Heavy Bomb 5 Cr. 4,000 14D6 AP No  ½ Very Distant
Heavy Hypervelocity Cannon 13 MCr. 26 18D6 Ultimate AP No 72 Very Distant 100
Heavy Machinegun 5 Cr. 10,000 5D6 AP 6 1 Rifle 7,000
Heavy Rotary Machinegun 8 Cr. 25,000 5D6 AP 10 1.5 Very Long 7,000
Heavy Torpedo 6 Cr. 2,200 14D6 No 8 Very Distant N/A
Hypervelocity Orbital Defence 14 MCr. 40 20D6 Ultimate AP No 140 Orbital 50
Improved Flamethrower 6 Cr. 1,400 4D6 Flame N/A  ½ Medium 20
Laser Cannon 9 MCr. 1 8D6 No 24 Distant N/A
Light Autocannon 6 Cr. 7,500 6D6 SAP 6 1 Very Long 5,000
Light Hypervelocity Gun 13 MCr. 14 16D6 Ultimate AP No 40 Very Distant 200
Light Machinegun 5 Cr. 3,000 3D6 SAP 6  ½ Rifle 12,000
Light Rotary Autocannon 7 Cr. 65,000 6D6 SAP 10 1 Very Long 5,000
Light Tac Missile (Anti-Air) 9 Cr. 3,000 9D6 No  ½ Extreme
Light Tac Missile (Anti-Armour) 9 Cr. 4,000 9D6 Super AP No  ½ Very Distant
Light Tac Missile (Anti-Personnel) 9 Cr. 1,800 9D6 No  ½ Very Distant
Medium Bomb 4 Cr. 1,200 12D6 No  ½ Very Distant
Medium Machinegun 6 Cr. 2,500 3D6+3 SAP 6  ½ Rifle 10,000
Medium Missile 7 Cr. 2,000 8D6+4 AP No 1 Extreme
Medium Mortar 5 Cr. 5,000 4D6 No  ½ Distant 10
Medium Rotary Machinegun 6 Cr. 5,000 3D6 10  ½ Rifle 10,000
Meson Accelerator 14 MCr. 20 18D6 No 240 Very Distant N/A
Plasma A Gun 10 MCr. 1 14D6 Destructive No 16 Very Long N/A
Plasma Missile 12 Cr. 3,200 8D6 Mega-AP No  ½ Extreme
RF Plasma B Gun 12 MCr. 1.5 14D6 Destructive 4 16 Distant N/A
Smart Torpedo 8 Cr. 2,800 12D6 No 5 Very Distant N/A
Sonic Cannon 10 Cr. 20,000 Stun No 5 Long N/A
Super Heavy Bomb 6 Cr. 10,000 16D6 Super-AP No 6 Very Distant
VRF Gauss Gun 12 Cr. 200,000 5D6 AP 12 4 Distant 20,000
Universal Modifications

Increased Speed

Each 10% increase in a vehicle’s Speed costs 10% of the Base Cost and uses 1 Space. The maximum Speed increase possible is 200% and requires 20 Spaces.

Decreased Speed

Each 10% decrease in a vehicle’s Speed reduces the final cost of the vehicle by 10% of its Base Cost and adds 1 Space to the design. The maximum Speed decrease is 30% for aeroplanes and jets, and 50% for everything else.

Increased Agility

Each +1 to Agility costs 50% of the Base Cost. The maximum increase to a vehicle’s Agility is +3.

Decreased Agility

Vehicles can also be built with lowered Agility, normally done for reasons of cost. Each reduction of -1 Agility reduces the final cost of the vehicle by 25% of its Base Cost. The maximum decrease to a vehicle’s Agility is -2.

Increased Structure

This involves reinforcing the vehicle’s structure with roll cages and strengthened beams. Each additional point of structure costs 20% of the Base Cost, with a maximum increase possible of 10% of the vehicle’s Structure.

Decreased Structure

This represents cheaper materials or poorer construction. Each point of Structure removed reduces the final cost of the vehicle by 10%. The maximum decrease possible is 25% of the vehicle’s Structure.

Increased Hull

This involves reinforcing the vehicle’s outer skin through stronger materials and superior design. Each additional point of Hull costs 20% of the Base Cost, with a maximum increase possible of 3 points.

Decreased Hull

This represents cheaper materials or poorer construction. Each point of Hull removed reduces the final vehicle cost by 10%. The maximum decrease possible is 3 points, with a minimum of one.

Increased Range

  • Greater Fuel Capacity: Every 33% added to a vehicle’s original Range subtracts 10% of available Spaces.
  • More Fuel Efficient: Every 10% added to a vehicle’s original Range costs 20% of the Base Cost.

Decreased Range

  • Lower Fuel Capacity: Smaller fuel tanks will free up Space at the cost of Range. Each 10% reduction in a vehicle’s original Range frees up half a Space.
  • Reduced Fuel Efficiency: Reduced fuel efficiency, from lower technology or less efficient engines, reduces the final cost of the vehicle. Each 25% reduction in a vehicle’s original Range lowers the vehicle’s cost by 10%.

Open Top

This is an open passenger area, which reduces the final cost by 10% of the Base Cost. Aeroplanes and jets cannot have an Open Top.

Open Cargo Bed

Reduces the final cost by 20% of the Base Cost. Aeroplanes and jets cannot have Open Cargo Beds. Open Top and Open Cargo Bed combined reduce the base price by 25%.

Open Frame

Selecting Open Frame means that no Armour can be fitted aside from sheets of cloth armour (Armour 1). However, this reduces the final cost by 50% of the Base Cost.

Universal Control Modifications

Primitive Controls (TL 2)

Primitive controls give a -1 penalty to Agility. Primitive controls subtract 20% from the base cost of the vehicle. Vehicles with primitive controls can go no faster then 50 km/h.

Basic Controls (TL 4)

This is the default control set-up, with no modifiers.

Advanced Controls (TL 8)

This is usually advanced drive-by-wire systems with heads-up displays. Costs Cr. 10,000 plus 10% of Base Cost. Adds +1 to Agility.

Exo-skeleton Linkage (TL 10)

The exo-link is a system for translating body movements into vehicle actions. Exo-controls cost Cr. 100,000, plus 50% of the Base Cost. Exo-rigs add +1 to Agility and +1 DM to Initiative checks.

Neural Link (TL 12)

The neural link is a true mind-machine linkage and allows an operator to control the vehicle with their mind alone. This gives a +2 DM to Initiative and a +2 bonus to Agility. A Neural Link costs Cr. 50,000, plus 100% of the Base Cost.

Autopilot

Autopilots are available for aircraft and sea vessels starting at TL 5 and other ground vehicles at TL 9. Autopilot systems are at skill level 0 at their Tech Level of introduction and increase their skill level by 1 for every two Tech Levels thereafter, to a maximum of 3. Autopilots cost Cr. 2,000 + Cr. 5,000 per skill level.

Power Modifications

Additional Drive System Modifications

This adds a secondary drive system or an alternate environment capability to the vehicle. Improvements can be made to secondary drive systems as normal though Speed can only be doubled, and Agility can only be increased by +1 maximum. Cost multiples for performance improvements are based on the Base Cost as normal. Aquatic Drive:This includes such things as a water-tight hull, props or water-jets for propulsion, and a snorkel. This modification can be added to ground vehicles, helicopters, grav vehicles, airships, aircraft and jet aircraft. It cannot be used with tilt-jet, VTOL jet, or aerodyne aircraft, hovercraft, or vehicles that can already traverse water. It costs 100% of the Base Cost. A vehicle with Aquatic Drive has the base same movement as an equivalent sea vehicle (Boat, Light Ship or Heavy Ship) of the same TL. Agility has an additional -1 penalty, and Range in Aquatic mode is 10% of the equivalent sea vehicle. Ground Drive: This is more than just a set of wheels for operating at an airport. It is a modification that makes an aerial vehicle properly road-worthy. At higher Tech Levels this includes an interface to local traffic control systems. It can be added to any Light Aeroplane, Light Helicopter, Light Grav Vehicle or Light Aerodyne. It costs 50% of the Base Cost. A vehicle with Ground Drive has the base same movement as an equivalent Ground Vehicle (Light or Heavy) of the same TL. Agility has an additional -1 penalty, and range in Ground Drive mode is half that of the equivalent ground vehicle. Wind Power: Any vehicle can also be designed to use wind power. This costs 10% of the Base Cost, and lowers the Agility by -1 for Light vehicles and -2 for Heavy vehicles. While under sail, the vehicle uses the rules for wind-powered vehicles. Grav Drive: Any vehicle can have a secondary grav drive added to it. This costs 150% of the Base Cost. A vehicle with Grav Drive has the same movement as an equivalent Grav Vehicle (Light or Heavy) of the same TL. Agility has an additional -1 penalty, and range in Grav Drive mode is half that of an equivalent grav vehicle.

External Power

Vehicle Type TL Spaces Cost
Trains, Ground Vehicles on Rails 4 1 per 10 hull 5,000 per Hull
Ground Vehicles 8 1 per 10 hull 2,000 per Hull
Light Aircraft and Light Helicopters 9 1 per 5 Hull 10,000 per Hull
Light Grav Vehicles 11 1 per 5 Hull 10,000 per Hull
External power is already included in maglev and grav rail vehicles.

Fission Plants (TL 6)

A Fission Plant uses  ½ of a vehicle’s Spaces, with a minimum requirement of 10 Spaces. It costs Cr. 100,000 per space. A vehicle fitted with a Fission Plant requires no fuel for a year, has unlimited Range, but also requires the Hostile Environment Protection modification.

Fusion Plants (TL 9)

A Fusion Plant uses  ¼ of a vehicle’s Spaces, with a minimum requirement of 10 Spaces. It costs Cr. 125,000 per space. A vehicle fitted with a Fusion Plant requires no fuel for a year and has unlimited Range.

Armour and Defensive Modifications

Explosive Reactive Armour (ERA)

Reactive armour is a set of explosive charges that detonate in opposition to shaped-charge warheads and high energy weapons. It has no effect on lasers or heavy kinetic weapons like mass drivers and railguns. ERA adds Armour to each face of the vehicle. When the vehicle is hit by HEAP, plasma or fusion gun fire, the ERA will completely absorb the hit on a 2D roll of 2+. Every time the ERA system detonates to protect the vehicle, a cumulative DM of -1 is applied to subsequent checks. Replacing expended charges costs Cr. 5,000 for every -1 DM applied to the ERA check.
ERA Type Tech Level Armour Cost
I 7 +7 50,000
II 9 +9 75,000
III 11 +11 100,000
IV 13 +13 125,000

Electrostatic Armour (TL 9)

A person or animal entering the field will likewise trigger a discharge from the armour, suffering 6d6 damage. This system provides additional Armour equal to twice the vehicle’s TL against HEAP rounds and high energy weapons and Armour equal to the vehicle’s TL versus other kinetic rounds. Electrostatic Armour can be overwhelmed. They will protect against two attacks every round at TL 9 and one additional attack per TL thereafter. ESA systems consume one Space per 10 Hull points of the vehicle and cost Cr. 10,000 per Space.

Nuclear Damper (TL 12)

The nuclear damper projects a wave that modifies the strong nuclear force and can thus either prevent nuclear weapons from operating or else detonate them prematurely. They cannot detonate weapons stored in damper boxes, however. It takes up 12 Spaces and costs Cr. 500,000.

Anti-missile Systems

These systems will negate an incoming missile, rocket, launched grenade or mortar round on the roll of 8+. Some systems have Target DMs that modify this, and every system will suffer a -1 DM for every additional target it is forced to engage in each round.

Explosive Belt (TL 8)

An Explosive Belt system is an array of explosive mine blocks attached to the exterior of the vehicle. They require no Spaces. This system uses the vehicle’s sensor system to detect incoming warheads. They detonate an outward-facing charge loaded with hundreds of small steel and ceramic buck shot. The explosive belt can also be detonated manually, often for defence against infantry in close quarters. In such cases, the Explosive Belt causes 4D damage up to Short Range and is treated like a giant shotgun. The belt can target any threat fired from Short Range or longer. Each facing has enough mines to defend against 10 attacks each. The Explosive Belt costs Cr. 15,000, and reloads cost Cr. 800 per shot.
Damage Shots Target DM
4D 10/facing +0

Laser Anti-Missile System (TL10)

Laser-based anti-missile systems come in two varieties, based on Tech Level. The first, available at TL 10, uses a relatively low-powered laser to damage or destroy the seeker heads of missiles, sending them off-course. It is only effective against guided weapons and smart weapons. The second is available at TL 13 and uses a high-powered laser to damage or destroy missiles in flight. It cannot engage anything fired from Short Range or closer. The Laser Anti-Missile System takes up 4 Spaces and costs Cr. 250,000.
Weapon DAM DM
TL10 +1
TL13 2D +2

Projectile-Anti-Missile System (TL8)

This system uses a small-calibre, very high rate of fire minigun to intercept and destroy incoming projectiles. It is first available at TL 8, with a gauss version available at TL 11. These systems cannot target anything fired from Short Range or closer. This system takes up 3 Spaces and costs Cr. 200,000.
Weapon TL DAM Shots DM
Minigun 8 1D 10 +0
VRF gauss 11 4D 15 +1

Decoy Systems

Each decoy system takes up half a Space and has six uses.  

Smoke Dischargers (TL 3)

Smoke Dischargers render the vehicle difficult to see, giving a -2 DM all to hit rolls. At TL 7, radar-based targeting renders smoke dischargers largely ineffective. They remain effective against laser weapons, reducing damage by 3D.

Flares (TL 6)

These blind thermal-seeking weapons with intensely-hot flares, giving a -2 DM on to hit rolls for TL 6-9 missiles.

Chaff Dispensers (TL 4)

These use dozens of reflective strips to confuse radar-seeking weapons, giving a -2 DM on to hit rolls for all radar-guided missiles.

Prismatic Aerosols (TL 9)

Prismatic Aerosols use hundreds of fine crystal spheres, finer than sand, to refract and deflect laser light. They have the effect of attenuating laser fire to a certain amount, reducing damage by 2D.

Decoys (TL 7)

This is an acoustic/optical decoy that is designed to confuse smart weapons that home in on silhouettes or shapes, or, for underwater weapons, acoustic signatures.
Decoy System Spaces Cost (Cr.) Reload Cost Effect
Smoke  ½ 1,000 100 -2 DM vs. visual attacks
Flares  ½ 1,200 150 -2 DM vs. thermal-guided attacks
Chaff  ½ 2,000 200 -2 DM vs. radar-guided attacks
Prismatic Aerosol  ½ 4,000 500 -2 DM vs. laser-guided attacks
Decoy 2 8,000 1,000 -2 DM vs. smart missile attacks

Environmental Modifications

Life Support, Short Term (TL 4)

Life Support uses one Space for every 20 people on the Vehicle. The system costs Cr. 10,000 per Space.

Life Support, Long Term (TL 7)

Long Term Life Support requires one Space per five people on the vehicle, round up and costs Cr. 50,000 per Space used. Long Term Life Support is good for 90 days.

Air Lock (TL 6)

An Air Lock uses two Spaces and costs Cr. 2,000.

Hostile Environment Protection (TL 7)

Hostile Environment Protection will safeguard the vehicle and its crew in dangerous, but still marginally-habitable, environments. This includes protection against very hot or very cold environments, radiation, poisons and bacteriological threats. Hostile Environment Protection costs Cr5000 x Spaces and uses one Space.

Corrosive Environment Protection (TL 9)

This includes the use of ceramic and other corrosion-resistant materials integrated into the hull and control systems of the vehicle. Some form of Life Support must be purchased separately, though this modification includes the benefits of Hostile Environment Protection. This costs Cr10,000 x Hull Rating, and uses two Spaces.

Insidious Environment Protection (TL 11)

Insidious atmospheres will eventually find their way through any protection. The Insidious Environment Protection provides time; the vehicle and its occupants will be kept safe for a number of days equal to the TL of the vehicle, minus 6, plus the Hull Value of the vehicle. After this has elapsed, the vehicle will start taking Hull and then Structure damage at the rate of one point per day. Some form of Life Support must be purchased separately, though this modification includes the benefits of Hostile Environment Protection. This costs Cr 50,000 x Hull Rating and uses two Spaces.

Vacuum Environment Protection (TL 6)

Vacuum Environment Protection provides complete protection against vacuum conditions. It requires some sort of Life Support Modification and includes the benefits of Hostile Environment protection. Vacuum Protection costs Cr10,000 x Spaces..

Electronic Modifications

Computers

Computers use the rules the Traveller Main Rulebook. Double costs for vehicular use, but they take no Spaces

Navigation

Type TL Navigation Cost (Cr.)
Basic 5 +1 DM 2,000
Standard 9 +2 DM 10,000
Advanced 13 +3 DM 50,000

Communications

Tech Level Base Range Base Cost (Cr.) Spaces Features
4 Distant 500 0 Boosted range
6 V. Distant 1,000 0 Satellite uplink
8 Extreme 2,000 0.5 Tight beam
10 Continental 4,000 1.0 Encryption

Meson Communicators (TL 10)

Meson comms require two Spaces for a system with a range of Distant and a cost of Cr 50,000. Each range band increase adds an additional Space and doubles the base cost. Communications Modifications
Modification TL Range Spaces Cost
Boosted Range 4 +1 range band x2 per range band
Tightbeam 8 +1 x3
Uplink 6 Orbital +1 x3
Encrypted 10 x2

Boosted Range

Each additional range band doubles the cost of the communicator.

Satellite Uplink

This allows a communications system to communicate with a satellite or ship in orbit. It includes the necessary tracking equipment to stay locked on and is often combined with a tight-beam system.

Tightbeam

Tightbeam uses a laser or maser instead of a radio to precisely aim the signal so it cannot be intercepted.

Encrypted

At the same Tech Level, Encrypted Communications are almost impossible to crack, requiring an Formidable penalty on all Comms checks to try. A Tech Level difference between broadcaster and interceptor represents a bonus or penalty.

Electronic Countermeasures

Like most electronics and their counter-measures, relative Tech Levels are critically important. Basic communications and sensors are relatively easy to intercept and/or jam, while Standard and Advanced become increasingly more difficult. Tightbeam communications cannot be intercepted, save by pure luck, but they can be jammed, with difficulty. The TL difference is a negative or positive DM in all attempts to intercept, decrypt or jam communications Countermeasures Tasks
Type TL Range Bonus Cost (Cr)
Basic 5 Distant +1 10,000
Standard 8 Very Distant +2 20,000
Advanced 11 Continental +3 40,000
Sensor/Comm Class Basic Standard Advanced
Task Difficult Hard Formidable
Sensors
Class Bonus Space Range Cost (Cr)
Basic 0 0 Very Long 5,000
Standard +1  ½ Distant 15,000
Advanced +2 1 Very Distant 25,000
The base Tech Level for all sensors is TL 5. For every three levels beyond that, cost increases by 50% Sensors are rated within their Tech Level. The difference in Tech Levels is a negative or positive DM for Sensor rolls.

Range Increase

Sensor range can be increased. Double the cost per extra range band and it uses half a Space per range band.

Underwater Sensors

Bonus Space Range Cost (Cr)
Basic +1 1 Long 5,000
Standard +2 1  ½ Very Long 15,000
Advanced +3 2 Distant 25,000
The Tech Level for underwater sensors is also 5 and they have the same modifications as standard sensors. Surface sensors cannot be used underwater, and vice versa.

Range Increase

Underwater Sensor range can be increased. Double the cost per extra range band and it uses one Space per range band.

Stealth Modifications

The Tech Level difference between the stealth vehicle and the detector is a DM on detection rolls, positive if the detector is a higher Tech Level, negative if is lower Tech Level. The listed bonus is applied as a DM against sensors of the same Tech Level. Cost is based on the Base Cost.
Stealth Class Stealth Bonus Cost
I -1 Cr50,000 x Hull
II -2 Cr100,000 x Hull
III -3 Cr200,000 x Hull
Stealth is first available at TL 7.

Camouflage

Camouflage is distinct from stealth. Stealth is all about hiding a vehicle electronically. Camouflage, however, is about hiding it visually. In this context, that includes its infrared signature. It is less dependent on Tech Level differences, though all the camouflage in the world will not help you if you can be spotted by radar.

Infrared Masking

IR Mask Class TL Bonus Cost
I 7 +1 Cr 25,000 x Hull
II 9 +2 Cr 50,000 x Hull
III 11 +3 Cr 100,000 x Hull

Visual Camouflage

Stealth Class TL Stealth Bonus Cost
I 7 +1 Cr50,000 x Hull
II 11 +2 Cr150,000 x Hull
III 15 +3 Cr300,000 x Hull

Accommodation Modifications

Item TL Spaces Cost
Ejection Seat 5 2 Cr. 5,000
Ejection Cocoon 9 3 Cr. 30,000
Double Capacity seating 2 Cr2,000 per Space
Triple Capacity Seating 2 Cr5,000 per Space
Bunks 3 1 Cr. 200
Galley, mini 5 2 Cr. 1,000
Galley, full 4 6+1/10 catered for Cr. 2,000+500/person
Fresher 4 2 Cr. 1,500
GP Lab 7 2 per person Cr. 5,000 per Space
Lab Space 9 1 Space per level per person Cr. 10,000 per Space
Living Space 3 Varies Cr. 1,000 per space
Rappelling Gear 5 Cr. 500
Ejection Seat (TL 5) The ejection seat takes up two Spaces and is designed to blast the occupant clear. At lower Tech Level this means a suitable height to open a parachute but at higher Tech Levels it is merely sufficient to get clear of the vehicle until a grav chute can deploy. This costs Cr. 5,000. Ejection Cocoon (TL8) The cocoon takes up three Spaces and seats one (included within the Space requirement). It costs Cr. 30,000. High Capacity Seating The normal standard of one Space per passenger or crew allows some elbow-room and limited room to move about. High-capacity seating greatly increases the seating density but takes away from room to move. High-capacity seating can be either double or triple. High-capacity seating cannot be used for troop seating, or for control areas. Frequent flyers will be well aware of what it entails. Double capacity costs Cr. 2000 per Space of the vehicle, while triple capacity costs Cr. 5,000 per Space Bunks Bunks can accommodate up to two people, take up one Space and cost Cr. 200.

Galley

A Mini-galley takes up two Spaces, serves up to five people and costs Cr. 1,000. A Full Galley take up six Spaces, plus one Space per 10 people served. It costs Cr. 2,000 + Cr. 500 per person served.

Fresher (TL 7)

A Fresher, complete with toilet, sink and shower, takes up two Spaces and costs Cr. 1,500.

General Purpose Lab (TL 7)

A General Purpose Lab provides no bonuses but allows tasks to be performed with no penalty for missing tools/equipment. General Purpose Labs consume two Spaces per researcher using the lab and cost Cr. 5,000 per Space.

Lab Space (TL 9)

Lab Space includes analytic equipment, computer workstations and equipment appropriate to the discipline it is focussed on, defined during construction. Lab Space grants a skill DM equal to +1, +2 or +3 and take up one Spaces per bonus per researcher using it. A +3 DM lab, used by 3 researchers, would take up 9 Spaces. Cost is Cr. 10,000 per Space used. Types of lab include: Physics, chemistry, biology, psychology, structures and materials. Other types are possible.

Additional Equipment and Tools

Autodoc

The Autodoc is a whole-body automated treatment system. At TL 10, the Autodoc has Medic 1, which increases by 1 at TL 12 and TL 14. Its effective Edu for diagnostic purposes is 10, while Dex for surgical treatment is 8. The Autodoc takes up two Spaces and costs Cr. 10,000.

Operating Theatre

An Operating Theatre is a room equipped for use as an emergency medical clinic. Until TL 10, the vehicle must remain stationary in order for the Operating Theatre to be used. After that, the theatre can be built on a stabilised bed that allows it to be used while the vehicle is in motion.
TL Spaces Cost
7-10 4+3 per patient Cr. 20,000 + Cr. 10,000 per patient capacity
11+ 8+5 per patient Cr. 50,000 + Cr. 20,000 per patient capacity

Low Berth (TL 10)

The Low Berth is a standard hibernation unit, common for steerage-class interstellar transport. In vehicles, they are often part of an emergency response system, where accident victims can be placed into hibernation to prevent their condition from getting even worse. A Low Berth takes 4 Spaces and costs Cr. 50,000.

Emergency Low Berth (TL 12)

A conventional Low Berth takes several minutes to induce hibernation and lower core temperature. The Emergency Low Berth can do a ‘crash’ induction, plunging a person into deep hibernation in a fraction of the time. It takes up 6 Spaces, and costs Cr. 100,000.

Fire Extinguishers

Fire Extinguishers are designed to put out fires internal to the vehicle. They take up no space and cost Cr. 500.

Water Cannon

Water Cannon are used for fire suppression, riot control and dispersal of chemicals. A water cannon costs Cr. 2,000, takes up one Space and requires one Space per minute’s firing duration of liquid carried. Water Cannon have a maximum range of Medium.

Survey Sampling Equipment

This covers several different types of equipment that act to sample atmosphere, ground and any water or other fluids.

Atmosphere Samplers

A system of collectors, pipes and filters for atmosphere sampling, including any particulates, taints and organic matter. It takes up 3 Spaces and costs Cr. 10,000.

Geology Samplers

An array of scooping devices for shallow ground testing along with a hollow-core drills capable of drilling down one kilometre. It takes up 15 Spaces and costs Cr. 100,000. Geology Samplers add a +1 DM to all geology-based checks at TL 10 and a +2 DM at TL 14.

Hydrology Sampler

This is a set of liquid sampling equipment, holding tanks and testing equipment. It costs Cr. 10,000, and takes up 5 Spaces. Hydrology Samplers add a +1 DM to all hydology-based checks at TL 10 and a +2 DM at TL 14.

Holding Tank (TL 8)

Holding tanks can be built to any size, at the cost of Cr. 5,000 per Space.

Digging Equipment (TL 5)

External digging and scooping equipment, costing Cr. 25,000 and taking up 10 Spaces.

Cutting Equipment (TL 5)

External heavy duty saws, water knives or plasma cutters, depending on Tech Level. These cost Cr. 10,000, and take up 5 Spaces.

Manipulator Arms

Manipulator Arms are remote appendages with claws or hands. Manipulator arms vary in Strength and Dexterity. Arms have a Str of 2 and a Dex of 1, with a cost of Cr 10,000. Increasing Str or Dex costs Cr. 5,000 per point, to the maximum indicated in the table below.
TL Max. Str Max. Dex
5 6 4
8 12 8
11 18 12
14 24 16

Light Crane

Light Cranes can lift up to 400 kg and can be used as rescue equipment. Light cranes cost Cr. 2,500 and take up 1 Space.

Medium Crane

Medium Cranes can lift up to 2,000 kg. They cost Cr. 40,000, and take up 4 Spaces.

Heavy Crane

Heavy Cranes can lift up to 10,000 kg. They cost Cr. 100,000 and take up 8 Spaces.

Cargo Arm

This is a heavy-duty manipulator arm used for lifting cargo in confined spaces. Cargo Arms have a base Str of 30 and a Dex of 0, and cost Cr. 50,000.

Internal Vehicle Bays

These take up a number of Spaces equal to the Shipping Size, multiplied by 10. This allows a small amount of room for maintenance purposes. Tighter stowage can be had for 5 Spaces per ton but the carried vehicles have to be removed by a crane or similar apparatus before use or maintenance.

Refrigeration (TL 5)

Takes up one space for every 10 Spaces that are to be refrigerated. This costs Cr. 1,500 per space.

Wet Bar (TL 2)

A basic wet bar, usually species-specific. It takes up half a Space and costs Cr. 2,000.

Entertainment System (TL 5)

Both audio and visual, this takes up no Space, and costs at least Cr. 200. Players intending to impress may want to spend more. Much more.

Holo-suite (TL10)

This is advanced holographic projection suite. Often used on exploration vehicles as a large display unit, it has other, less wholesome, uses. It takes up 1 Space and costs Cr. 15,000.

Hot tub/pool (TL 6)

This takes up 1-3 Spaces per person capacity, depending on the luxury sought after, and costs Cr. 3,000 per Space.

Refuelling Station (TL 9)

The refuelling station is designed to turn water into hydrogen fuel, using the sun as a power source. It requires a significant amount of space, and access to both water and sun. At TL 9, it requires a vehicle’s Hull value multiplied by 3 hours to crack sufficient fuel to completely refuel the vehicle. At TL 12 this is reduced to the vehicle’s Hull score alone in hours. Refuelling stations require 4 Spaces plus 1 Space per 10 points of Hull (of the vehicle to be refuelled). They cost Cr. 15,000 per space.

Aliens

Humans of all types require one Space per person, whether they are passenger or crew. Alien races, however, may require more. Battle Dress Characteristics Character wearing battle dress are treated as having enhanced characteristics for the purposes of carrying and combat, but not for taking damage. Battle dress protects against environmental hazards in the same way as a Hostile Environment Vacc Suit. All battle dress provides effectively unlimited Endurance for purposes of determining fatigue.

Battle Dress Design

Ultra-light Chassis

The ultralight chassis is little more than a light-weight powered exoskeleton. It is primarily used at lower Tech Levels to provide mobility to paralysed and otherwise incapacitated people before the advent of nerve fusion. It is sometimes used by soldiers and hikers as a load-bearing system, allowing them to carry a large-than-normal allotment of gear for long periods of time.
TL 9-10 TL 11-12 TL 13-14 TL 15-16
Slots 4 6 8 10
Str Modifier +0 +1 +2 +3
Dex Modifier +0 +2 +4 +6
Base Damage D6 D6 D6 D6
Max. Armour 10 12 14 16
Duration 12 hours 24 hours 36 hours 48 hours
Cost (Cr.) 10,000 20,000 30,000 40,000
Speed (Walk/Run) 6/30 12/60 25/125 50/250
Shipping Size 0.05 0.05 0.05 0.05

Light Chassis

Light battle dress is used in more specialised roles, often either fast recon units or protection for rear-echelon troops.
TL 9-10 TL 11-12 TL 13-14 TL 15-16
Slots 8 10 12 14
Str Modifier +1 +2 +3 +4
Dex Modifier +0 +2 +4 +6
Base Damage D6+2 D6+2 D6+2 D6+2
Max Armour 14 16 18 20
Cost (Cr.) 50,000 80,000 110,000 140,000
Speed (Walk/Run) 5/25 10/50 20/100 40/200
Duration 8 hours 16 hours 24 hours 32 hours
Shipping Size 0.07 0.07 0.07 0.07

Medium Chassis

The medium chassis is the basis of standard Imperial Marine battle dress and is used for most frontline powered armours.
TL 9-10 TL 11-12 TL 13-14 TL 15-16
Slots 12 14 16 18
Str Modifier +2 +3 +4 +5
Dex Modifier +0 +2 +4 +6
Base Damage 2D 2D 2D 2D
Max Armour 18 20 22 24
Cost (Cr.) 200,000 250,000 300,000 350,000
Speed (Walk/Run) 3/15 6/30 12/60 24/120
Duration 6 hours 12 hours 18 hours 24 hours
Shipping Size 0.1 0.1 0.1 0.1

Heavy Chassis

Heavy suits are used in assault and support roles. Many are found spearheading attacks, often with mobility boosts, while similar-sized suits can be found toiling behind the lines, building entrenchments and loading heavy guns.
TL 9-10 TL 11-12 TL 13-14 TL 15-16
Slots 16 18 20 22
Str Modifier +3 +4 +5 +6
Dex Modifier -2 0 +2 +4
Base Damage 3D 3D 3D 3D
Max Armour 22 24 26 28
Cost (Cr.) 500,000 600,000 700,000 800,000
Speed (Walk/Run) 2/10 4/20 8/40 16/80
Duration 3 hours 6 hours 12 hours 24 hours
Shipping Size 0.15 0.15 0.15 0.15

Ultra-heavy

Ultra-heavy battle dress blurs the line between armour and walking vehicles. They are used in heavy support roles, where their ability to carry heavy battlepacks allows them to bring considerable firepower to bear.
TL 9-10 TL 11-12 TL 13-14 TL 15-16
Slots 20 22 24 26
Str Modifier +4 +5 +6 +7
Dex Modifier -4 -2 0 +2
Base Damage 4D 4D 4D 4D
Max Armour 26 28 30 32
Cost (Cr.) 1,000,000 1,250,000 1,500,000 1,750,000
Speed (Walk/Run) 1/5 2/10 4/20 8/40
Duration 2 hours 4 hours 8 hours 16 hours
Shipping Size 0.25 0.25 0.25 0.25

Battle Dress in Vehicles

While based on the human frame, battle dress is bulkier than an un-armoured person. Ultra-light exoskeletons, without Armour, can be used in double-capacity seating but not triple-capacity. With Armour, they require normal seating. Light battle dress, whether a bare exoskeleton or an armoured suit, requires regular seating at one Space per suit. Any heavy weapons have to have cargo space allocated. Medium battle dress is quite bulky and requires two Spaces per suit, plus space for heavy weapons. Heavy battle dress requires three Spaces per suit. Ultra-heavy battle dress requires four Spaces per suit.

Armour

Each point of Armour costs Cr. 50,000, up to the maximum supported by the chassis. This represents not just the armour itself, but the systems required to support the armour.

Heavy Armour

For every additional -1 DM to Dex the battle dress is given, a further two points of Armour can be added. This may be done three times, for a maximum Dex DM of -3 and 6 extra points of Armour.

Base Cost

The total spent on the chassis and Armour is the Base Cost of battle dress, a figure used to calculate the cost of a lot of equipment and modifications that can now be added.

Mount Points

Mount Points allow vehicle-scale heavy weapons to be used with battle dress. Each Space of heavy weapons on a vehicle requires eight Slots on battle dress. A 1 Space weapon can be arm-mounted, taking up the entire arm. A 2 Space weapon can be shoulder mounted, while 3 Space weapons have to be back-mounted. Battle dress up TL 12 and lower cannot move and fire Mount Point weapons in the same round. At TL13 gravitic stabilisation of the weapon becomes possible, allowing these armour to move and fire with these heavy weapons.

Carried Weapons

Conventionally-sized small arms can be used with no penalty by ultra-light and light chassis. Medium chassis can use rifles but cannot use pistols unless the weapons have been modified for use by the larger fingers of the suit. Heavy chassis have a -1 DM to their use, will ultra-heavy chassis have a -2 DM to their use. This only applies to rifles, as pistols and SMGs are simply too small to be used. Weapons purpose-built for battle dress do not suffer these penalties. Heavy chassis can carry a one Space weapon, while ultra-heavy chassis can carry a two Space weapon.

Using other weapons on Battle Dress

An equipment slot is approximately the same size as a large pistol. Pistols take one Slot, SMGs and carbines 2 Slots, and rifles 3 Slots. Slot Mounts Slot weapons are interchangeable but it requires the services of an armourer (with Mechanic-1) to do the change. Normal weapons cannot be placed into a Slot without an extensive amount of work, typically costing up to twice the value of the weapon.

Battledress Weapons

Hand carried TL Cost (Cr.) Damage Auto STR Range Ammo
Heavy Machinegun 6 8,000 5d6 SAP 6 12 Rifle 100
Light Autocannon 7 9500 6d6 SAP 6 14 Rifle 50
PGMP-13 13 65,000 12d6 No 12 Rifle 10
FGMP-14 14 100,000 16d6 No 14 Rifle 12
Gauss Rifle 12 2,000 4d6 4 8 Rifle 100
RF Gauss Rifle 13 16,000 4d6 AP 8 9 Rifle 500
MagRail Rifle 13 2,500 4d6+2 4 10 Rifle 10
Gauss Shotgun 12 4,500 8d6 No 8 Shotgun 12
Gauss Flamer 13 10,000 6d6+6 No 9 Rifle 40
Slotted TL Cost (Cr) Damage Auto Slots Range Ammo
Gauss Pistol 12 500 3d6 AP 4 1 Rifle 40
Gauss SMG 13 1,200 3d6+1 AP 4 1 Rifle 500
Seeker Gun 13 1,200 4d6 No 1 Rifle 6
Hand Flamer 10 1,400 3d6+6 No 2 Pistol 6
Laser Carbine 11 3,200 4d6 No 2 Rifle 50
Mount Point Weapons TL Cost (Cr) Damage Auto Spaces Range Ammo
Plasma Bazooka 11 15,000 10d6 No 1 Rifle 5
Recoilless Rifle 5 8,000 10d6 AP No 2 Rifle 3
Medium Autocannon 6 6,000 7d6 SAP 6 2 Dist 400
Rocket Pod 6 10,000 6d6 6 2 Dist 24
Heavy Plasma Gun 12 250,000 14d6 No 2 V. Long 12
Advanced Anti-Armour Gun 14 50,000 14d6 Super-AP 3 Dist 50
Heavy Fusion Gun 14 200,000 18d6 AP No 3 V. Dist 10
Mass Driver Cannon 13 250,000 16d6 Super-Ap 2 3 V. Dist 20
Tac Missile Pack 10 22,000 Varies 0 3 Varies 4

Modifications

Strength Increase

Strength can be increased by +1, at a cost of 10% of the Base Cost. This may be done up to ten times.

Extended Duration

This adds additional power cells to the suit. Every 50% increase in duration costs Cr. 10,000 and uses one Slot. This cannot be used on the same battle dress as Decreased Duration.

Decreased Duration

Decreased duration uses smaller or lower-powered power cells to save cost. Each 10% decrease in Duration reduces the Base Cost by Cr. 5,000. This cannot be used on the same battle dress as Extended Duration.

Increased Speed

Battle dress maximum speeds can be increased. For every 10% increase in Speed, increase the cost by 25% of Base Cost.

Decreased Speed

Speed can also be decreased. For each 33% decrease in Speed, decrease Base Cost by 25%.

Enhanced Manoeuvrability

Each point of Dex penalty can be removed at a cost of 50% of the Base Cost. This can reduce the Dex penalty but cannot add a bonus.

Lowered Manoeuvrability

Lowering manoeuvrability can either increase the Maximum Armour permitted or, as here, reduce the price of the battle dress. Each point of Dex penalty taken, to a maximum of -3, will reduce the Base Cost of the suit by 10%.

Stealth (TL9)

Stealth is the art of rendering a suit of armour undetectable to sensors   The listed bonus is applied against sensors of the same Tech Level. Cost is based on the Base Cost.
Stealth Class Stealth Bonus Cost
I +1 200%
II +2 400%
III +3 600%

Extended Life Support

Extended Life Support provides complete life support, including food, water, waste collection and recycling for up to 72 hours. Extended Life Support uses two Slots and costs 10% of the Base Cost.

Corrosive Environment Protection

This coating provides effectively unlimited protection in a corrosive environment. It integral costs 25% of the Base Cost and requires no Spaces.

Insidious Environment Protection

Suits can be designed to be resistant to Insidious atmospheres. Insidious Environment Protection will provide protection for 72 hours before it starts to degrade, at the rate of one point of Armour per hour. Insidious Environment Protection costs 100% of the Base Cost of the suit, as every component has to be protected.

Medikit (TL9)

This internal medikit provides support and assistance to the wearer. It can diagnose medical emergencies as if it had Medic-2 and can heal up to four points of damage instantly, though the effects only last for 1D hours. It takes up one Slot and costs Cr. 25,000.

Advanced Medikit (TL12)

This internal medikit is more effective than the standard model. It can repair up to six points of damage instantly, though the effects only last for 1D6 hours. It also has the equivalent of Medic-3 for treatment and diagnostic purposes. It takes up one Slot and costs Cr. 50,000.

Camouflage

Camouflage provides bonuses to Stealth rolls.

Basic Camo

Shatter-pattern paint scheme in colours designed to help blend into the local environment. This adds a +1 DM to Stealth checks, and costs Cr. 500.

IR Camo (TL8)

IR camo selectively bleeds the suit’s temperature to match background levels. It does not work in vacuum environments. This adds a +2 DM to Stealth checks vs. heat-seeking and IR sensors, and costs Cr. 25,000.

Active Camo (TL10)

Active camo allows a choice of camo patterns and colours, and instantly changes the suit’s surface to match. This adds a +2 DM to Stealth checks, and costs Cr. 50,000.

Looking Glass (TL15)

Looking Glass is an expensive system that uses quantum waveguides to bend light around the suit, resulting in near-invisibility from all angles. It uses one Slot, costs Cr. 200,000, and adds a +4 DM to Stealth checks.

Sonic Suppresser (TL10)

An active system that constantly monitors the sounds being made by the suit and broadcasts sound waves in direct opposition, in order to cancel them out. Takes up one Space. It costs Cr. 20,000, and adds a +2 DM to Stealth checks. IR Camo and the Sonic Suppressor can be combined with either the Basic, Active or Looking Glass systems.

Electronics

Computer

Computers use one Slot and use the rules from the Traveller Main Rulebook. At TL 12 and higher, an Expert system on an onboard computer can take control of the suit even if the operator is dead or incapacitated.

Navigation

Type TL Slots Navigation DM Cost (Cr.)
Basic 5 1 +1 2,000
Standard 9 2 +2 10,000
Advanced 13 4 +3 50,000

Communications

Basic communicators are first available at TL 4, have a range of Distant, and cost Cr. 1,000. They can support Boosted Range. Standard communicators are first available at TL7, have a range of Very Distant, and cost Cr. 2,000. They can support Boosted Range, Satellite Uplink and Encryption. Advanced communicators are first available at TL 10, have a range of Extreme, and cost Cr. 4,000. They can support all options.
Type TL Range Slots Cost (Cr)
Basic 4 Dist 1 1,000
Standard 7 V.Distant 2 2,000
Advanced 10 Continental 3 4,000
Communications modifications
Modification TL Range Slots Cost
Boosted Range 4 +1 Range band +1 x2 per Range band
Tightbeam 9 +1 x3
Uplink 7 Orbital +2 x3
Encrypted 9 x2

Boosted Range

Each additional range band desired doubles the cost of the communicator.

Tightbeam

Tightbeam uses a laser or maser to precisely aim the signal so it cannot be intercepted.

Satellite Uplink

This allows a communications system to communicate with a satellite or ship in orbit. It includes the necessary tracking equipment to stay locked on and is often combined with a tight-beam system.

Encrypted

At the same Tech Level, Encrypted communications are Formidable to crack. Tech Level difference represents a DM, depending on whether the reading equipment is from a higher or lower tech. So, if invading TL 15 Imperial marines intercept a TL12 encrypted communiqué from insurgent forces, they have a DM of +3 to decode it. If those insurgents managed to intercept an encrypted TL15 transmission, they would be at -3 on their roll to decode it.

Electronic Countermeasures

Like most electronics and their counter-measures, the relative Tech Levels are critically important. Basic communications and sensors are relatively easy to intercept and/or jam, while Standard and Advanced become increasingly more difficult. Tightbeam communications cannot be intercepted, save by pure luck, but they can be jammed with difficulty. TL difference is a negative or positive DM in all attempts to jam communications Countermeasures Tasks
Type TL Range Slots Bonus Cost (Cr.)
Basic 8 Long 1 +1 10,000
Standard 11 Distant 2 +2 20,000
Advanced 14 Very Distant 4 +3 40,000
Sensor/Comm Class Basic Standard Advanced
Task Difficult Hard Impossible

Sensors

The base Tech Level for all sensors is TL8. Sensors are rated within their Tech Level. The difference in TL is used as a positive or negative DM. This is in addition to any effects from Stealth.
Class Bonus Slots Range Cost (Cr.)
Basic +0 1 Long 10,000
Standard +1 3 Very Long 20,000
Advanced +1 5 Distant 35,000
Underwater Sensors
Class Bonus Slots Range Cost (Cr.)
Basic +1 1 Long 5,000
Standard +2 2 Very Long 15,000
Advanced +3 4 Distant 25,000
The basic Tech Level for underwater sensors is also 8 and they have the same modifications as standard sensors. Surface sensors cannot be used underwater, and vice versa.

Modifying Sensors

Range Increase

Sensor range can be increased at a cost of doubling the sensor’s cost for every additional Range band desired.

Sensory Extensions

A boom mount for video and audio sensors, allowing the suit to peek around corners without exposing itself to fire. Uses one Slot, costs Cr. 1,000.

Enhanced Visual Sensors

These sensors add low-light, telescopic optics and thermal imaging to a suit’s capabilities. They take up no Slots, and cost Cr. 15,000.

Enhanced Audio Sensors

These sensors add high and low-frequency hearings, audio enhancement and, when required, audio dampening to a suit. They take up no Slots, and cost Cr. 7,000.

Defences

Static Armour (TL13)

Similar to the electrostatic armour found on vehicles, Static Armour can dissipate the energy of incoming plasma, fusion and HEAP weapons. Static Armour can also damage unprotected infantry forces if they attempt to move within Personal range of the battle dress. Unlike the more powerful systems on vehicles, Static Armour has no effect on kinetic weapons. Static Armour adds its TL to the battle dress Armour against fusion, plasma and HEAP warheads. It will causes 3D damage to infantry who get into Personal range.
Slots Cost Effect Attacks per round
3 Cr. 20,000 +TL vs. HEAP & high-energy 2, +1 per TL after 13

Anti-missile Systems

These systems will negate an incoming missile, rocket, launched grenade or mortar round on a roll of 8+. Some systems have Target DMs that modify this, and every system will suffer a -1 DM for every additional target it is forced to engage in each round. Explosive Belt (TL 8) An Explosive Belt system is an array of explosive mine blocks attached to the exterior of the battle dress. They require no Spaces. This system uses the battle dress’ sensor system to detect incoming warheads. They detonate an outward-facing charge loaded with hundreds of small steel and ceramic buck shot. The explosive belt can also be detonated manually, often for defence against infantry in close quarters. In such cases, the Explosive Belt causes 4D damage up to Short Range and is treated like a giant shotgun. The belt can target any threat fired from Short Range or longer. The Explosive Belt costs Cr. 5,000, and reloads cost Cr. 400 per shot. It uses 1 Slot.
Damage Shots Target DM
4D 5 +0

Laser Anti-Missile System (TL10)

Laser-based anti-missile systems come in two varieties, based on Tech Level. The first, available at TL 10, uses a relatively low-powered laser to damage or destroy the seeker heads of missiles, sending them off-course. It is only effective against guided weapons and smart weapons. The second is available at TL 13 and uses a high-powered laser to damage or destroy missiles in flight. It cannot engage anything fired from Short Range or closer. The Laser Anti-Missile System takes up 2 Slots and costs Cr. 150,000.
Weapon DAM DM
TL10 +1
TL13 2D +2

Projectile-Anti-Missile System (TL8)

This system uses a small-calibre, very high rate of fire minigun to intercept and destroy incoming projectiles. It is first available at TL 8, with a gauss version available at TL 11. These systems cannot target anything fired from Short Range or closer. This system takes up 1 Mount Point and costs Cr. 80,000.
Weapon TL DAM Shots DM
Minigun 8 1D 10 +0
VRF gauss 11 4D 15 +1

Swarm Hive (TL13)

Swarms can survive for up to one hour outside of their battle dress. A swarm can penetrate any unsealed vehicle or building. A swarm pack is TL 13, uses two Slots and costs Cr. 45,000. In attack mode, a swarm can do 2D damage per round to opponents. As reconnaissance units, Swarms add a +2 DM to Recon skill checks.

Mobility Options

Powered Wheels

This is a set of pop-down powered wheels that give battle dress high mobility on smooth roadways. Powered wheels consume 2 Slots and cost Cr. 10,000. They double the suit’s movement on roads but are unusable off-road.  

Air Cushion System

The Air Cushion system uses a high-speed blower and a set of inflatable skirts on each foot to lift and propel the battle dress over the ground. The system can handle just about any terrain save for dense forest and undergrowth. The air cushion uses 2 Slots and costs Cr. 25,000. Maximum speed is 100km/h.

Flight Pack

The flight pack, available at TL 9, is a small jet engine and a set of wings and can only be used with ultra-light suits. It uses 4 Slots and costs Cr. 50,000. A suit in flight mode has a maximum speed of 300 km/h, with a maximum range of 200 km.

Grav Pack (TL12)

This is the ultimate mobility enhancement for powered armour and allows free flight for any suit so equipped. The Grav Pack uses 2 Slots and costs Cr. 100,000. The Grav Pack gives the suit free flight with a maximum speed of 200 km/h and Agility +1. This increases to 400 km/h and Agility +2 at TL 14.

Parachute (TL4)

Available from TL4 on, the Parachute is a simple harness and deployment system for a large canopy capable of supporting the weight of a suit of battle dress. It takes 3 Slots. Cr. 4,000.

Grav Chute (TL9)

A Grav Chute uses a low-powered grav lifter and shielded power cell to give the suit limited flight abilities. The Grav Chute module usually supports the suit, in a manner similar to conventional parachutes, so that it can be cut away when the suit lands, sparing the extra weight and bulk. A Grav Chute uses 2 Slots and costs Cr. 10,000.

Swimmer System

The swimmer system allows battle dress to move around unrestricted under water, at speeds up to the suit’s running speed. Life support must be purchased separately. The Swimmer System uses 2 Slots and costs Cr. 15,000. Safe depth for battle dress is 100 metres, while crush depth is 250 metres. Safe and crush depths can be improved: Each 50% increase in Safe Depth/Crush Depth costs 100% of the Base Cost of the battle dress.

Miscellaneous

Armoured Coveralls

Armoured coveralls provide some additional protection to the suit but their main role is to keep contaminants and debris out of the complex joints of a powered suit. Coveralls provide an additional two points of Armour (which can take the battle dress above its normal maximum Armour) and cost Cr. 10,000. They use no Slots.

Tool Kit

A set of basic mechanic tools, powered off the suit’s own power supply. This includes screwdrivers, drill, wrench and saw. Uses 2 Slots, and costs Cr. 1,800.

Med Pack

The med pack is an advanced ‘smart’ medical diagnostic and dispensary. It contains up to five doses of a variety of drugs and is equipped with an expert system that either gives a +1 DM on all Medic skill checks, or else can operate on its own as if it had Medic-1. It costs Cr. 5,000.

Smoke Discharger

This pack include three smoke dispensers, which can lay down a cloud of thermally-opaque smoke giving a -2 DM all to hit rolls. At TL 7, radar-based targeting renders smoke dischargers largely ineffective. They remain effective against laser weapons, reducing damage by 3D. They use 1 Slot, and cost Cr. 500 per pack.

Prismatic Aerosol Dispenser

Similar to the smoke discharger, the prismatic aerosol dispenser fires a cloud of diamonoid dust, which refracts and breaks up laser fire, including laser designators for smart weapons. This provides a -2 DM for to hit rolls for all laser weapons, including designators. It uses 1 Slot, and costs Cr. 1,000 per pack.

Chaff Dispenser

The Chaff dispenser fires a cloud of radar-reflective strips, which confuse active sensors systems and missile guidance systems, giving a -2 DM on to hit rolls for all radar-guided missiles. It uses 1 Slot, and costs Cr. 1,000 per pack. Robots and Drones

Drones

Drone Controllers

TL Spaces Control DM Range Cost
Primitive 5 4 -3 Long Cr. 10,000
Basic 7 3 -2 Very Long Cr. 50,0000
Advanced 9 2 -1 Distant Cr. 200,000
Neural-linked 11 1 0 Very Distant Cr. 500,000
The operator of a drone uses the Remote Operations skill to control it.

Robot Brains

Robot Brains can be added to any vehicle with Advanced Controls or better.

Robot Brains

CPU Spaces TL Computer Power Skill Level Cost
Linear 3 8 Computer/1 1 Cr. 22,500
Parallel 2 10 Computer/2 2 Cr. 40,000
Synaptic 1 12 Computer/3 3 Cr. 90,000

Cyborg Vehicles

The use of human (or sometimes animal) brains to control a vehicle is possible at TL12 and higher. The organic brain and its support systems take up one Space in the vehicle, and require Neural-linked Controls. The use of an organic core grants a +1 DM to all skill checks performed by the cyborg vehicle, in addition to the benefits of the neural link. An organic brain costs Cr. 250,000 and otherwise operates as an independent entity. It includes basic life support for the organic components for a period of one month.

Organic Core Extended Life Support

An Organic Core Extended Life Support provides a year’s worth of nutrients and filtration for the organic brain and its biological support systems. It is available at TL 13, takes up 5 Spaces, and costs Cr. 250,000.

Robots and Drones in Battle Dress

Much like vehicles, battle dress can be designed with a robot brain, drone controller, or organic core, and for much the same reasons. All of these versions of automated battle dress have Strength, Dexterity, and Endurance characteristics of 7, modified as normal by the actual battle dress.

Drone Controllers

A Drone Controller fills the interior space of a suit, replacing the volume of a human operator. They do not require a control system but, in all other ways, they are identical to Drone Controllers fitted to vehicles.
TL Control DM Range Price
Standard 8 -2 Distant Cr. 50,0000
Advanced 10 -1 Very Distant Cr. 200,000
Neural-linked 12 0 Very Distant Cr. 500,000

Robot Brains

The cost of the Robot Brain, below, includes are required support structures to be added into the suit. The brain is powered by the power cell of the suit, and uses non-volatile memory to store its essential core programming should it ever lose power. It does not require a control system but, in all other ways, it is identical to Robot Brains fitted to vehicles.
CPU TL Computer Power (GHz) Complexity Max Skill Level INT EDU Cost
Linear 9 1 5 1 2 6 Cr. 25,000
Parallel 11 3 10 2 6 8 Cr. 100,000
Synaptic 13 5 20 3 12 10 Cr. 500,000

Robot Brains

CPU TL Computer Power Skill Level Cost
Linear 9 Computer/1 1 Cr. 45,000
Parallel 11 Computer/2 2 Cr. 130,000
Synaptic 13 Computer/3 3 Cr. 540,000

Cyborg Controllers

Implanting an Organic Core in battle dress is possible at TL 13, and costs Cr. 500,000. Cyborgs gain the same bonuses as neural-linked battle dress, with an additional +1 DM to all physical actions.
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