Vehicle Upgrades
Note: The more obviously upgraded and war-like your vehicle becomes, the higher your Subtlety Rating will go. For every 5 External Upgrades applied to a vehicle, increase the vehicle's size by one margin (e.g. Enormous to Massive). For every 5 Internal Upgrades applied to a vehicle, reduce the crew capacity by 1.
Someone with the appropriate Trade Skill must install upgrades, whether that be a PC or an NPC.
Upgrades are allowed at the GM's discretion. Obviously having a Heavy Stubber Turret on your Veloxi Autocycle will not be allowed.
Internal Upgrades | Description | Availability |
---|---|---|
Super-charged Engine | The vehicle gains the Enhanced Motive Systems trait. | Rare |
Bored and Stroked | Increase the vehicle’s Cruising Speed by 50% | Rare |
Powered Steering Ram | Increase the vehicle’s Manoeuvrability by 50%. If the vehicle has no Manoeuvrability, add +5 instead | Rare |
Superior Machine Spirit | The vehicle gains the Damage Control trait | Very Rare |
Reactive Machine Spirit | Select a single facing to apply this upgrade to. This upgrade may be taken multiple times (but not to the same facing). When a missile or grenade attack is made against the facing housing this upgrade, it automatically detonates 1d5m away from the vehicle. Once used, this upgrade must be repurchased in order to use again | Very Rare |
Caltrops | When being pursued by a vehicle with the Wheeled trait, or by a mount with the Living trait, Players may choose to deploy caltrops behind them. Caltrops take up a 3m square area. Oncoming vehicles or mounts must make a -10 Operate Skill Check to avoid the danger. Failing this test results in an immediate 1d5 Critical Hit to Motive Systems. Caltrops have no effect on Walkers, Tracked Vehicles, or Skimmers. Once used, this upgrade must be repurchased in order to use again | Average |
Grenade Deployment Device | Select a single facing to apply this upgrade to. This upgrade may be taken multiple times (but not to the same facing). Players may choose to active this upgrade as a Half-Action. Treat as if the grenade has detonated with a 180 degree arc leading from the centre of the chosen facing. Once used, this upgrade must be repurchased in order to use again | (Grenade rarity -10) |
External Upgrades | Description | Availability |
---|---|---|
Anti-personnel Grox-bar | When Ramming a soft target (i.e. humanoids) with the front facing, the vehicle causes 2d10 Rending Damage, plus additional damage equal to the armour points on the front facing. In addition, this damage has the Tearing and Felling (4) special traits. Cannot be taken in conjunction with an Anti-armour Grox-bar | Scarce |
Anti-armour Grox-bar | When Ramming a hard target (i.e. other vehicles, structures etc) with the front facing, the vehicle causes 2d10 Impact Damage with a Penetration of 4, plus additional damage equal to the armour points on the front facing. In addition, this damage automatically confers a 1d5 Critical Hit on the target vehicle. Cannot be taken in conjunction with an Anti-personnel Grox-bar | Rare |
Rough-terrain Lift-kit | When equipped with this upgrade, Wheeled vehicles no longer suffer the -20 penalty to tests involving difficult terrain. Reduce Manoeuvrability by -10 for non-difficult terrain tests | Rare |
Reinforced Chassis | Increase the vehicle’s Integrity by 50% | Rare |
Plasteel Armour Plating | Add +3 to a single facing of your choosing. This bonus may stack. For every instance you take this upgrade after the initial one, remove -5 from the vehicle’s Manoeuvrability | Scarce |
Armoured Motive System | Reduce any Critical Hit suffered to the Motive Systems of the vehicle by 1d5 to a minimum of 1. If the Motive Systems are destroyed, this upgrade loses its effect | Rare |
Enclosed Turret | Reduce any Critical Hit suffered to the Turret of the vehicle by 1d5 to a minimum of 1. If the Turret is destroyed, this upgrade loses its effect | Rare |
Ballistic Weapon Shield | Reduce any Critical Hit suffered to the Weapon of the vehicle by 1d5 to a minimum of 1. If the Weapon is destroyed, this upgrade loses its effect | Rare |
Ablative Hull | Reduce any Critical Hit suffered to the Hull of the vehicle by 1d5 to a minimum of 1. If the Hull is destroyed, this upgrade loses its effect | Very Rare |
Pintle-mounted Weapon | A Basic Ranged Weapon of the Player's choice may be mounted to the vehicle as per the Pintle weapon rules on pg187 DH2.0 Rulebook. Maximum 1 | Weapon Rarity -10 |
Fixed-mounted Weapon | A Basic or Heavy Ranged Weapon of the Player's choice may be mounted to the vehicle as per the Fixed weapon rules on pg186 DH2.0 Rulebook. Maximum 1 | Weapon Rarity -10 |
Hull-mounted Weapon | A Basic Ranged Weapon of the Player's choice may be mounted to the vehicle as per the Hull weapon rules on pg186 DH2.0 Rulebook. Maximum 2 | Weapon Rarity -10 |
Turret-mounted Weapon | A Basic or Heavy Ranged Weapon of the Player's choice may be mounted to the vehicle as per the Turret weapon rules on pg186 DH2.0 Rulebook. Maximum 1 | Weapon Rarity -10 |
Sponson-mounted Weapon | A Basic Ranged Weapon of the Player's choice may be mounted to the vehicle as per the Sponson weapon rules on pg187 DH2.0 Rulebook. Maximum 2 | Weapon Rarity -10 |
page revision: 1, last edited: 13 May 2016 06:24