Item Name |
Description |
Price |
Vehicular Armor I |
This is basic armor for the car. Whether you're being shot at by a handgun or an RPG, this will help keep the frame of the car intact. +500 to your car's HP. This doesn't stack with other Car Armors. This gives you a -10 to your total speed, added after the % penalty for below-performance TRP. |
$1000 |
Vehicular Armor II |
Your car is now protected from more intense gunfire. This'll be a good idea if you plan on getting shot at frequently. +800 to your car's HP. This doesn't stack with other Car Armors. This gives you a -20 to your total speed, added after the % penalty for below-performance TRP. |
$2000 |
Vehicular Armor III |
Top of the line. Your car will be like a tank... imagine their surprise when the grenade hits the front of your Mustang and you just drive on through the blast. +1200 to your car's HP. This doesn't stack with other Car Armors. This gives you a -30 to your total speed, added after the % penalty for below-performance TRP. |
$3000 |
Ram Armor |
Ever notice how your car crumples every time you hit a heavy crate or run it into a streetlamp? Not if you have the ram armor. This armor is a combination of titanium reinforcement for the front of your car along with chassis modification that spreads the force of the impact and disperses the energy enough to reduce the damage to your car. +800 to your car's HP for the purposes of ramming anyone from your front, or when crashing into something head-on. This is in addition to other car armors. |
$1500 |
Roll Bars / Crash Cage |
These are metal bars within the frame of your car (roll bars), or reinforced metal mesh underneath the frame that can take up a good bit of your back seat (crash cage) that prevent it from crumpling when the car rolls... such as when you **** up on the Power Slide you tried with your beater car. All damage dealt to the driver is divided by 2 when crashing/ramming. |
$1000 |
Armored Glass |
Got people shooting out your front windshield? Not any more. The glass panelling on your vehicle is armored. It will take 300 points of damage to shatter any given window, as opposed to the 40 any window usually has. This covers all glass on your vehicle. |
$700 |
Ram Spikes |
When ramming someone else, these vehicle-mounted spikes help deal extra damage. Increase the damage modifier by 0.5 for damage dealt to the object / other car / person. |
$900 |
Weapons Mount |
This is anything from a hole in the window to a bracket that you lay the butt of your gun in to aid you in firing out the window. Gives you a +1 to attacking while driving (ranged or melee). You can have multiple ones of these, but the bonuses do not stack. |
$300 |
Weapons Turret - Hardwired |
This is a mechanized system within your vehicle that allows you to mount a weapon to your car and control it via a hard-wired system, usually mounted on the dash or nearby. These have 360 degree rotational capacity in the horizontal plane and up to 45 degrees above and below the horizontal plane (up or down). You need a separate weapons turret for each weapon you wish mounted, and guns must be bought separately; this is merely a place to attach the guns. You can switch out any weapon you want on the turret, but it must be a ranged weapon. To switch a weapon out of a turret, make a Tech/Level/Luck roll. Below 15, it takes 20 minutes per weapon to switch out the weapons from a turret. 15-24, it takes 10 minutes to switch out the weapons. 25+, it takes only 5 minutes to switch out a weapon for another. For all attacks made with the weapons turret, you use your Int/Level/Luck, using the table for Strength and Perception. You don't get any bonuses for specialty or skills related to the mounted weapon, as you yourself aren't manipulating the weapon directly. |
$1000 |
Weapons Turret -- Remote |
This is like the hardwired weapons turret but works on a remote sensor system. This system can be rigged to a remote control, which can be taken away from the vehicle. |
$2000 |
Weapons Turret Modifications |
This allows your weapons turrets to pop up and down from compartments on your car so that they are not always visible. This also allows the guns in your turrets to point straight up, but it doesn't allow any more downward maneuverability. This must be purchased separately for each weapons turret. |
$400 |
Ram-Jet Vent |
A forward-facing vent opening up from the center of your hood that forces air into the engine to cool it down. This makes the engine work more efficiently, giving you a +5 MPH to your total MPH (applied after the % reduction for less-than-pristine cars). |
$400 |
Nitrous Oxide Injector System |
Nox, NO, Nitrous, NOS... all of it refers to one of the most bad-assed and important modifications to a racing vehicle. This system pumps highly concentrated Nitrous Oxide into the engine, temporarily giving it a huge boost in power. For 3 rounds, your current speed is boosted by 75 MPH and can allow a car to go past its max speed. There's a chance this boost of power will damage your engine and all the parts attached to it... the GM will then make a d100 roll. If this roll is above the % of TRP that your car is at, your car suffers 100 points of damage and 20% TRP damage (the extra TRP damage from the 100 regular damage is already included). You also must make two Driving Tests to keep control of your vehicle. If you fail both rolls, or if you roll a 1, 2, or 3 on your first roll, you immediately crash your car (see Ramming/Crashing). |
$1000 |
Enviroseal |
An enviroseal system is a modification to your car that waterproofs and airproofs the main cabin of your vehicle from the outside world. It has all internalizes systems for ventilation and such. If your car goes underwater, you'll be fine as long as you have air. If you drive through a patch of mustard gas, your vents will still pump a piney fresh scent. This doesn't however, protect your engine or anything on the outside (including weapons turrets) from these environmental hazards. It also doesn't protect against extreme hazards, such as lava. If your vehicle is reduced to 200 HP or less, the Enviroseal is broken. |
$1000 |
Engine Seal |
This seals all mechanical parts in the engine, underneath, and around the car from corrosives, water damage, and the like. It doesn't protect the car from extreme fire, as from flamethrowers, or regular damaging attacks from weapons. |
$500 |
Rubber Tires |
From one of the infrequently found caches of pre-war car parts. These give better performance on the road, giving a +1 to all Drive tests. |
$800 |
Run-Flat Tires |
Broken glass, nails, and spike strips are no match for the run-flat tires. Backup inflation systems, along with an internal supply of Fix-a-Flat goo, keeps these tires inflated even when punctured. This only counts for minor blow-outs. Someone can still slash a tire or shoot it out from the side. Rubber tires only (must be purchased separately as a tire feature). |
$750 |
Armored Tires |
A classic tactic in a gunfight involving cars is to blow out the tires. You've gone a step ahead and armored the sides of your tires. This gives your tires 200 HP each (normally 80 for regular tires or 40 for rubber tires) (may be purchased as a tire feature to be used with other types of tires). |
$900 |
Grip-Tite Tires |
Your tires are modified to grip the pavement and the dirt in inclement weather. Reduce all weather-related penalties by 1. (may be purchased as a tire feature to be used with other types of tires) |
$800 |
Advanced Brakes |
You can decelerate at 20 MPH / round faster than listed for your type of vehicle (e.g. 40 MPH / round for trucks/vans). This is added after any multipliers. |
$600 |
Offroad Handling Modifications |
Your car is modified to handle the stress the Wasteland puts on your vehicle... improved shocks, reinforced undercarriage, reinforced tired with extra grip, 4-wheel drive, and the works. All penalties for off-road driving is reduced by 2 (minimum 0 penalty). |
$800 |
Autopilot I |
This system allows your car to follow verbal commands. It can set cruise control and navigate forward, turn left or right, and stop. It does not, however, automatically stop for traffic, buildings, or cliffs; it simply follows entered verbal or button-inputted commands. |
$600 |
Autopilot II |
Kick up your feet and relax. The autopilot II system is fully automated. It uses a GPS-like system, high-tech sensor systems, and internal stabilization to get you where you want, without your input. It will avoid buildings and other obstacles, and you can set the speed at which it goes. It will either choose the most direct course to the destination, or you can program a specific route for it to take. (Requires Autopilot I) |
$900 |
Sensors |
Your car has a particular type of sensor and readout monitor. You can buy this enhancement multiple times, and each time it applies to a new type of sensor (nightvision, infrared, sonar, radar). The range on sensors is 50 feet, and nightvision and infrared are interrupted by anything thicker than 1 foot (walls, buildings, mountains, etc). (Sensors can negate penalties for poor vision while driving when appropriate, as per GM discretion). |
$500 |
Sensor Camouflage |
Your car's electronic register on sensors such as radar is muted. Anyone trying to detect your car on sensors (even with a solution radar) must make a Percep/Level/Luck check (in addition to any other ones made) to notice your car. |
$600 |
Antitheft System I |
You have a lock on your car so no one else can steal your shit. Good job. |
$100 |
Antitheft System II |
This system involves a car alarm and an advanced version of the club. (Requires Antitheft System I) |
$400 |
Antitheft System III |
This includes active theft-deterrent systems, typically electrified doors that deal 50 damage to anyone tripping the system, although this can be customized (ask a GM for permission of an idea). This system also can integrate any weapons turrets you might have. They can fire on anyone who trips the alarm. (Requires Antitheft System II) |
$1000 |
Spotlights |
These spotlights can be mounted wherever you want on your car, and they can be remotely operated to swivel 360 degrees. |
$100 |
Sidecar |
Designed for bikes, but could be an awkward and cumbersome addition to a real car, this gives extra room for one person to ride with you or extra storage for all those weapons and gear you're lugging around. -1 to Drive Tests, but +1 seating or adds a Cargo 3's worth of space for cargo. |
$300 |
5-Strap Seatbelt |
This is a 5-strap harness used by professional street racers for more protection than a regular seatbelt. The damage multiplier for damage dealt to you when you ram/crash is reduced by 0.5. So, for example, if you have a safety strap in a car, the damage you are dealt is only 1.5x the current speed instead of 2x the current speed. |
$500 |
Seat Belt / Helmet |
There used to be an unnecessary law that mandated seatbelts for cars and helmets for bikes. Why unnecessary? Because you're S.O.L. if you crash without one. |
$50 |
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