Aberrant 2.0 Trinity Vehicles

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Overview

Technical Overview

Vehicles in the Trinity era are more advanced, for the most part, than vehicles in the Aberrant era. They still might move on wheels or jet engines, but the advent of cheap (and lightweight) hyperfusion reactors has made logistics for most vehicles much easier. Jets no longer need expensive aviation fuel when they can run on seawater, superconducting loops make electrical cars far more common than hypercombustion engine ones, hybrid MHD-fusion engines have made submarine-aircraft hybrids possible, and so on. The most common power sources are either superconducting loop batteries, combined with capacitors with high power draw, or miniaturized hyperfusion reactors, powering rotors, wheels, or turbine engines. Some aircraft and ground vehicles still use hypercombustion, but cheap fusion power has made electrical power far more convenient-and electrically powered vehicles are amazingly quiet. This has obvious military benefits, but benefits the civilian populace as well, reducing the noise level of cities and highways.

Similarly, lightweight structural components and higher strength-weight ratios have benefitted engineers greatly. Modern vehicles tend to be significantly (5-25%) lighter than equivalent early 21st century vehicles, while still managing greatly increased durability and superior service life. Self-healing materials and limited use of diagnostic nanotech have greatly reduced maintenance needs, often by an order of magnitude if not more. Electronics are integrated in every component and step of manufacture, allowing the vehicle itself to diagnose potential problems and structural flaws, and notify the users. Military vehicles are ubiquitously equipped with passive EW emitters, which combine with the extensive use of low-observability technology to reduce sensor signatures. Combined with quiet electrically-powered motors and smart paints for improved visual camouflage, 22nd century military vehicles are phantoms on the battlefield.

Special Rules

Vehicle armor is used for both bashing/lethal damage. Vehicles also do not take any ping damage from attacks without damage adds. At safe speed, a vehicle suffers no difficulty penalties for maneuvering or dodging, while at max speed a vehicle suffers +2 difficulty for any dodging attempts, or +3 difficulty if its maneuverability is less than +0. Vehicle speeds are listed in meters/round, and are approximately the same as their speed in kilometers per hour, as combat speeds imply some level of maneuvering and erratic movement.

Vehicle damage penalties and driver wound penalties stack. Riding a nearly destroyed motorcycle while at death's door is not a recommended practice.

Scale

Vehicles have a Scale, which is an abstract measurement of their size. Scale 0 is considered to be "human" or close to human, such as motorcycles or hovercycles, while Scale 1 would be a car or the like. Each Scale level is approximately 10 times the mass and twice the length/width/height of the previous scale. Scale increases the difficulty of a vehicle's weapons to acquire smaller targets and the vehicle's ability to evade smaller targets, but makes the attacks of smaller foes decreasingly relevant. It is possible for a character to have a Scale above 0, but this is relatively rare.

Scale 0: Human, motorcycle, personal transporter (less than 200 kg)
Scale 1: Compact Car, Powered Suit, Skimmer (~0.2-1t)
Scale 2: Normal Cars, Trucks, Mecha, Assault Skimmer (1.1-10t)
Scale 3: Main Battle Tank, Small Passenger Aircraft, Fighter (11-100t)
Scale 4: Spaceplane, Jumbo Jet (101-1000t)
Scale 5: Light Corvette, Small Frigate (1001-10,000t)
Scale 6: Naval Destroyer, Naval Cruiser (10,100t - 100,000 t)
Scale 7: Battleship, Aircraft Carrier (101,000-1 million t)
Scale 8: (1 million-10 million tons)
Scale 9: Space Station (10.1 - 100 million tons)
Scale 10: (101 million - 1 billion tons)

Evasion
The number of dodge successes a vehicle achieves is divided by its own Scale minus the Scale of the attacker, with a minimum divisor of 1. So for example, if a main battle tank (Scale 3) is attempting to evade a Nova's attack (Scale 0), every 3 successes on the Dex + Drive roll become 1 dodge success. The tank will generally have better luck standing and slugging it out rather than trying to dodge, although dodging may still allow it to evade marginal attacks. Note that Scale does not affect other defenses, such as power block, "parrying" with point defense, and so on.

Attack Difficulties
The number of attack successes a vehicle rolls is divided by its own (Scale - 1) minus the Scale of the attacker. If the Scale 3 tank shot back at the Nova, every 2 successes on the gunner's Perception + Gunnery roll become 1 attack success, allowing the Nova to evade the attack much more easily. This is why most vehicles have secondary weaponry which allows for effective engagement of smaller targets. This is only used for direct attack-when firing indirectly, one net success is the sole requirement for placing a shell wherever you want, making area attacks and explosive ordinance a godsend for engaging small targets.

Called Shots
Larger targets have larger weakpoints that are easier to hit, and are much easier to hit at range than smaller ones. If a smaller combatant fires upon a larger one, he may subtract the difference in Scale from the attack's final difficulty. The final difficulty of an attack is capped at a minimum of 0, and this does not subtract from the target's successes on defensive rolls such as dodging, parrying, or power use.

Increased Firepower
Larger assets deal a lot more damage, and a precise hit from a heavy weapon inflicts a lot more damage than one from a handgun or rifle. The bonus damage from additional successes on the attack roll is multiplied by the attacker's Scale, plus 1 (so a tank deals +4 damage per additional success, up to +20, for example).

Increased Carrying Capacity
Bigger things carry more. Multiply all carrying capacities by (1 + Scale). Carrying capacity does not increase proportionally to the size of the vehicle, meaning that larger creatures or mecha are proportionally weaker than smaller ones per dot of Strength.

Reduced Vulnerability
Particularly large vehicles are much more resistant to relative pinpricks. A battleship will barely notice anti-tank missiles, and riddling a jumbo jet with bullets is unlikely to impair it, even though the jumbo jet isn't even remotely bulletproof. If an attack comes from a source at least 2 Scale levels smaller (so shooting a rifle at a car, for example), the attack's final damage is halved, rounded down. If an attack comes from a source at least 4 Scale levels smaller (shooting 40mm grenades or anti-tank missiles at a frigate), no matter how much damage the attack rolls, the attack may only deal a single health level of damage. This allows large, fragile objects, such as blimps, to soak up surprising amounts of damage via their sheer size.

Wheeled and Tracked

Civilian

  • Personal Transit (Segway Personal Transporter): Safe/Max Speed 10/20, Maneuver +3, Passengers 0, Armor 5, Scale 0, 6 HLs
Still illegal in Britain. Personal transit systems like this carry one person at a moderate speed, whether standing or sitting, and are usable indoors. With their light mass and compactness, they can also be easily carried. Unfortunately, they provide very little protection against bullets.
  • Motorcycle (Davidson-Wheeler American Cycle): Safe/Max Speed 150/300, Maneuver +2, Passengers 0-1, Armor 7, Scale 0, 10 HLs
Wheeled motorcycles are still used by enthusiasts of various stripes, and modern engines have given them much greater power/weight ratios and improved durability against everyday stresses. Given the incredible top speeds a motorcycle is capable of, an enthusiast is encouraged to shell out for high-end protective gear as well.
  • Sedan (Mashindano Sentry): Safe/Max Speed 150/250, Maneuver +1, Passengers 4, Armor 9, Scale 2, 20 HLs
Even in the year 2150, wheeled transportation has not yet become entirely outdated. Cars might be tougher and lighter and more reliable, and they might use electric motors and superconducting storage rings rather than combustion engines, but they're still recognizably cars.
  • Luxury Limousine (Lu-chi Yaosai): Safe/Max Speed 150/250, Maneuver +1, Passengers 6, Armor 15, Scale 2, 28 HLs
Luxury limousines are generally designed to be secure, well-protected, and extremely well-furnished. These vehicles are almost always equipped with a heavy mindshield, adding +3 difficulty to all attempts to mentally influence their users via psionic or quantum powers. The Lu-chi in specific has a telepathic intrusion detection system, which has an equivalent Psi of 4, sensing telepathic intrusion within a 75 meter range.
  • Cargo Vehicle (Concurso MH-1 Hauler): Safe/Max Speed 100/200, Maneuver -1, Passengers 2, Armor 10, Scale 3, 28 HLs
Cargo vehicles such as the MH-1 are a ubiquitious sight, transporting goods and raw materials of every form from point A to point B.

Military

  • APC (ClinTech Morris APC): Safe/Max Speed 100/150, Maneuver +0, Passengers 14, Armor 20, Scale 3, 48 HLs
APCs generally carry only light weaponry, as most of their cargo space is taken up by the ability to carry an entire squad of soldiers. An APC is armed with the weapons listed below, as well as targeting systems which add an additional +2 to all Awareness and attack rolls..
Medium Laser Cannon: Accuracy +2, Damage 20L [8], Range 1,000, Rate 3, Magazine (inf), AP:7, Scale 2
Coilgun MG: Accuracy +1, Damage 15L [5], Range 600, Rate 120/15, Magazine 1200, Burst:8, AP:3, Scale 0
  • Armored Truck (Mashindano Bronto): Safe/Max Speed 100/150, Maneuver -3, Passengers 2, Armor 20, Scale 3, 40 HLs
Designed for carrying cargo through potentially dangerous zones, an armored truck such as the Bronto provides significant protection for its driver as well as having light self-defense armament, listed below. Some vehicles may eschew armament.
Coilgun MG: Accuracy +1, Dmg 15L [4], Range 600, Rate 120/15, Magazine 1200, Burst:8, AP:4, Scale 0
  • IFV (PLA Type-182 IFV): Safe/Max speed 80/120, Maneuver +1, Passengers 8, Armor 30, Scale 3, 60 HLs
Halfway between an APC and a tank, IFVs carry firepower sufficient to threaten tanks, automated weapons, and a fireteam of soldiers. IFVs have a targeting computer which adds an additional +2 to all Awareness and attack rolls. The most common configuration of these vehicles, as represented by the Type-182 IFV in PLA service, is a medium coilgun and pintle-mounted light autolaser on the turret, with a rack of anti-tank missiles to the side, and two AI-controlled antipersonnel mounts mounted on the hull, with one covering each side.
Anti-Tank Missile Rack: Accuracy +0, Damage 30L [15], Range 1,000, Rate 1, Magazine 6, AP:10, Scale 3, Guided
Medium Coilgun: Accuracy +1, Damage 27L [9], Range 1,000, Rate 8, Magazine 400, Scale 2, AP:9
Light Autolaser: Accuracy +2, Range 500, Damage 13L [3], Rate 40, Magazine (inf), AP:3, Scale 1
Antipersonnel Mounts (2): Accuracy +1, Damage 15L [5], Range 600, Rate 120/15, Magazine 1200, Burst:8, AP:3, Scale 0
Each antipersonnel mount is AI-controlled and fires with a total accuracy pool of 9d.
  • Tank (ClinTech Ostner AFV): Safe/Max Speed 60/120, Maneuver +0, Passengers 0, Armor 40, Scale 3, 80 HLs
Even in the 22nd century, the tank is still a force to be reckoned with on the battlefield. Heavily armed and armored, a tank bristles with various weapons, listed below. Typically, a tank has a crew of 4-1 commander, 1 driver, and 2 gunners, one of whom aims the main gun and the other who manages the tank's antipersonnel laser and smart missile rack. In addition to its other systems, it possesses targeting systems which add an additional +2 to all Awareness and attack rolls.
Light Rapid-Fire Laser: Accuracy +2, Range 500, Damage 13L [3], Rate 40, Magazine (inf), Scale 1
Heavy Railgun: Accuracy +2, Dmg 40L [20], Range 2,500, Rate 1, Magazine 200, AP:15, Scale 3
SAM Rack: Accuracy +2, Dmg 14L [8], Range 2,500, Rate 1, Magazine 20, AA, Exp:3, Guided, Scale 1
  • Supertank (PLA Type-190): Safe/Max Speed 50/100, Maneuver +0, Passengers 0, Armor 48, Scale 4, 100 HLs
The massive Type-190, weighing in at an enormous 200 metric tons, is considered a "supertank", superior in raw combat to your average main battle tank, powered by a truly massive hyperfusion engine which allows it incredible (and uncomfortable) speeds, and armed with a main gun which would be well-suited for a warship turret. Widely considered a white elephant, the Type-190 is overpriced, difficult to transport, and has atrocious maintenance requirements more suited for an early 21st century war machine than a mid-22nd century one. However, if it manages to get into battle, things tend to die very fast. The Type-190 has a crew of four, a driver, a commander, and two gunners, and possesses advanced targeting systems which grant its crew an additional +3 to all Awareness and attack rolls.
200mm Coilgun: Accuracy +0, Damage 50L [30], Rate 1/3, Range 5,000, Magazine 40, AP:20, Scale 4, Fast Tracking:1
Anti-satellite mode multiplies its range by 10, but reduces its RoF to 1/12 and can only hit stationary or fixed-trajectory targets.
Medium Autolaser: Accuracy +2, Damage 15L [5], Range 750, Rate 30, Magazine (inf), AP:5, AA, Scale 1
H-K Missiles: Accuracy +0, Dmg 32L [16], Range 5,000, Rate 2, Magazine 4, AP:12, AA, Guided, Scale 2
Antipersonnel Mounts (4): Accuracy +1, Damage 15L [5], Range 600, Rate 120/15, Magazine 1200, Burst:8, AP:3, Scale 0
Each antipersonnel mount is AI-controlled and fires with a total accuracy pool of 9d.

Hovercraft

Civilian

  • Skimmer (Shendai AirFoil): Safe/Max Speed 100/200, Maneuver +1, Passengers 3, Armor 9, Scale 2, 18 HLs
Standard skimmers are often marketed towards upper-middle class families, possessing reliable but not particularly high-power hover drives that require little maintenance and have high safety margins.
  • Sports Skimmer (Banji Zephyr): Safe/Max Speed 200/450, Maneuver +3, Passengers 3, Armor 9, Scale 2, 18 HLs
A high-priced toy of the rich and speed-addicted, high-speed hovercars like the Banji Zephyr are capable of extremely high speeds and transit on any relatively flat surface (including water). However, to get this speed they are extremely lightweight and fragile designs.
  • Luxury Skimmer (Reed Rosen Brougham): Safe Speed/Max 150/250, Maneuver +1, Passengers 5, Armor 14, Scale 2, 24 HLs
Designed to seat up to six people, a luxury skimmer provides amenities, excellent handling, good ground speed, and most importantly sufficient armor to protect its inhabitants from small arms fire, allowing them to travel in security.
  • Racing Skimmer (Furatti Corona): Safe/Max Speed 320/640, Maneuver +4, Passengers 3, Armor 8/12, Scale 2, 20 HLs
The big brother to the Furatti Aquila, the Corona has many of the features, including the spoiler wings/canards, a heavily reinforced and streamlined body, and enough speed to become an impromptu low-flying aircraft with the right motivation. Like the Aquila, the Corona also costs an arm and a leg (which may become literal if driven without care). Optional packages include a milspec body built out of fighter-aircraft composites (soak increased to 12), a dust-repelling static field, and a retractable hardtop. Note that Furatti does not recommend retracting the hardtop when at speeds over 250 km/h.
  • Hovercycle (Reed Rosen Tsunami): Safe/Max Speed 200/350, Maneuver +3, Passengers 1, Armor 7, Scale 0, 10 HLs
Hovercycles are considered dangerous, fast, and a symbol of rebellious types with far more money than sense.
  • Racing Hovercycle (Furatti Aquila): Safe/Max Speed 300/600, Maneuver +4, Passengers 0, Armor 8, Scale 0, 10 HLs
These cycles are so fast they have terrain-following sensors, early warning radar, and require wings and canards just to stay on the road rather than taking flight. Hacking the incredibly powerful drive-by-wire system that keeps the cycle on the ground allows a user to use it as an impromptu aircraft... and so does any significant incline. Several nations require one of these riders to have both a driving and pilot license.
  • Biotech Hovercycle (Orgotek Hummingbird): Safe/Max Speed 200/300, Maneuver +2, Passengers 1, Armor 7, Scale 0, 10 HLs, Biotech (Tolerance 2)
A biotech hovercycle like the Hummingbird is extremely fast and nimble, but provides poor protection and passenger capacity. If formatted to a Psion, the hovercycle gains +3 to Maneuver, responding to the rider at the speed of thought.

Military

  • Assault Skimmer (Bisai Assault Skimmer): Safe/Max Speed 150/250, Maneuver +2, Passengers 4, Armor 18, Scale 2, 40 HLs
An assault skimmer is a fast attack vehicle with relatively light armaments, designed for fast attack and quick reaction rather than sustained slugging power. Assault skimmers are armed with a single light laser and often have a crew of 2-one driver and one gunner, plus 4 passengers. Furthermore it possesses targeting systems which add an additional +2 to all Awareness and attack rolls. If needed, an assault skimmer can be operated by a single crewman, and the laser can be slaved to an AI with an effective Perception + Gunnery total of 6.
Light Laser Cannon: Accuracy +2, Damage 15L [5], Range 750, Rate 5, Magazine (inf), AP:5, AA, Scale 1
The ClinTech Warden hover LAV, shown here in the standard configuration of the People's Liberation Army.
  • LAV (ClinTech Warden LAV): Safe/Max Speed 150/250, Maneuver +2, Passengers 6, Armor 24, Scale 3, 52 HLs
Hover LAVs are more heavily armed and armored than assault skimmers, and carry more passengers as well. They also have a crew of two in normal operation. Skimmer LAVs are generally only used by militaries, unlike the assault skimmer which sees at least some police use. It is armed with the weapons listed below, and possesses targeting systems which add an additional +2 to all Awareness and attack rolls.
Medium Laser Cannon: Accuracy +2, Damage 20L [8], Range 1,000, Rate 3, Magazine (inf), AP:7, AA, Scale 2
Anti-Tank Missiles: Accuracy +0, Damage 22L [12], Range 1,000, Rate 1, Magazine 3, AP:10, Scale 2, Guided
60mm Grenade Launcher: Accuracy +0, Damage (See Below), Range 500, Rate 15, Magazine 100, Scale 1
Fragmentation: Damage 16L [8], Area:2
Flechette/Buckshot: Damage 15L [3], Range 50, Area:4
HEAP: Damage 18L [9], AP:6
Incendiary: Damage N/A, Area:3, Incendiary (successful attack sets target on fire, dealing 8L/turn damage until put out)
Chemical: Damage None, Area:3, Gas Payload (choose any airborne toxin to deploy)
  • Super Hovertank (MN-114 Drake): Safe/Max Speed 150/300, Maneuver -1, Passengers 0, Armor 40, Scale 4, 80 HLs
The original military-industrial supertank boondoggle, the Drake pushed the limits of modern hover technology and beyond. Early models were notorious for requiring over a hundred hours of maintenance per hour of combat operation, and often had critical hover system failures in the field which left them immobile, faulty targeting software responsible for at least twenty accidental friendly fire casualties, as well as buggy EW software that often broadcasted the location of the supertank to the enemy (rather than hiding its 180 ton bulk). However, these issues were later fixed, and a five-unit Drake platoon was responsible for killing the Aberrant "Roswell Rosie". The Drake possesses a crew of 5 (commander, 2 gunners, driver, engineer), and is equipped with advanced sensors adding +3 to gunnery/awareness rolls. It is armed with a superheavy laser (with the power of one of the Scarab's heavy lasers, a secondary heavy laser turret, two AP blisters, and a HK missile rack.
Superheavy Laser Cannon: Accuracy +1, Damage 45L [23], Rate 1/3, Range 8,000, Magazine (inf), AP:15, Scale 4, Fast-Tracking:2
Accuracy +4, Damage 36L [18], Rate 1, AP:10 in AA mode.
Anti-satellite mode requires the vehicle to stay stationary and halves fire rate but multiplies ranges by a factor of 10.
Heavy Laser Cannon: Accuracy +3, Dmg 24L [12], Range 8,000, Rate 2, Magazine (inf), AP:9, AA, Scale 2
H-K Missiles: Accuracy +0, Dmg 30L [14], Range 5,000, Rate 2, Magazine 4, AP:6, AA, Guided, Scale 2
Antipersonnel Mounts (2): Accuracy +1, Dmg 15L [4], Range 600, Rate 120/15, Magazine 1200, Burst (8), AP:4, Scale 0
Each antipersonnel mount is AI-controlled and fires with a total accuracy pool of 9d.

Aircraft

Civilian

  • Pilot Trainer (Banji Musasabi):Safe/Max Speed 600/900, Maneuver +3, Passengers 1, Armor 10, Scale 3, 24 HLs
A common pilot trainer and aerobatics performer example, these craft generally still use standard hypercombustion engines rather than fusion turbines due to cost and size constraints.
  • Suborbital Aircraft (Banji Cirrus): Safe/Max Speed 800/15000, Maneuver -3, Passengers 200, Armor 12, Scale 4, 64 HLs
More advanced lightweight airframe and wing designs, combined with fusion turbines becoming cheap and commonplace for high-end air travel, have allowed suborbitals to become commonplace passenger aircraft.
  • Supersonic Aircraft (L-B Ionoliner): Safe/Max Speed 800/2500, Maneuver -3, Passengers 250, Armor 12, Scale 4, 64 HLs
Hyperfusion has made supersonic airliners cheap and practical. Less expensive than comparable suborbitals, it's still possible to get from one place to another in a handful of hours at most via supersonic flight.

Military

  • Subfighter (Bisai Harpoon): Safe/Max Speed 2000/4000 air, 250/500 underwater, Maneuver +3, Passengers 0, Armor 18, Scale 3, 40 HLs
Subfighters are a common sight, fusion powered fighter aircraft which have modified engines and reinforced hulls capable of sustaining underwater operation. Sacrificing reaction mass for MHD drive and with far heavier hulls and structure than equivalent-mass hybrid fighters, subfighters have poor high-altitude performance and cannot function in space. A typical subfighter like the Bisai Harpoon or Poly Technologies J-140 are armed with a blue-green laser, equipped with lidar systems, and have dual-mode MHD/fusion-jet torpedoes. These subfighters have advanced sensors which add +2 to the pilot's Awareness and Gunnery rolls, multitask systems which reduce all multiple action penalties by 1, and active signature cancellation which adds +2 to the difficulty of detection rolls or guided missile attacks.
Blue-Green Laser: Accuracy +2, Damage 15L [5], Range 1,000 (200 underwater), Rate 30, Magazine (inf), AP:5, AA, Scale 2
Supercavitating Torpedoes: Accuracy +0, Dmg 30L [14], Range 5,000 (1,000 underwater), Rate 8, Magazine 8, AP:6, AA, Guided, Scale 3
  • Transport VTOL (ClinTech Black Cat Military Transport): Safe/Max Speed 1200/2400, Maneuver +1, Passengers 40, Armor 18, Scale 3, 64 HLs
A heavily armored armed transport, a VTOL such as this is powered by high-end fusion turbines to allow it incredible maneuverability and speed for its size. These VTOLs have immense TWRs and can carry dozens of tons of cargo in specially designed pods above and beyond their own internal cargo/troop bay. Transport VTOLs are equipped with active signature cancellation, adding +1 to the difficulty of any enemy awareness rolls to detect the fighter or attack rolls involving guided ordinance, and advanced sensors which add +2 to the pilot's Awareness and Gunnery rolls. A typical transport VTOL is armed with the weapons listed below:
Medium Autolaser: Accuracy +2, Damage 15L [5], Range 750, Rate 30, Magazine (inf), AP:5, AA, Scale 1
Twin Missile Pods: Accuracy +0, Range 2,000, Damage 25L [10], Rate 24, Magazine 24, AP:10, Guided, Scale 3
  • Attack VTOL (Bisai Wasp): Safe/Max Speed 400/700, Maneuver +3, Passengers 0, Armor 20, Scale 2, 42 HLs
Inexpensive attack craft, attack VTOLs are more heavily armed and have superior armor to their transport brethren despite their much smaller size. Attack VTOLs are equipped with active signature cancellation, adding +1 to the difficulty of any enemy awareness rolls to detect the fighter or attack rolls involving guided ordinance, and advanced sensors which add +2 to the pilot's Awareness and Gunnery rolls. These deadly weapons possess the armaments listed below:
Medium Autolaser: Accuracy +2, Damage 15L [5], Range 750, Rate 30, Magazine (inf), AP:5, AA, Scale 1
Missile Pod: Accuracy +0, Range 2,000, Damage 25L [10], Rate 12, Magazine 12, AP:10, Guided, Scale 3
Rocket Pods: Accuracy +2, Dmg 16L [6], Range 500, Rate 80, Magazine 80, AP:2, AV:1, Exp:4, Scale 2

Spacecraft

Civilian

  • Hybrid Shuttle (L-B Comet): Safe/Max Speed 1500/15000, Acceleration 6G, Maneuver +1, Passengers 150, Armor 14, Scale 4, 64 HLs
A standard hybrid atmospheric/spaceflight-capable civilian shuttle, hybrid shuttles can either carry scores of passengers or massive loads of cargo cheaply and economically. Their immense TWR and high-durability airframes allow them surprising maneuverability for such large craft.

Military

An E-15 in the colors of the 15th Tactical Fighter Squadron of the United African Nations.
  • Hybrid Fighter (Bakuhatsu E-15 Fighter): Safe/Max Speed 1500/15000, Acceleration 8G, Maneuver +4, Passengers 0, Armor 15, Scale 3, 40 HLs
Hybrid fighters have multi-mode airbreathing and reaction-mass consuming fusion jets, allowing them to translate from atmospheric to space flight with little difficulty, and typically have a crew of 2, one pilot and one weapons officer. Hybrid fighters are equipped with active signature cancellation, adding +3 to the difficulty of any enemy awareness rolls to detect the fighter or attack rolls involving guided ordinance, and advanced sensors which add +3 to the pilot's Awareness and Gunnery rolls. An AI manages the PD Laser, with a defensive pool of 10 after factoring in the vehicle's sensors, and 12 after factoring in the PD Laser's accuracy.
Heavy Tactical Laser: Accuracy +3, Dmg 24L [12], Range 10,000, Rate 2, Magazine (inf), AP:9, AA, Scale 3
H-K Missiles: Accuracy +0, Dmg 30L [14], Range 20,000, Rate 6, Magazine 6, AP:6, AA, Guided, Scale 3
Point Defense Laser: Accuracy +2, Dmg 10L, Range 300, Rate 150, Magazine (inf), Scale 0, PD (can "parry" attacks)
  • Hybrid Biofighter (Orgotek Locust C): Safe/Max Speed 1500/15000, Acceleration 8G, Maneuver +4, Passengers 0, Armor 15, Scale 3, 40 HLs
Used by the Legions and Orgotek, hybrid biofighters are some of the deadliest fighter craft in existence, bristling with weapons and defensive systems. When formatted to a Psion user, they gain an additional +2 to Maneuver and weapon accuracy, above and beyond their standard bonuses. Equipped with active signature cancellation which increases the difficulty of enemy guided ordinance attacks and awareness rolls by +2 against the biofighter, and advanced sensors which add +3 to the pilot's Awareness and +2 to his Gunnery rolls, a biofighter additionally has biocomputers which manage its PD lasers, with defensive pools of 12.
Light Tactical Lasers (2): Accuracy +2, Damage 15L [5], Range 750, Rate 5, Magazine (inf), AP:5, AA, Scale 1
Heavy Tactical Laser: Accuracy +3, Dmg 24L [12], Range 10,000, Rate 2, Magazine (inf), AP:9, AA, Scale 3, Fast-Tracking:1
H-K Missiles: Accuracy +0, Dmg 30L [14], Range 20,000, Rate 8, Magazine 8, AP:6, AA, Guided, Scale 3
Twin Point Defense Lasers: Accuracy +2, Dmg 10L, Range 300, Rate 150, Magazine (inf), Scale 0, PD (can "parry" attacks)
  • Hybrid Transport (Bakuhatsu GT-03 Trey): Safe/Max Speed 1200/12000, Acceleration 4G, Maneuver +2, Passengers 20, Armor 20, Scale 4, 64 HLs
A general-purpose transport craft example, these transports are armed with light self-defense weaponry to protect their cargo from Aberrant attacks, enemies, or other unforeseen complications. Hybrid Transports are equipped with advanced sensors which add +2 to the pilot's Awareness and Gunnery rolls. AIs manage the PD Lasers, with a defensive pool of 9 after factoring in the vehicle's sensors, and 11 after factoring in the PD Laser's accuracy. Each laser has its own independent AI.
Light Tactical Lasers (2): Accuracy +2, Damage 15L [5], Range 750, Rate 5, Magazine (inf), AP:5, AA, Scale 1
Twin Point Defense Lasers: Accuracy +2, Dmg 10L, Range 300, Rate 150, Magazine (inf), Scale 0, PD (can "parry" attacks)
  • Assault Transport (L-B MEL): Safe/Max Speed 1200/12000, Acceleration 3G, Maneuver +2, Passengers 0, Armor 30, Scale 4, 90 HLs
Massing three hundred tons and armored like a tank, a military assault transport is typically used when air superiority is not guaranteed but cargo still needs to be dropped. With plentiful self-defensive capability and cargo capacity, several of these transports have been converted into gunships. Assault Transports are equipped with ECM/active stealth systems which add +2 to the difficulty of enemy awareness rolls to detect the fighter or enemy attack rolls involving guided ordinance, and advanced sensors which add +3 to the pilot and gunners' Awareness and Gunnery rolls. AIs manage the PD lasers, with a defensive pool of 12 after everything has been factored in
Heavy Tactical Laser: Accuracy +3, Dmg 24L [12], Range 10,000, Rate 2, Magazine (inf), AP:9, AA, Scale 3, Fast-Tracking:1
Twin Point Defense Lasers: Accuracy +2, Dmg 10L, Range 300, Rate 150, Magazine (inf), Scale 0, PD (can "parry" attacks)

The gunship variant adds these additional weapons which fire from the sides, and increases its armor to 35. The gunship variant has no cargo capacity.

Medium Gatling Laser: Accuracy +2, Damage 15L [5], Range 1,500, Rate 150, Magazine (inf), AP:5, AA, Scale 1
ER Particle Cannon: Accuracy +1, Range 3,000, Damage 25L [12], AP:10, Rate 1, Magazine (inf), Scale 3
160mm Howitzer: Accuracy -2, Damage (see below), Range 10,000, Rate 1, Magazine 15, Scale 4
Fragmentation: 28L [14], Area:6
Submunition: Damage 15L [7], Range 100, Area:10
HEAP: Damage 30L [15], AP:12
Incendiary: Damage 10L [12], Area:8, Incendiary (successful attack sets target on fire, doing 10L/turn until put out)
Chemical: Damage None, Area:8, Gas Payload

VARGs

A standard VARG stands anywhere from 3 to 8 meters tall, massing anywhere from 3 to 30 tons (outside of the Kraken, which is the size and approximate mass of a main battle tank). Most of this mass is taken up by the VARG's armoring and its carbon nanotube musculature, which are anchored to its reinforced endoskeleton. The CNT muscles of the VARG allow them to compete with Aberrants in terms of raw strength, making hand to hand fights against them merely dangerous instead of guaranteed suicide. VARGs power their weapons, sensors, and motile options via a small hyperfusion reactor in their chest, which is shielded by the same armored cocoon that holds the cockpit. As hyperfusion reactors are incredibly safe and do not catastrophically fail, this maximizes unit survival without impacting pilot survival-anything which would destroy the hyperfusion reactor has probably penetrated and killed the pilot.

Piloting a VARG uses a combination of direct neural interface, retinal tracking, joysticks, and pedals, using the DNI for balance and fine adjustment feedback while the joysticks and pedals control rough body movement and the eyes control targeting and tracking. Although potentially extremely complex, the powerful computer systems installed in every VARG make piloting relatively intuitive and easy to handle.

BioVARGs are built similarly to standard VARGs, but use vat-grown hyperchitin/CN-infused keratin sheeting over an artificial shell for armor instead of hardtech metals and composites, can self-heal, and have limited psychokinetic capability which provides additional protection by attenuating incoming fire and telekinetically boosting physical strength. Their control schema is far simpler than that of a standard VARG as well, a pure direct neural interface, although this psionic symbiosis is disconcerting and difficult to get used to at first. BioVARGs are cheaper and easier to build than normal VARGs, and also more effective, but are limited by the number of psions who are also skilled VARG pilots.

  • New Weapon: Plasma Blade
A Plasma Blade is designed for VARG use, and requires a connection to a fusion reactor to run. Essentially a very short range plasma gun, the radiated heat from the blade itself will incinerate most humans nearby, while the blade can cut through tank armor with little difficulty. Any unshielded user (unshielded as in not in a vehicle or a VARG) takes 15L damage an action being within a meter of the blade, and if actually wielding it, reduces his soak in half.
Plasma Blade: Damage Str + 10L [2], Mass 190, Scale 2

Game Mechanics

VARGs use Pilot(VARG) to move, make melee attacks, and evade enemy fire, and Gunnery to target their weapons systems. VARGs require only one crew member, but do not gain the benefits of multiple crewmembers (i.e. the pilot must split actions normally).

VARG melee attacks do not use their strength, but rather (Dexterity + Pilot (VARG) + Maneuverability) to attack. The benefits of Martial Arts or Might do not normally affect VARGs. VARG lift is calculated via multiplying the VARG's base lifting capacity (VARG's normal strength) by (1 + strength adds). Scale affects this after, so VARG lifting capacity is 30 * (Strength) * (Strength Adds + 1) * (Scale + 1).

All VARGs have thermal imaging, T-Ray, LANSA, echolocation, lateral line, and nightvision sensors or their equivalent, with 200m range for the LANSA and T-Ray system. These apply as the body modifications.

Scout VARGs

  • Spirit Warrior: Strength 12 [5], Handling +4, Safe/Max Speed 80/120, Armor 18, Scale 1, 24 HLs
A 3-meter tall scout VARG, the Spirit Warrior is fast and nimble although extremely vulnerable to most weapons. Multitask systems reduce multiple action penalties by 1, while advanced sensors add +5d to all awareness and attack rolls, and stealth systems add +3 difficulty to spot the VARG. It possesses the weapons listed below.
Light Autolaser: Accuracy +2, Range 500, Damage 13L [3], Rate 40, Magazine (inf), AP:3, Scale 1
Small Missile Pod: Accuracy +0, Range 2,000, Damage 25L [10], Rate 3, Magazine 3, AP:10, Guided, Scale 3
  • Fire Eagle: Strength 15 [6], Handling +3, Safe/Max Speed 100/150, Armor 20, Scale 1, 28 HLs
The Fire Eagle is a nimble and inexpensive light attack and scouting VARG. Multitask systems reduce multiple action penalties by 1, while advanced sensors add +2d to all awareness rolls and attack rolls. It is armed with the listed weapons.
Light Autolaser: Accuracy +2, Range 500, Damage 13L [3], Rate 40, Magazine (inf), AP:3, Scale 1
60mm Grenade Launcher: Accuracy +0, Damage (See Below), Range 500, Rate 15, Magazine 100, Scale 0
Fragmentation: Damage 16L [8], Area:2
Flechette/Buckshot: Damage 15L [3], Range 50, hits everything in an arc
HEAP: Damage 18L [9], AP:6
Incendiary: Damage N/A, Area:3, Incendiary (successful attack sets target on fire, dealing 8L/turn damage until put out)
Chemical: Damage None, Area:3, Gas Payload (choose any airborne toxin to deploy)
  • Weasel: Strength 16 [6], Handling +5, Safe/Max Speed 100/150, Armor 20, Scale 1, 32 HLs, Tolerance 4
The "Weasel" is a light scout BioVARG with multiple weapons hardpoints and has extremely high speed and maneuverability. Multitask systems reduce multiple action penalties by 2, while advanced sensors add +5d to all attack and awareness rolls. Stealth baffles add +3 difficulty to spot the BioVARG in action. It also possesses a psionic targeting and tracking system.
Psionic Targeter: When used in conjunction with a support BioVARG, a Psionic Targeter allows the support BioVARG to ignore all range penalties.
2 Weapons Hardpoints: 2 Light/Heavy Weapons.

Assault VARGs

  • Flame Cloud: Strength 20 [10], Handling +2, Safe/Max Speed 60/90, Armor 22, Scale 2, 32 HLs
The Flame Cloud is a Pacific Rim general combat VARG design with good speed, as well as moderate armament and armor. Multitask systems reduce multiple action penalties by 1, while advanced sensors add +3d to all attack and awareness rolls. It is armed with the weapons listed below.
Particle Cannon: Accuracy +1, Range 1,000, Damage 25L [12], AP:10, Rate 1, Magazine (inf), Scale 2
Missile Pod: Accuracy +0, Range 2,000, Damage 25L [10], Rate 9, Magazine 9, AP:10 Guided, Scale 3
Light Autolaser: Accuracy +2, Range 500, Damage 13L [3], Rate 40, Magazine (inf), AP:3,
Ion Whip: Accuracy +0, Damage Strength + 5L (+5d EMP), Scale 1
  • Hellfire: Strength 25 [14], Handling +0, Safe/Max Speed 50/75, Armor 25, Scale 2, 40 HLs
The largest assault VARG built to date, the Hellfire bristles with energy weapons. Multitask systems reduce multiple action penalties by 2, and advanced sensors add +3d to all attack and awareness rolls. Armed exclusively with energy weapons, the Hellfire can lay down a withering barrage of fire for indefinite periods.
Heavy Plasma Cannons (2): Accuracy +0, Range 800, Damage 30L [16], AP:12, Rate 1 (per gun), Magazine (inf), Scale 3, Fast-Tracking:1
Light Autolasers (2): Accuracy +2, Range 500, Damage 13L [3], Rate 40, Magazine (inf), AP:3, Scale 1
Lightning Field: Deals 12L [6] damage to anyone touching the VARG.
  • Pulsar: Strength 24 [12], Handling +2, Max Speed 60/90, Armor 24, Scale 2, 36 HLs
Built by ClinTech for the Federated States, the Pulsar is a state of the art assault VARG. Multitask systems reduce multiple action penalties by 1, while advanced sensors add +3d to all attack and awareness rolls. It is armed with the weapons listed below.
Particle Cannon: Accuracy +1, Range 1,000, Damage 25L [12], AP:10, Rate 1, Magazine (inf), Scale 2, Fast-Tracking:1
Missile Pod: Accuracy +0, Range 2,000, Damage 25L [10], Rate 9, Magazine 9, AP:10, Guided, Scale 3
Small Plasma Cannon: Accuracy +0, Dmg 21L [7], Range 60, Rate 15/3, Magazine (inf), Burst:5, Scale 1
Anti-Infantry Mount: Mounts an infantry-scale weapon (typically heavy coilgun) and fires with a dice pool of 8d including sensor bonus.
  • Silverfish: Strength 26 [12], Handling +3, Max Speed 60/90, Armor 25, Scale 2, 36 HLs, Tolerance 3
The most common BioVARG, the silverfish is a good general purpose combatant. Multitask systems reduce multiple action penalties by 3, while advanced sensors add +3d to all attack and awareness rolls. The Pulsar has 6 hardpoint and may mount weapons as listed below:
6 Weapons Hardpoints: 6 Heavy/Light Weapons, or 1 Support weapon and 2 Heavy/Light Weapons.

Support VARGs

  • Dragon: Strength 20 [10], Handling +2, Max Speed 50/75, Armor 22, Scale 2, 36 HLs
The Dragon is a fire-support VARG bristling with smart missiles, with minimal non-missile armament. Multitask systems reduce multiple action penalties by 1, while advanced sensors add +3d to all attack and awareness rolls. It is armed with the weapons listed below. As a special ability, it may count firing two weapons as one attack.
Missile Pods (2): Accuracy +0, Range 2,000, Damage 25L [10], Rate 18, Magazine 18, AP:10, Guided, Scale 3
Light Laser Cannons (2): Accuracy +2, Damage 15L [5], Range 750, Rate 5, Magazine (inf), AP:5, AA, Scale 1
Coilgun MGs (2): Accuracy +1, Damage 15L [5], Range 600, Rate 120/15, Magazine 1200, Burst:8, AP:3, Scale 0
  • Kraken: Strength 30 [20], Handling +3, Max Speed 60/90, Armor 28, Scale 3, 60 HLs
The Kraken is the largest BioVARG in existence, merely three meters tall but much wider than any other VARG, such that it has to use six legs to maintain its ground speed. The Kraken requires three crewmembers-one controls basic movement and evasion, while another controls its two support weapons, and a third controls its four defensive weapons banks. Multitask systems reduce multiple action penalties by 3, while advanced sensors add +3d to all attack and awareness rolls. It has 6 weapons hardpoints, which can carry the weapons combinations listed below.
Twin Support Weapon Hardpoints: 2 Support Weapons
4 Weapons Hardpoints: 4 Heavy or Light weapons.

Drones

At one time during the early 21st century, it was thought that AI controlled vehicles would replace all human piloted vehicles eventually. The advent of Novas (and later Psions) made that impossible, and the Aberrant War further altered the idea of drone use. The 22nd century battlefield mostly lacks non-AI drones, as remote controlled units are too easy to hack, but AI drones with military-grade failsafes and construction have proven their worth on the battlefield. However, 'pure' AI units are still easier to hack than combinations of human mind and AI control, which has led to them staying in a support role. The main exception is Karroo, where the lack of proper electrokinetics and the limited tactical aptitude of the Chromatics have made drones an exceedingly valuable tool. Biotech drones have recently become a viable alternative to 'hardtech' drones. Using biomimetics and neurology, these drones are, owing to their noetic resonance, significantly harder to subvert via Quantum powers. Only time will tell if they can obsolete neutral-piloted vehicles.

Rules

There are two types of drones: Vehicles, which drive around and shoot things (and therefore vehicle stat blocks), and Simacrula, which have full physical abilities (and therefore use more human stat blocks). Drones have an AI rating instead of mental attributes and generally have social attribute ratings of 0. They have abilities as any character, except theirs are fixed. In the case of vehicle drones, the AI rating also doubles as their Dexterity for Drive/Pilot rolls.

If attacked via Cyberkinesis or other machine-affecting powers, drones defend with double their AI rating as a fail-safe and add an automatic success due to their heavy firewalls and anti-subversion protocols. Biodrones are treated like living beings for the purposes of quantum powers, but are not animals and are immune to plant/animal mastery. They furthermore add +2 difficulty to all attempts to interfere with their AI or damage their biocomputer (via powers such as Domination, Mental Blast, etc.) due to their nature as bioapps.

Scout Drones

  • Scout/Attack Microdrone (Orgotek Seeker Wasp): Str/Dex/Sta 0/8/1, Armor 1, Scale 0, HLs -0 x 1/-1 x 1/Squished

Taking the form of a very large wasp, the Orgotek Seeker is intended as a recon drone with a limited attack capability coming from a flechette "stinger" and a binary self-destruct charge. The Seeker Wasp is a Miniscule creature with military-grade active camouflage, adding +4 to detection difficulties and +3 difficulty to any roll made to attack it. Its wings negate the movemnt speed penalty which results from being Miniscule. However, it takes quadruple damage from non-area attacks.

AI 1, Stealth 5, Awareness 5, Athletics 3, Firearms 2, Intrusion 2
Stinger: Accuracy +1, Damage 4L/4L [1]/4L [2], Rng 30, RoF 36, Magazine 36, uses 3/6/12 shots
Suicide Charge: Damage 10L [4], Exp:3
  • Recon Bot (Banji Arachnid): Str/Dex/Sta 0/4/4, AI 1/Program 5, Armor 4, Scale 0, HLs -0 x 1/-1 x 1/-4 x 3/Wrecked

One of the smallest drones manufactured, this light and fast spiderbot is a phenomenal infiltration and recon tool. Extremely quiet, the spiderbot can walk on ceilings, walls, and even soft mud.

AI 1, Stealth 5, Awareness 5, Athletics 5, Computers 3, Intrusion 3

Humaniform Drones

  • Personal Surrogate (Iris Doppleganger): Str/Dex/Sta 3/3/3, Armor 3, Scale 0, HLs -0 x 2/-1 x 2/-4 x 4/Terminated

Using biomimetic materials, a human-like skeleton, and a sophisticated AI system that allows for human-seeming behavior, personal surrogates are used for various purposes, from receptionists to appearing in absentia to sexual purposes. However, they are not actually sapient, even if they can pass a Turing test. Personal Surrogates can be built in any gender and build, with an appearance score from 1 to 6, although most standard models are generally appearance 3-4: attractive without being too implausible. Although personal surrogates are made of more durable stuff than humans, they are surprisingly fragile, and are only somewhat stronger than an average human, and therefore contraindicated for combat or hazardous environment usage.

AI 3, Might 1, Awareness 1, Athletics 1, Etiquette 4, Style 3, Rapport 1, Computers 1, Medicine 2, up to 6 other abilities at 1 or 6 additional specialties
  • Hardened Personal Surrogate (ClinTech XM-51 Militarized Replicant): Str/Dex/Sta 6/6/6, Armor 8, Scale 0, HLs -0 x 3/-1 x 3/-2 x 3/-4 x 2/Terminated
Hardened personal surrogates are reinforced variants used in situations where increased durability and superhuman physical ability are desirable. Hardened surrogates have additional armor protection, use more powerful musculature, a reinforced skeleton, and have additional self-repair ability. Hardened personal surrogates are often programmed to engage in combat, search and rescue, and other high-risk engagements. Cost-effective, they're also used quite commonly as bodyguards of the rich and famous. Like standard personal surrogates, hardened variants may be built with any gender and appearance score from 1 to 6, although they inevitably are tall and athletic in build.
AI 4, Might 3, Brawl 3, Melee 3, Firearms 3, Heavy Weapons 3, Athletics 3, Gunnery 2, Stealth 2, Awareness 4, Computers 1, Tactics 1, Medicine 2, up to 10 dots of other abilities (up to 3 dots)
  • Autonomous Infantry Combat Unit (Alliant-Iris M-770 AICU): Str/Dex/Sta 10/7/10, Armor 12, Scale 0, HLs -0 x 4/-1 x 4/-2 x 4/-4 x 4/Terminated
AICUs are suits of armor controlled by electronic ghosts rather than men, used in high-risk situations or hostile environments where suited humans are too vulnerable. They can wield any infantry weapons. AICUs have high-end sensor arrays which give them +3 to Perception rolls and allow them to ignore penalties for darkness, as well as giving them thermal vision, echolocation, and radar.
AI 4, Might 3, Brawl 3, Melee 3, Firearms 3, Heavy Weapons 3, Athletics 3, Gunnery 3, Stealth 2, Awareness 4, Computers 2, Tactics 2, up to 12 dots of other abilities (up to 3 dots)

Utility Drones

  • Ground Utility Crawler (ClinTech Mule): Safe/Max Speed 40/60, Maneuver +2, Armor 7, Scale 1, HLs -0 x 3/-1 x 3/-4 x 4/Wrecked
A simple and effective cargo hauler and utility vehicle, the Mule is designed to be remote piloted for special situations. While it is built for rough terrain operations, it is not heavily armored or designed for weapon usage. It includes a heavy lift manipulator arm for self loading (Strength: 10[2]), and similar models are common in the private sector.
AI 3, Drive 2, Awareness 2
  • Ground Tactical Crawler (ClinTech Wolfhound): Safe/Max Speed 50/100, Maneuver +3, Armor 10, Scale 1, HLs -0 x 4/-1 x 4/-4 x 4, Wrecked
Using their popular Mule design as a basis, ClinTech developed a mini-tank that set the standard in the field. The AI is designed for patrol and close support, and rapidly follows commands. The unit includes a manipulator arm, and common modifications include riot control and bomb disposal variants.
Coilgun MG: Accuracy +1, Damage 15L [5], Range 600, Rate 120/15, Magazine 1200, Burst:8, AP:3, Scale 0
AI 3, Drive 3, Gunnery 3, Awareness 3, Tactics 1
  • Recon Flyer (Bisai Moth): Safe/Max Speed 100/200, Maneuver +2, Armor 7, Scale 1, HLs -0 x 3/-1 x 3/-4 x 4/Wrecked
Combining high agility and endurance for wide area recon, these are by far the most common flying drone in use. Most large facilities that desire security have a flock of these or a similar drone available.
AI 3, Pilot 3, Awareness 5, Stealth 3, Tactics 1, Survival 2

Attack Drones

  • Attack Flyer (Banji Dust Devil): Safe/Max Speed 150/250, Maneuver +3, Armor 7, Scale 1, HLs -0 x 3, -1 x 3, -4 x 4, Wrecked
The standard hunter-killer drone uses laser weaponry to save on weight. Generally, flocks of these drones are used to supplement infantry attacks or provide lightning fast lethal response.
  • Continuous Beam Laser: Accuracy +3, Damage 12L [3], Range 1000, RoF 1, Magazine (inf), AP:4
AI 3, Pilot 3, Awareness 2, Gunnery 3, Tactics 1

Customization

Some people customize and hot-rod their vehicles, boosting their performance beyond a "stock" variant of such a unit. Some enhancements are listed below. A vehicle so enhanced is a Device (in Trinity terms), gaining 2 points of enhancement per dot in the background.

  • Additional Armor: The vehicle gains +2 armor per point of this enhancement. A vehicle may not increase its armor by more than (Scale + 2) x 2 points (so an AICU may not add more than 2 installations of additional armor, while a tank can add up to 5 installations.
  • Reinforced Internal Structure: The vehicle gains 5 -0 HLs. A vehicle may not more than double its total Health Levels in such a fashion.
  • Additional Speed (Ground): The vehicle gains +5/10 to safe/max speed. Vehicles may not more than double their speed.
  • Additional Speed (Air/Space): The vehicle increases acceleration by +0.5 G, and adds +150/300 to safe/max speed. A vehicle may not more than double its speed.
  • Additional Strength (VARG): A VARG or any other vehicle with limbs gains +2[1] strength. A VARG may not gain more than +10[5] strength in this way, or double its strength/strength add, whichever is lower.
  • Improved Sensors: A vehicle gives its crew +1d to Awareness rolls. This may not be bought more than twice.
  • Improved Targeting: A vehicle's weapons all gain +1 accuracy. This can be bought no more than twice.
  • Improved Handling: The vehicle gains +1 handling. A vehicle may not more than double its initial handling rating, or reduce its handling penalty to 0.
  • Weapons Hardpoint: The vehicle may mount 1 additional weapon. This may not be bought more than twice. A vehicle may only mount weapons with a Scale equal or less than their own Scale.