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A vehicle’s systems are what separates it from other vehicles, even those that have same chassis, weight class and user type. Vehicles in WCRPG are designed to be relatively easy to build and customize; there are only a few basic systems that need to be installed in order for them to function. A vehicle’s equipment affects it in many of the same ways that equipment affects a character, defining how hard it is to damage it and what abilities it has.

Vehicles have several basic systems, including the following:

  • Armor: Some vehicles have Armor plates attached to their frame. Armor is designed for several functions, including passenger safety and the mitigation of damage to the chassis in the event of a collision. Armor is also effective at reducing the amount of permanent damage a vehicle receives due to incoming weapons fire.
  • Engines: Vehicles derive power via some form of main reactor, which channels the energy it produces is channeled into whatever propulsive system the vehicle uses. Regardless of its type, a vehicle's Engine will determine how fast it can move and how fuel efficient it is.
  • Shields: Shields perform many of the same jobs as armor. They have two key advantages over Armor: they can be added acquiring an HD penalty and they regenerate over time. Their main disadvantage is a substantial increase in their cost for an equivalent level of protection. They also count against the vehicle's total number of accessories in most cases and they are only available to Starfaring Age craft. Shields aboard vehicles are typically small, one piece combination emitter/charger arrays; the ambient strength of a vehicle's Shields is based solely on the amount of power the emitters receive.
  • Weapons: Commercial, Industrial, and (of course) Military Vehicles may incorporate one or more weapons systems aboard. These weapons are included when a vehicle needs an offensive arm for one reason or another, be it to fend off pirates, to provide extra cutting power or to just kick butt. Vehicle weapons come in two varieties: Guns and Ordnance.
  • Accessories: Accessories are additional systems designed to help a vehicle perform specific tasks such as terraforming, cargo hauling, passenger ferrying and weapons deliver. Most vehicles can hold only one or two accessory systems, though some can hold many, many more.

In addition to these main systems and depending on its chassis, a vehicle may have one or more internal systems such as sensors, communications arrays and speed governors. These systems tend to be hardwired into the vehicle's chassis and are included in its cost; they can't be removed or modified directly though the function of some of them can be augmented through the addition of accessories. 

The following Chapter is an overview of the pieces of basic equipment, what they can do and how much they cost. GMs who are interested in creating their own equipment for vehicles are more than welcome to do so (for instructions on how to create such equipment, see Chapter 10.2.6.)

Armor

A vehicle’s Armor consists of metal plates attached to its outer hull designed to give it extra protection. It is not a required system but many users are still glad to have it despite the additional cost and performance degradation. Vehicles are limited in the amount of Armor they can utilize without having the Reinforced Chassis accessory installed based on their chassis type. Armor falls under the category of Defenses and can be repaired or replaced while the vehicle is not in use.

  • Type: Defenses/Armor
  • Gun/Missile Damage Reduction: None
  • Effects: +1 HD/BHD/FHD per centimeter above chassis default; -1 HD/BHD/FHD per centimeter below.
Armor
Type Cost Armor Hit Points
(per centimeter)
Service Date
(Earth equivalent)
Iron ¤50 1 1859
Aluminum ¤100 2 1914
Steel ¤250 5 1872
Durasteel ¤500 10 2363
Titanium ¤750 50 1960
Plasteel ¤1,000 100 2634
Tungsten ¤1,500 200 2487
Isometal ¤2,000 600 2669
Platolum ¤2,500 2,400 2689

Engines

Engines provide electrical and propulsive power; they directly determine how fast a vehicle may travel and the number of range increments per round it may move during combat. In addition to being capable of propelling a vehicle faster, higher Classes of Engine are also more fuel efficient than lower ones (see Chapter 8.1). If any character-scale equipment is installed on a vehicle, its Engine provides a constant power source for that equipment, negating the need for any Batteries.

Engines come in too many different shapes, sizes and forms to provide a comprehensive list of them for all technological levels and vehicle types. The following is a generic Engine listing; it can be adapted for more specific environments by adjusting some of the indicated statistics.

  • Availability: Variable (First Class only, Metal Age. Fifth Class maximum, Industrial Age).
  • HD Effect: -2 HD/BHD per Class level above the chassis default; +2HD/BHD per level below.
  • Speed Effect: Doubles base chassis speed per Class increase above the chassis default and halves base speed per Class decrease.
Engines
Class Level Basic Cost
(Cost Points)
Initiative Base Fuel Efficiency
First Class 10 1 5%
Second Class 30 2 10%
Third Class 60 3 15%
Fourth Class 100 4 20%
Fifth Class 150 5 25%
Sixth Class 250 6 30%
Seventh Class 350 7 35%
Eighth Class 700 8 40%
Ninth Class 1,400 9 45%
Tenth Class 2,800 10 50%

Accessories

Accessories are items that can be installed on a vehicle in order to augment its abilities. There is no limit to the types of modules that can be added to a vehicle (and is perfectly allowable to put the same accessory on a vehicle more than once), though the number of additional systems is limited by its chassis, weight class and user. Each accessory has the following set of statistics:

  • Name: This is what the accessory is called.
  • Availability: This lists at what level of technological development a species must attain in order to be able to use the accessory on their craft.
  • Restriction: This lists any restrictions on the types of vehicles that can use the accessory.
  • Cost: This lists the cost of the accessory in Cost Points.
  • Effect: This indicates what the equipment does; any additional notes on it are included here.
Vehicle-Specific Accessories
Cargo Module Stone Age None 10 * Size Class The vehicle may carry up to an additional (5 * Size Class) cubic meters of cargo.
Crop Duster Module Industrial Age Land and Air Only 10 The vehicle carries enough chemicals and disbursement equipment to spray an area of up to (2 *Size Class) square hectometers; to use this module, the chemicals involved must be non-lethal to sentient life.
Industrial Lifter Module Industrial Age Land and Sea Only 15 * Size Class The vehicle may lift objects from ground level to a maximum height of (10 * Size Class) meters.
Industrial Dozer Module Industrial Age Land and Sea Only 15 * Size Class The vehicle may move a maximum of (10 * Size Class) cubic meters of a planetary surface at a time.
EAD/Terraforming Module Starfaring Age None 50 * Size Class The vehicle may transform one square kilometer of a planet’s surface per hour into a habitable zone, eliminates pollution in an area of the same size or fix other ecological problems in an area of the same size.
Scout Module Metal Age None 20 The vehicle's scanning specialist receives a +5 DC bonus to all Technology Checks made to conduct a scan; they receive a +5 DC bonus to all Perception Checks instead if no sensor system is installed.
Active Sonar Industrial Age Sea and Air Only 100 The vehicle receives a +5 DC bonus to all Technology Checks when used to scan against sea vehicles and removes any Submarine HD bonus when used for the same purpose. Sea vehicles will take a +10 penalty to all HD ratings for ten rounds after using this accessory.
Passive Sonar Industrial Age Sea and Air Only 150 Vehicle receives a +5 DC bonus to all Technology Checks when used to scan against sea vehicles and removes any Submarine HD bonus when used for the same purpose.
AAA/SAM Module Industrial Age Land and Sea Only 15 * Size Class When used against Air Vehicles, the range of the vehicle's weapons uses the Air Vehicle-scale range increment (20 kilometers) instead of its normal range increment.
Apprehension Module Metal Age None 20 * Size Class The vehicle may hold up to (5 * Size Class) prisoners for maximum security transport.
Fire Suppression Module Metal Age None 40 * Size Class Provides (30 * Size Class) minutes worth of fire retardant material. It may be shot to a distance of up to 300 meters away from the vehicle.
Hospital Module Industrial Age None 50 * Size Class The vehicle has facilities for the treatment of up to (2 * Size Class) injured characters simultaneously. For purposes of healing, the vehicle provides the Minor Surgery Service (see Chapter 5.4).
Industrial Manipulator Module Industrial Age None 15 * Size Class The vehicle may perform any industrial duty other than lifting or bulldozing; the intended function of the module should be indicated at the time of the vehicle's creation.
Waste Disposal Module Metal Age None 75 The vehicle incorporates a specialized tank designed to hold up to (5 * Size Class) cubic meters of non-hazardous waste material
Refrigeration/Stasis Module Industrial Age None 100 The vehicle incorporates a specialized tank designed to hold up to (2 * Size Class) cubic meters of material at temperatures below 0° C.
High Temp Storage Module Industrial Age None 110 The vehicle incorporates a specialized tank designed to hold up to (2 * Size Class) cubic meters of material at temperatures above 100° C.
Bio-Hazard Storage Module Industrial Age None 150 The vehicle incorporates a specialized tank designed to hold up to (5 * Size Class) cubic meters of hazardous waste material.
Bulk Cargo Module Industrial Age None 200 * Size Class The vehicle contains a volume of space up to (the minimum bounding box volume six Size Classes smaller than the vehicle) devoted to cargo hauling in addition to its normal cargo capacity. A vehicle may have one Bulk Cargo Module installed without penalty. Subsequent modules reduce the Accommodation space of the vehicle by 20% of its full amount and induce a +10 HD/BHD/FHD penalty (these penalties are cumulative and are also inflicted if the Bulk Cargo Module is installed along with any type of Hangar Bay Module). A vehicle may never have more than five Bulk Cargo Modules installed.
Amphibious Landing Module Industrial Age Land and Sea Only 40 The vehicle can freely translate between land and the sea's surface and move at top speed on either surface.
Repulsor Sled Starfaring Age Land and Sea Only 150 The vehicle can move at speeds up to 900 kph like a Skimmer regardless of the normal maximum chassis speed limit. This accessory requires an operational Third Class Engine or better to operate.
Afterburner Industrial Age None 25 * Size Class * x The vehicle may travel at x times its normal maximum speed for a period of one round; it expends a number of fuel points equal to twice its Size Class each time it's used unless a Matter/Antimatter Power Plant is also installed. If a Matter/Antimatter Power Plant is installed, afterburner usage discharges one installed Gun for each round in which it is used and does not begin recharging any discharged weapons until it is no longer being used. If the vehicle exceeds the maximum speed allowed for its chassis, it will sustain Core Damage as normal.
Automation Module Industrial Age None 25 * Size Class The vehicle can operate without a crew.
Remote Control Module Industrial Age None (.5+x) * Size Class The vehicle can be operated remotely; it can only be a certain distance away from an operator or radio control source before loss of control occurs. The maximum distance is x, where x is a distance in tens of kilometers; this increases to thousands of kilometers for Starfaring Age sets.
Character-Scale Weapons Adapter Stone Age None 50 The vehicle can mount character-scale weaponry; they draw power from the vehicle's Engines in lieu of any required Batteries. The cost of the added character-scale weaponry should be added to the final cost of the vehicle after its Cost Modifier has been taken in to account, as with other forms of weaponry.
Cloaking Device Starfaring Age None 500 * Size Class This device must be toggled on and off; while active, the vehicle gains a -25 HD/FHD bonus but may not fire weapons.
Auxiliary Reactor Mount Industrial Age Space Only 100 * Size Class This accessory allows a vehicle to add backup Engines similarly to a capital ship Pod (i.e. the backup Engine does not count against the vehicle's accessory count). Backup engines must be of an equal or lesser Class than the main Engine. A +1 bonus is added to the vehicle's Initiative rating for each backup Engine installed. If the primary Engine is destroyed, the backup takes its place; the vehicle loses its Initiative bonus and must begin using the backup's Engine's speed and fuel efficiency characteristics.
Maneuvering Thrusters Industrial Age None 5 * Size Class The vehicle gains one movement point for purposes of turning only.
Autoslide Thruster Assembly Starfaring Age Fightercraft Only 50 * Size Class The vehicle may perform a normal number of valid maneuvers as listed in Chapter 9.3 but requires only one successful Vehicle Piloting Check to complete all of them. The HD bonus for the maneuvers performed is -5 per maneuver indicated and all normal Marksmanship and Ballistics penalties still apply.
Eco-Safe Module Starfaring Age None 10 The vehicle has an ecologically friendly reactor system.  Its overall cost is reduced by half; its Initiative rating is reduced by one point.
ECM Module Industrial Age None 20 * Size Class * x This accessory adds a +(5 * x) DC bonus to all Stealth Checks, where x is a whole number. It also adds a permanent -(5 * x) bonus to the vehicle's HD rating only.
AWACS/SWACS Module Industrial Age Air and Space Only 30 * Size Class This accessory adds a +10 DC bonus to all Science Checks made for the purpose of scanning.
Tachyon Radar Starfaring Age Air and Space Only 35 * Size Class This accessory reduces the vehicle's effective HD range penalty to -1 per range increment.
Airborne Delivery Module Industrial Age Air and Space Only 50 * Size Class The vehicle can jettison cargo/passengers for safe airdrops to a planet's surface. Space vehicles must be in atmosphere to use this accessory.
Orbital Insertion Module Starfaring Age Space Only 200 * Size Class The vehicle can jettison cargo/passengers for safe drops from orbit to a planet's surface. The accessory does not include any provision for later retrieval.
Artillery Module Industrial Age Land and Sea Only 100 * Size Class Selected weapons on the vehicle have a blast radius; they cause half-damage at Range One from their point of impact and quarter-damage at Range Two. Use BHD for the attack roll on all targets with those weapons. The affected weapons must be specified at the time of the vehicle's creation.
WMD Delivery System Industrial Age Military User Only 1000 * Size Class The vehicle may carry a single biological-, chemical-, radiological- or nuclear-tipped piece of ordnance; the type and specific effects of the ordnance must be specified at the time of the vehicle's creation.
Non-Lethal Weapons Delivery System Industrial Age None 50 * Size Class The vehicle's weapons may be tuned to inflict an amount of Non-Lethal Damage equal to their normal amount of Lethal Damage to a target; this may only be used with Guns. Space vehicles may only use this accessory while they are in atmosphere.
Repair Bay Module Metal Age None 100 * Size Class Allows vehicle to other vehicles that are as large as or smaller than itself. It can also repair buildings if the parent vehicle is Size Class Six or larger.
Backup Shield Generator Mount Starfaring Age None 25 * Size Class This accessory allows a vehicle to add additional backup Shields. All backups count as additional accessories and must be of an equal or lesser Class than the main Shield. The shield hit points of all installed generators should be added together.
Ion Engine Starfaring Age Space Only 250 This accessory changes the units of a vehicle's chassis base and maximum speeds from kilometers per hour to kilometers per second at one-tenth the indicated normal amount.
Impulse Engine Starfaring Age Space Only 500 This accessory allows space vehicles to move between planets at a high rate of speed. Their navigational distance increment is increased to 0.1 MU and the vehicle may travel at 70 times its normal top speed when active; its chassis maximum speed is ignored while the Impulse Engine remains in operation.
D-Drive Starfaring Age Space Only 750 FTL Drive System. This drive allows a craft to make intermittent, low FTL jumps up to five AU in distance at an average speed of one thousand times its normal maximum speed. This accessory must be coupled with an Ion Engine.
Morvan Drive Starfaring Age Space Only 750 FTL Drive System. This drive allows the vehicle to make FTL hops (see Chapter 8.4).
Akwende Drive Starfaring Age Space Only 1000 FTL Drive System. This drive allows the vehicle to make instantaneous FTL jumps (see Chapter 8.4).
Matter/Antimatter Power Plant Starfaring Age Space Only 500 * Size Class This accessory allows a craft to use all Matter-Antimatter fuel expenditure rules. It also doubles a vehicle's base fuel efficiency (to a maximum of 100%). This accessory cannot be installed on Fightercraft or Capsules prior to 2671.
Fuel Tank Metal Age None 5 * Size Class This accessory adds ten fuel points to the vehicle's maximum fuel capacity.
Ramscoop Starfaring Age Space Only 100 * Size Class This accessory may be used to refill the vehicle's fuel tanks while still in flight. It cannot be used while any Impulse Engine or FTL-drive system is in use. It refuels the vehicle at a rate of ten fuel points per hour under normal flight. It can be configured to take in hydrogen from a gas giant at a rate of two fuel points per hour or from a star at a rate of fifteen fuel points per hour.
Direct Fuel Injector Industrial Age None 10 * x * Size Class This accessory improves a craft's fuel efficiency by (x times five) percent, where x is a whole number from one to ten (to a maximum of 100%). Only one Injector may be installed on a given vehicle and it may not be installed alongside a Turboinjector.
Turboinjector Starfaring Age None 30 * x * Size Class Improves the craft's fuel efficiency by (x times ten) percent, where x is a whole number from one to ten (to a maximum of 100%). Only one Turboinjector may be installed on a given craft and it may not be installed alongside a Direct Fuel Injector.
Low-Friction Surface Traction Inducer Starfaring Age Land Only 30 * Size Class This accessory improves terrain difficulty by one level if it would otherwise be Difficult or worse (for more on terrain difficulties, see Chapter 8.2).
Reactor Intake Air Filter Industrial Age Land, Sea and Air Only 10 * Size Class This accessory increases a vehicle's fuel efficiency by 5% (or by 10% if its efficiency is 50% or greater, to a maximum efficiency in all cases is 100%). It also increases the vehicle's top speed by ten percent (limited by chassis maximum speed).
Modified Chassis Metal Age None 100 per added accessory This accessory allows a number of accessories above the normal amount to be mounted on a vehicle (maximum of 35 total accessories).
Reinforced Chassis Metal Age None (100 * Size Class) per level This accessory allows a vehicle to mount an amount of Armor above the normal maximum normally allowed for its chassis; the standard HD penalty applied for Armor is doubled for each centimeter above the normal maximum.
Capital Ship Shield Adapter Starfaring Age Military Fightercraft and Transports Only, 2669- 100 * Size Class This accessory allows a vehicle to mount a Capital Ship shield; the shield is added at 100 times its normal cost and it also takes up an additional accessory slot on the vehicle.
Auto-Repair System Starfaring Age None 20 * Size Class * x This accessory adds (5 * x) to the DC of all Engineering Checks of the vehicle's mechanical specialist, where x is a whole number.
Gun Cooler/Capacitor Starfaring Age None 20 * Size Class * x This accessory Increases the number of Guns that may be recharged per round by x.
Shield Regenerator Starfaring Age None 30 * Size Class * x This accessory Increases the vehicle's shield regeneration rate by x.
Warp Shield Generator Starfaring Age None 250 * Size Class This makes the craft on which it is installed completely impervious to damage for four rounds; once used, it may not be used again for another five minutes (fifty rounds).
BSE Virus Generator Starfaring Age None 10 * Size Class * x This accessory allows a vehicle's crew to attempt to infect a target craft with a disabling computer virus as an attack action. The DC of the attack action equals 25 times x, where x is a whole number from one to three. If successful, the target craft is immobilized and its shields drop for a number of seconds equal to the degree of success. The effects of this accessory may be blocked by a successful Signal Filter Save.
Signal Filter Starfaring Age None 60 * Size Class If infection with the BSE Virus is indicated, a DC 50 saving roll may be made in order to avoid its effects.
Tractor Beam Starfaring Age Space Vehicles Only 20 * Size Class This accessory enables a craft to tractor space-borne objects into its cargo hold (provided it has one).
Speed Enhancer Starfaring Age Space Vehicles Only 80 * Size Class * x This accessory increase's a craft's listed maximum speed by x without a corresponding increase in its fuel consumption, where x is a number with two decimal points. Damage rules for exceeding the maximum speed of the chassis still apply.
Tachyon Sonar Starfaring Age (2690) Space Vehicles Only 75 * Size Class This accessory nullifies the HD bonuses of all craft equipped with an active Standard Cloaking Device within 100,000 kilometers.
Inertial Target Tracking System (ITTS) Industrial Age None 10 This accessory multiplies the total number of weapons hits made by any single weapon by 1d5 and allows a quantity of hits in excess of the weapon's refire rate to occur.
Tracking Computer Industrial Age None 20 This accessory enables a ship to fire all forms of ordnance that require a prerequisite lock.
Ejection Seat Industrial Age Air, Fightercraft and Capsules Only 10 This accessory allows the vehicle's crew and passengers to safely disembark while it is still in mid-flight. It can be used as the vehicle is being destroyed to take 10d10 Non-Lethal Damage instead of Lethal Damage; this action requires a successful Reflex Save.
Collapsible Sections Industrial Age Air and Space Only 100 This accessory reduces the ship's volume by ¼ when it is not occupied.
Vehicle Rack Metal Age None 0.5 The vehicle may hold any other Size Class One or Zero vehicle.
External Docking Port Industrial Age Space Vehicles Only 10 The vehicle may dock with any other ship or vehicle that is also carrying an External Docking Port.
Hangar Bay Module Industrial Age None 50 * Size Class The vehicle contains a volume of space up to (the minimum bounding box volume six Size Classes smaller than the vehicle) devoted to sheltering "child" vehicles. The parent vehicle may not be actively moving when deploying vehicles unless at least one Carrier Systems accessory is also installed. A vehicle may have one Hangar Bay Module installed without penalty. Subsequent modules reduce the Accommodation and Cargo space of the vehicle by 20% of their full amounts and induce a +10 HD/BHD/FHD penalty; these penalties are cumulative and are also inflicted if the module is installed alongside any smaller Hangar Bay Module types. A vehicle may never have more than five Hangar Bay Modules installed.
Half Hangar Bay Module Industrial Age None 40 * Size Class The vehicle contains a volume of space up to (the minimum bounding box volume seven Size Classes smaller than the vehicle) devoted to sheltering "child" vehicles. The parent vehicle may not be actively moving when deploying vehicles unless at least one Carrier Systems accessory is also installed. A vehicle may have one Half Hangar Bay Module installed without penalty. Subsequent modules reduce the Accommodation and Cargo space of the vehicle by 10% of their full amounts and induce a +8 HD/BHD/FHD penalty; these penalties are cumulative and are also inflicted if the module is installed alongside any smaller Hangar Bay Module types. A vehicle may never have more than five Half Hangar Bay Modules installed.
Quarter Hangar Bay Module Industrial Age None 30 * Size Class The vehicle contains a volume of space up to (the minimum bounding box volume eight Size Classes smaller than the vehicle) devoted to sheltering "child" vehicles. The parent vehicle may not be actively moving when deploying vehicles unless at least one Carrier Systems accessory is also installed. A vehicle may have one Quarter Hangar Bay Module installed without penalty. Subsequent modules reduce the Accommodation and Cargo space of the vehicle by 5% of their full amounts and induce a +6 HD/BHD/FHD penalty; these penalties are cumulative and are also inflicted if the module is installed alongside any smaller Hangar Bay Module types. A vehicle may never have more than five Quarter Hangar Bay Modules installed.
Eighth Hangar Bay Module Industrial Age None 20 * Size Class The vehicle contains a volume of space up to (the minimum bounding box volume nine Size Classes smaller than the vehicle) devoted to sheltering "child" vehicles. The parent vehicle may not be actively moving when deploying vehicles unless at least one Carrier Systems accessory is also installed. A vehicle may have one Eighth Hangar Bay Module installed without penalty. Subsequent modules reduce the Accommodation and Cargo space of the vehicle by 3% of their full amounts and induce a +4 HD/BHD/FHD penalty; these penalties are cumulative and are also inflicted if the module is installed alongside any Vehicle Shelter Modules. A vehicle may never have more than five Eighth Hangar Bay Modules installed.
Vehicle Shelter Module Industrial Age None 10 * Size Class The vehicle contains a volume of space up to (the minimum bounding box volume ten Size Classes smaller than the vehicle) devoted to sheltering "child" vehicles. The parent vehicle may not be actively moving when deploying vehicles unless at least one Carrier Systems accessory is also installed. A ship may have one Vehicle Shelter Module installed without penalty. Subsequent modules reduce the Accommodation and Cargo space of the vehicle by 1% of their full amounts and induce a +2 HD/BHD/FHD penalty. A vehicle may never have more than five Vehicle Shelter Modules installed.
Carrier Systems Industrial Age Sea and Space Only 50 The vehicle may deploy and/or recover one child vehicle while it is actively moving.
Areal Shield Generator Starfaring Age None Varies* This accessory adds a layer of enhanced Shielding to a specific system; the protected system must be specified in the craft's design. In the event the system is the object of a Target action, the extra SHP from the generator may be accounted for prior to the reduction of any SHP from the craft itself or the application of any damage to the system; note that the system may still sustain damage with the generator intact. The SHP endowed by an Areal Shield Generator regenerates at one-tenth the rate of the craft's shields. The generator is considered destroyed if it is ever reduced to zero SHP or less. The accessory costs one-tenth the normal price of an equivalent Class Shield; its effectiveness cannot exceed the normal maximum Shield Class for the ship's chassis unless a Capship Systems Adapter is also installed.
Countermeasure Pod Dispenser Industrial Age None 10 + (1 per charge) The vehicle may launch countermeasures in order to evade incoming ordnance. Each pod used adds +5 to the DC of any spoofing attempt performed. This bonus is only good for the round in which the pods are deployed. The dispenser cannot be refilled while the vehicle is still in operation.
Enhanced Countermeasure Pod Dispenser Starfaring Age None 20 + (2 per charge) The vehicle may launch countermeasures in order to evade incoming ordnance. Each pod used adds +10 to the DC of any spoofing attempt performed. This bonus is only good for the round in which the pods are deployed. The dispenser cannot be refilled while the vehicle is still in operation.
Weapons Station Industrial Age* None Varies* Allows the vehicle to mount specific weapons systems. For details on their functioning, see the discussion under the Weapons section in this sub-Chapter.

Shields

Shield emitters are small external arrays that generate protective barriers around the outer hull of a vehicle, in essence adding an extra layer of Armor to its hull. Vehicle-scale shield emitters are small enough to include all the equipment they’ll need in one tiny package, which reduces their cost but also limits their effectiveness; they usually provide enough power to protect the vehicle and its occupants from multiple hits by similarly-scaled weaponry. A vehicle may only have one Shield system installed unless a Backup Shield Generator accessory is also installed on the vehicle (both the Generator and the extra Shield are counted as added accessories). Shields fall under the general category of Defenses.

  • Type: Defenses/Shield
  • Availability: Starfaring Age
  • Regeneration: 10% total SHP plus the mechanical specialist's Defenses Skill score every ten rounds.
  • Nebula Hit Point Reduction: Non-functional below Class Six. Minus five Classes effectiveness at Class Six or higher.
  • Gun/Missile Damage Reduction: None
  • Effects: None
Shields
Class Level Basic Cost Durasteel Equivalent
(Design Maximum)
Shield Hit Points
(Design Maximum)
First Class 10 10 cm 100
Second Class 30 20 cm 200
Third Class 50 30 cm 300
Fourth Class 100 40 cm 400
Fifth Class 150 50 cm 500
Sixth Class 180 60 cm 600
Seventh Class 200 70 cm 700
Eighth Class 400 80 cm 800
Ninth Class 800 90 cm 900
Tenth Class 1,600 100 cm 1,000

Weapons

Vehicles can carry and utilize various forms of weapons systems; the use of weapons on vehicles is covered more in depth in Chapter 9.3.

Weapons do not count as accessories in and of themselves. However, in order to be placed on a vehicle, a Weapons Station accessory is required. Weapons Stations in general determine the number of weapons a vehicle carries and defines the combat arcs into which a weapon may be fired (for details, see Chapter 9.3). Weapons Stations are counted as accessories. Weapons Stations are described as a phrase of categorical descriptions with the following form:

<qualifiers> <weapon type> <arc coverage>, <magazine (if applicable)>

The specific descriptors along with their effects are listed in the table below.

Weapons Station Descriptors and Effects
Descriptor Category Descriptor Cost Modifier Effect
Qualifier (May have more than one.) Armored Varies* Adds armor (and AHP) to a Weapons Station. The descriptor adds one-ten thousandth the normal price of Armor per 0.1 centimeters of Durasteel equivalent (1 AHP) Armor added to the station. The normal maximum amount of Armor for the chassis type may not be exceeded without the installation of a Reinforced Chassis Accessory. List any amount of Armor after any magazine descriptor or arc coverage.
Gatling Total Cost * 12 Increases weapon's rate of fire; make four attack rolls for the weapon when used. The results stack with the weapon's normal re-fire potential.
Multi-Fire Varies* Adds another hardpoint to the station. Increases the price of the Weapons Station based on weapon type: Guns add twenty, Missiles add twenty-five, torpedoes add thirty and special weapons add fifty. Multi-fire weapons stations should be referred to in Latin adjective form (i.e. Dual, Triple, Quad, Quintuple, Sextuple, Septuble, Octuple, Nonuple, Decuple, Undecuple, Duodecuple, Tridecuple, Quadrecuple, Quindecuple, Sedecuple, Sepdecuple, Ocdecuple, Nondecuple, Vigentuple, etc.).
Weapon Type Gun 20 The Weapons Station may carry any one Gun.
Light Ordnance 25 The Weapons Station may carry any one piece of light ordnance.
Heavy Ordnance 30 The Weapons Station may carry any one piece of heavy ordnance.
Special 50 The Weapons Station may carry any one non-projectile weapon or any item specifically designated as a special weapon.
Arc Coverage Hard-point Total Cost * 1.00 Attached weapons may fire into a narrow (45°) arc. This level of arc coverage may not be coupled with the Multi-Fire Qualifier if the Weapons Type is Gun.
Sponson Total Cost * 1.25 Attached weapons may fire into a standard (90°) arc.
Barbette Total Cost * 1.50 Attached weapons may fire into a standard arc and an adjacent narrow arc or into a full hemispheric (180°) arc.
Limited Turret Total Cost * 1.75 Attached weapons may fire into a hemispheric arc plus either an adjacent narrow arc or an adjacent standard arc.
Turret Total Cost * 2.00 Attached weapons may fire into an over-the-shoulder (315°) arc or into a full 360° arc.
Magazine (Ordnance only; may be numerically qualified.) Tube N/A The Weapons Station has a magazine of up to ten weapons.
Bank N/A The weapons Station has a magazine of up to twenty-five weapons. The weapons are limited to DF and Rockets for all but Transport Chassis vehicles prior to 2711.
Ortho calculator

Relative Bearings, in Degrees, on an Orthogonal Grid

Hex calculator1

Relative Bearings, in Degrees, on a Hexagonal Grid

Vehicles in WCRPG use a system of relative bearings to determine if a target is within a particular weapon's firing arc (i.e. to establish whether or not the weapon has "line of sight" on the vehicle's target). A relative bearing is a bearing in which the reference direction (0°) is straight ahead and where the bearing is measured relative to the front of the vehicle. Particular sets of bearings into which a weapon may be fired are further designated as firing arcs. A weapon's default bearing (i.e. the direction in which it is normally aimed) should be included along with the total number of degrees of its firing arc; the indicated bearing will be assumed to be the center-point of its firing arc. For example, a weapon that has a center-point of zero degrees and ten degrees of arc may fire along any bearing from 355° to 5°. Bearing information is necessary due to the various grids that may be utilized via the game's flexible combat engine (for more information, see Chapter 9.1).

Instead of including specific center-point and arc data, a Weapons Station may employ a pre-designated firing arc. The following table outlines the data for the pre-designated firing arcs that will be used throughout WCRPG as a shorthand notation. The data includes the name of a specific arc designation, the specific range of bearings for which it applies and images demonstrating the specific arcs; each wedge on these images indicates an approximate 22.5° of arc. The center-point of each arc is intended to serve as a weapon's default bearing in all cases. Where the game refers to "major combat arcs", the four italicized arcs (forward, portside, aft and starboard) are meant.

Designations of Firing Arcs for Vehicles and Capital Ships
Arc Designation Specific Relative Bearing Range Image
Forward (Fore) 315°-45° Forward
Forward Narrow 338°-22° Forward narrow
Forward Wide 293°-67° Fwd wide
Starboard Ahead 0°-90° Port forward
Starboard Ahead Narrow 23°-67° Port forward narrow
Starboard Ahead Wide 338°-112° Sa wide
Starboard (Right) 45°-135° Portside
Starboard Narrow 68°-112° Port narrow
Starboard Wide 23°-157° Strbd wide
Starboard Aft 90°-180° Portside aft
Starboard Aft Narrow 113°-157° Port aft narrow
Starboard Aft Wide 68°-202° Saft wide
Aft (Behind) 135°-225° Aft
Aft Narrow 158°-202° Aft narrow
Aft Wide 113°-247° Aft wide
Portside Aft 180°-270° Starboard aft
Portside Aft Narrow 203°-247° Starboard aft narrow
Portside Aft Wide 158°-292° Paft wide
Portside (Left) 225°-315° Starboard
Portside Narrow 248°-292° Starboard narrow
Portside Wide 203°-337° Port wide
Portside Ahead 270°-360° Starboard fore
Portside Ahead Narrow 293°-337° Starboard fore narrow
Portside Ahead Wide 248°-22° Pa wide
Forward Hemisphere 270°-90° Foreward hemi
Starboard Ahead Hemisphere 315°-135° Portside fore hemi
Starboard Hemisphere 0°-180° Portside hemi
Starboard Aft Hemisphere 45°-225° Portside aft hemi
Aft Hemisphere 90°-270° Aft hemi
Portside Aft Hemisphere 135°-315° Starboard aft hemi
Portside Hemisphere 180°-360° Starboard hemi
Starboard Ahead Hemisphere 225°-45° Starboard fore hemi
Forward Over-the-Shoulder 203°-157° Fore ots
Starboard Ahead Over-the-Shoulder 248°-202° Port fore ots
Starboard Over-the-Shoulder 293°-247° Port ots
Starboard Aft Over-the-Shoulder 338°-292° Port aft ots
Aft Over-the-Shoulder 23°-337° Aft ots
Portside Aft Over-the-Shoulder 68°-22° Strbd aft ots
Portside Over-the-Shoulder 113°-67° Strbd ots
Portside Ahead Over-the-Shoulder 158°-112° Strbd fore ots
360° Arc Weapon may fire along all bearings 360

For example, a Weapons Station with a descriptor of "Gun Hard-Point (0°, no arc)" indicates a non-armored, single weapon platform capable of holding one gun and firing that weapon along a straight line ahead of the vehicle. A more complex example is an "Armored Gatling Nonuple Heavy Ordnance Turret (Forward Over-the-Shoulder), Double Bank, 50 cm". This indicates a weapons station that has 50 centimeters of armor, has an increased firing rate, has nine heavy ordnance launchers, can fire on bearings between 210°-150°, and has a magazine capable of holding up to 50 weapons at the same time.

Weapons Stations may be explicitly targeted via Targeting actions. A Weapons Station can sustain 100 points of damage before being destroyed, unless it has have been given armored plating; an armored station can sustain 100 points plus the amount of AHP it has been given. When a Weapon Station is Targeted, Core Damage will not occur unless the Station is destroyed in the attack; 1% Core Damage occurs when a Weapons Station is destroyed.

Weapons come in three main varieties: guns (multi-use projectile weapons utilizing one of several different methods of causing mechanical damage), ordnance (single-use high explosive projectile weapon capable of causing a single burst of massive damage; this is further divided into light and heavy sub-varieties based on the weapon's damage potential) and special weaponry (non-projectile weapons of any nature, such as beam weaponry). The following weapons are available for use on vehicles. Each has the following statistics:

  • Type: The general kind of weapon being described.
  • Name: What the weapon is called.
  • Service Date: The Earth-equivalent year at which the weapon will become available for use.
  • Cost: This is the amount the weapon adds to the vehicle's overall cost.
  • Refire: The number of times the weapon may apply damage during the course of a standard round provided it is charged (for details, see Chapter 9.3).
  • Range: The maximum distance in range increments a target may be from the firing vehicle in order to use the weapon effectively.
  • Damage: This lists the amount of damage the weapon applies to a target on an indicated hit.
  • Effects: Various sundry effects the weapon may have/cause. For a list of general examples of weapons effects, see Chapter 10.2.6.

Note that the statistics for weapons outlined herein are for standard weapons; Military craft may adjust the damage, re-fire rate and range of weapons as needed to suit their specific needs. Doing so adjusts the cost of the weapon using the formula below, with each multiplier expressed as a ratio of the new statistic to the old statistic rounded to the nearest hundredth:

final cost = base cost * damage multiplier * range multiplier * refire multiplier

For example, the base statistics for a civilian-grade Laser Cannon are a cost of ¤1,000, 18 points of damage, range of 5 and a refire rate of 5. If we wanted to adjust the damage to 30 points and change the refire to ten, we'd have to adjust the price to ¤3,340 (¤1,000 * (30/18) * (5/5) * (10/5) = ¤1,000 * 1.67 * 1 * 2 = ¤3,340).

Guns, Starfaring

Guns, Starfaring
Name Service Date Cost Refire Range Damage Notes/Effects
Cloudburst Cannon 2681 ¤130,000 3 4 100 Military craft only.
Dust Cannon 2681 ¤40,000 30 5 40 Military craft only. 

Rapid-Fire: roll 2d10 on an indicated hit to determine a number of additional hits, may only roll 2d10 once regardless of the number of hits indicated. 

Electron Gun 2669 ¤13,500 10 4 25 Kilrathi craft only.
Fission Cannon 2669 ¤1,250,000 1 5 1000 Black Lance craft only. This Gun requires one round to "make ready" to fire and it cannot be fired simultaneously with other types of Guns. ITTS may not be used with this weapon.
Flux Beam 2790 ¤5,000 9 1 30  
Flux Beam Mk II 2790 ¤8,000 7 1 35  
Flux Cannon 2669 ¤25,000 10 3 20 Kilrathi craft only.
Fusion Cannon 2669 ¤100,000 2 3 100 This Gun requires one round to "make ready" to fire and it cannot be fired simultaneously with other types of Guns. ITTS may not be used with this weapon.
Gorgon Heavy 2681 ¤75,000 3 4 70 Nephilim craft only.
Heavy Ion Gun 2673 ¤74,000 4 4 50  
Ion Cannon, Chain 2681 ¤85,000 15 3 20 Military craft only. 

Rapid-Fire: roll 2d10 on an indicated hit to determine a number of additional hits, may only roll 2d10 once regardless of the number of hits indicated. 

Ion Cannon, Standard 2668 ¤45,000 4 5 24  
Ion Cannon, Enhanced 2669 ¤55,000 4 5 30  
Ionic Pulse Cannon, Rapid-Fire 2669 ¤90,000 15 2 33 Rapid-Fire: roll 2d10 on an indicated hit to determine a number of additional hits, may only roll 2d10 once regardless of the number of hits indicated. 
Ionic Pulse Cannon, Civilian Grade 2668 ¤40,000 2 4 54  
Kraven Mk. IV 2790 ¤16,000 10 1 40  
Laser Cannon, Military Grade 2669 ¤1,350 6 5 20  
Laser Cannon, Civilian Grade 2628 ¤1,000 5 5 18  
Laser Cannon, Rapid-Fire 2669 ¤1,350 12 5 10 Rapid-Fire: roll 2d10 on an indicated hit to determine a number of additional hits, may only roll 2d10 once regardless of the number of hits indicated. 
Laser Cannon, Enhanced Rapid-Fire 2669 ¤1,750 12 5 13 Rapid-Fire: roll 2d10 on an indicated hit to determine a number of additional hits, may only roll 2d10 once regardless of the number of hits indicated. 
Leech Gun 2673 ¤11,000 6 4 0* Inflicts 1% damage to Shields, Radar, Communications, Engines, and Life-Support Systems with each hit regardless of the status of the target's defenses. ITTS may not be used with this weapon.
Maser, Heavy 2681 ¤32,000 4 5 30 Nephilim craft only.
Maser, Light Burst 2681 ¤25,000 5 5 21 Nephilim craft only.
Maser, Standard 2681 ¤3,500 1/4 4 70 Nephilim craft only.
Mass Driver Cannon, Charging 2681 ¤4,500 ½ 4 300 Military craft only.
Mass Driver Cannon, Heavy Long-Range 2650 ¤5,000 5 3 45  
Mass Driver Cannon, Civilian Grade 2668 ¤1,500 2 4 26  
Mass Driver Cannon, Rapid-Fire 2669 ¤4,500 10 3 20 Rapid-Fire: roll 2d10 on an indicated hit to determine a number of additional hits, may only roll 2d10 once regardless of the number of hits indicated. 
Mass Driver Cannon, Enhanced 2669 ¤3,250 5 2 45  
Mass Driver Cannon, Heavy 2673 ¤3,900 3 3 60  
Mass Driver Cannon, Military Grade 2681 ¤2,500 5 2 35  
Mass Ion Cannon 2790 ¤10,000 18 1 25 Weapon does not need to recharge. Rapid-Fire: roll 2d10 on an indicated hit to determine a number of additional hits, may only roll 2d10 once regardless of the number of hits indicated. 
Matter Accelerator Gun 2669 ¤4,500 10 3 15 Kilrathi craft only.
Matter Disruptor 2669 ¤90,000 15 2 33 Kilrathi craft only. 

Rapid-Fire: roll 2d10 on an indicated hit to determine a number of additional hits, may only roll 2d10 once regardless of the number of hits indicated. 

Meson Blaster, Civilian Grade 2668 ¤2,500 3 4 32  
Meson Blaster, Heavy 2628 ¤3,500 3 5 35  
Meson Blaster, Standard 2669 ¤2,750 3 5 28  
Meson Blaster, Light 2669 ¤1,750 3 5 18  
Neutron Gun, Standard 2640 ¤4,800 4 3 30  
Neutron Gun, Civilian Grade 2668 ¤5,000 2 3 62  
Neutron Gun, Rapid Fire 2669 ¤10,500 11 4 18 Rapid-Fire: roll 2d10 on an indicated hit to determine a number of additional hits, may only roll 2d10 once regardless of the number of hits indicated. 
Neutron Gun, Heavy 2669 ¤6,500 3 4 40  
Particle Cannon, Military Grade 2658 ¤13,500 3 4 43  
Particle Cannon, Civilian Grade 2668 ¤10,000 3 3 43  
Particle Cannon, Rapid-Fire 2669 ¤20,000 11 3 23 Rapid-Fire: roll 2d10 on an indicated hit to determine a number of additional hits, may only roll 2d10 once regardless of the number of hits indicated. 
Particle Cannon, Civilian Long Range 2669 ¤10,000 3 4 33  
Particle Cannon, Heavy 2681 ¤13,000 3 4 42 Military craft only.
Particle Cannon, Pulse 2681 ¤81,500 15 7 30 Military craft only. 

Rapid-Fire: roll 2d10 on an indicated hit to determine a number of additional hits, may only roll 2d10 once regardless of the number of hits indicated. 

Phase Blaster 2669 ¤35,000 11 3 30 Kilrathi craft only. 

Rapid-Fire: roll 2d10 on an indicated hit to determine a number of additional hits, may only roll 2d10 once regardless of the number of hits indicated. 

Photon Gun, Military Grade 2632 ¤215,000 9 4 37  
Photon Gun, Rapid-Fire 2669 ¤170,000 12 4 40 Rapid-Fire: roll 2d10 on an indicated hit to determine a number of additional hits, may only roll 2d10 once regardless of the number of hits indicated. 
Photon Gun, Civilian Grade 2669 ¤35,000 3 5 26  
Photon Gun, Standard 2669 ¤45,000 3 5 32  
Photon Gun, Heavy 2673 ¤60,000 3 3 74  
Plasma Bolt Gun 2628 ¤325,000 12 4 37 Kilrathi craft only. 

Rapid-Fire: roll 2d10 on an indicated hit to determine a number of additional hits, may only roll 2d10 once regardless of the number of hits indicated. 

Plasma Cannon, Enhanced 2681 ¤330,000 ½ 6 600 Military craft only.
Plasma Cannon, Standard 2681 ¤125,000 ½ 3 460 Military craft only.
Plasma Cannon, Heavy 2681 ¤167,500 ½ 3 600 Military craft only.
Plasma Cannon, Nephilim Heavy 2681 ¤850,000 3 8 200 Nephilim craft only.
Plasma Cannon, Nephilim Light 2681 ¤95,000 4 4 32 Nephilim craft only.
Plasma Gun, Civilian Grade 2668 ¤80,000 2 3 72  
Plasma Gun, Standard 2669 ¤30,000 1 3 54  
Plasma Gun, Long-Range 2669 ¤115,000 3 3 67  
Quantum Disruptor 2681 ¤46,500 3 4 42 Nephilim craft only.
Reaper Cannon, Enhanced 2669 ¤120,000 8 4 40  
Reaper Cannon, Heavy 2669 ¤82,000 5 5 35  Military craft only.
Reaper Cannon, Standard 2669 ¤65,000 5 5 28  Military craft only.
Scattergun 2673 ¤55,000 4 5 30  
Shield Killer Cannon 2681 ¤120,000 4 4 12 Bypasses Shields and Armor, damages Shield system only. Nephilim craft only.
Sonic Accelerator Gun 2669 ¤4,000 11 4 18 Kilrathi craft only. 

Rapid-Fire: roll 2d10 on an indicated hit to determine a number of additional hits, may only roll 2d10 once regardless of the number of hits indicated. 

Steltek Gun, Boosted 2668 ¤250,000 4 5 190 Steltek craft only (as a standard gun).
Steltek Gun 2668 ¤250,000 3 4 100 Steltek craft only (as a standard gun).
Stormfire Gun Mk. II 2681 ¤1,250 15 5 21 Does not need to recharge. Requires ammunition; design of the craft must specify the number of rounds it carries. Rapid-Fire: roll 2d10 on an indicated hit to determine a number of additional hits, may only roll 2d10 once regardless of the number of hits indicated.  ITTS may not be used with this weapon.
Stormfire Gun 2673 ¤1,250 150 3 4 Does not need to recharge. Requires ammunition; design of the craft must specify the number of rounds it carries. Rapid-Fire: roll 2d10 on an indicated hit to determine a number of additional hits, may only roll 2d10 once regardless of the number of hits indicated.  ITTS may not be used with this weapon.
Stream Laser Mk. II 2790 ¤7,000 9 1 30  
Stream Laser 2790 ¤600 6 1 22  
Tachyon Gun, Rapid-Fire 2668 ¤65,000 10 4 37 Rapid-Fire: roll 2d10 on an indicated hit to determine a number of additional hits, may only roll 2d10 once regardless of the number of hits indicated. 
Tachyon Gun, Civilian Grade 2668 ¤20,000 3 3 50  
Tachyon Gun, Light 2673 ¤35,000 4 4 50  
Tachyon Gun, Long Range 2669 ¤13,500 3 4 25  
Tachyon Gun, Standard 2669 ¤30,000 4 3 56  
Tachyon Gun, Heavy 2669 ¤37,500 4 3 70  
Tachyon Gun, Heavy Long-Range 2681 ¤37,500 3 4 70  
Turret A 2790 ¤16,843,009 7 1 110 Tri-System craft only.
Volt Laser 2790 ¤3,000 7 1 25 Tri-System craft only.

Light Ordnance

Light Ordnance
Name Service Date Cost Refire Range Damage Effects
Targeting Disk 2675 ¤175,000 1 6/20 200 Military craft only. Spoof DC 50
Dumb-Fire (DF), Light 2599 ¤90,000 1 2/8 130 Requires direct line-of-sight to hit the target. In the event of a miss, any other craft in range (friendly or not) must roll to see if they suffer a hit instead.
Dumb-Fire (DF), Standard 2650 ¤200,000 1 2/8 300 Requires direct line-of-sight to hit the target. In the event of a miss, any other craft in range (friendly or not) must roll to see if they suffer a hit instead.
Dumb-Fire (DF), Heavy 2696 ¤1,000,000 1 2/15 800 Requires direct line-of-sight to hit the target. In the event of a miss, any other craft in range (friendly or not) must roll to see if they suffer a hit instead.
Dumb-Fire (DF), Rocket 2675 ¤125,000 17 2/9 100 Military craft only. Requires direct line-of-sight to hit the target. In the event of a miss, any other craft in range (friendly or not) must roll to see if they suffer a hit instead.
Rocket, Enhanced 2681 ¤600,000 17 6/9 80 Military craft only. Spoof DC 50%
Heat Seeker (LHS), Light 2650 ¤140,000 1 6/9 160 May only be fired into Aft Hemisphere of the target. Spoof DC 50.
Heat Seeker (HS), Standard 2685 ¤350,000 1 6/9 400 May only be fired into Aft Hemisphere of the target. Spoof DC 50.
Heat Seeker, Long Range (LRHS) 2701 ¤1,090,000 1 8/28 400 May only be fired into Aft Hemisphere of the target. Spoof DC 50.
Image Recognition (IR), Civilian Grade 2633 ¤750,000 1 6/9 170 Requires two rounds to lock. Spoof DC 40. Re-acquires target at -5 HD in event of miss/spoof next round, decreasing by -5 HD on subsequent miss/spoof. Active for two rounds.
Image Recognition (IR), Standard 2689 ¤2,950,000 1 8/24 250 Requires two rounds to lock. Spoof DC 35. Re-acquires target at -5 HD in event of miss/spoof next round, decreasing by -5 HD on subsequent miss/spoof. Active for three rounds.
Image Recognition, Enhanced (EIR) 2693 ¤5,300,000 1 8/24 450 Requires two rounds to lock. Spoof DC 35. Re-acquires target at -5 HD in event of miss/spoof next round, decreasing by -5 HD on subsequent miss/spoof. Active for three rounds.
Image Recognition, Medium Range (MRIR) 2675 ¤4,650,000 1 8/27 350 Military Only. Requires two rounds to lock. Spoof DC 35. Re-acquires target at -5 HD in event of miss/spoof next round, decreasing by -5 HD on subsequent miss/spoof. Active for three rounds.
Image Recognition, Long Range (LRIR) 2681 ¤9,500,000 1 18/55 350 Military Only. Requires two rounds to lock. Spoof DC 30. Re-acquires target at -5 HD in event of miss/spoof next round, decreasing by -5 HD on subsequent miss/spoof. Active for three rounds.
Image Recognition, Enhanced Long Range (ELRIR) 2681 ¤14,000,000 1 18/55 520 Requires two rounds to lock. Spoof DC 25. Re-acquires target at -5 HD in event of miss/spoof next round, decreasing by -5 HD on subsequent miss/spoof. Active for four rounds.
Image Recognition, Medusa 2690 ¤4,700,000 3 6/8 400 Nephilim craft only. Requires two rounds to lock. Spoof DC 55. Re-acquires target at -5 HD in event of miss/spoof next round, decreasing by -5 HD on subsequent miss/spoof. Active for two rounds.
Friend-or-Foe (IFF), Standard 2628 ¤1,000,000 1 8/12 170 Spoof DC 60. In the event of a miss/spoof, the weapon automatically targets the next closest enemy craft (or friendly craft with malfunctioning Communications). Active for three rounds.
Friend-or-Foe, Long Range (LRIFF) 2690 ¤3,000,000 1 8/24 250 Spoof DC 60. In the event of a miss/spoof, the weapon automatically targets the next closest enemy craft (or friendly craft with malfunctioning Communications). Active for four rounds.
Friend-or-Foe, Enhanced Long Rang (ELRIFF) 2697 ¤3,850,000 1 6/28 280 Spoof DC 60. In the event of a miss/spoof, the weapon automatically targets the next closest enemy craft (or friendly craft with malfunctioning Communications). Active for five rounds.
Friend-or-Foe (IFF), Tracker 2675 ¤4,000,000 3 8/29 280 Military craft only. Splits into four standard ELRIFF missiles (make four attack rolls).
Friend-or-Foe, Cerberus 2690 ¤7,400,000 3 9/18 280 Nephilim craft only. Spoof DC 65. In the event of a miss/spoof, the weapon automatically targets the next closest enemy craft (or friendly craft with malfunctioning Communications). Active for two rounds.
Leech (L), Prototype 2668 ¤900,000 1 8/28 0 Military craft only. Requires two rounds to lock. Reduces target craft's shields to zero. Spoof DC 35.
Leech (L), Standard 2669 ¤1,000,000 1 8/28 1 Military craft only. Reduces target craft's shields to zero. Requires two rounds to lock. Spoof DC 30.
Leech, Enhanced (EL) 2672 ¤1,500,000 1 8/28 150 Military craft only. Disables target craft for 2d5 rounds upon impact. Requires two rounds to lock. Spoof DC 25.
Anti-Radiation, Cluster Sub-Munition (AR-C) 2660 ¤325,000 1 8/10 400 Military craft only. Requires two rounds to lock. Spoof DC 55. Causes 1d% damage to target's Sensors on impact, or double damage if specifically used to target a Weapons Station.
Anti-Radiation (AR) 2676 ¤585,000 3 9/12 600 Military craft only. Requires two rounds to lock. Spoof DC 55. Causes 1d% damage to target's Sensors on impact, or double damage if specifically used to target a Weapons Station.
Anti-Radiation, Long Range (LRAR) 2681 ¤1,300,000 3 18/20 800 Military craft only. Requires two rounds to lock. Spoof DC 55. Causes 1d% damage to target's Sensors on impact, or double damage if specifically used to target a Weapons Station.
Anti-Radiation, Enhanced Long Range (ELRAR) 2681 ¤1,950,000 3 18/20 1,200 Military craft only. Requires two rounds to lock. Spoof DC 55. Causes 1d% damage to target's Sensors on impact, or double damage if specifically used to target a Weapons Station.
Anti-Radiation, Hades 2690 ¤585,000 3 7/8 900 Nephilim craft only. Requires two rounds to lock. Spoof DC 55. Causes 1d% damage to target's Sensors on impact, or double damage if specifically used to target a Weapons Station.
Swarmer 2676 ¤4,350,000 3 5/24 150 Military craft only. Spoof DC 65. Requires two rounds to lock. On a successful hit, roll 1d10; the indicated number of warheads will impact the target.
Swarmer, Proteus 2690 ¤6,090,000 3 6/18 280 Nephilim craft only. Spoof DC 65. On a successful hit, roll 1d5; the indicated number of warheads will impact the target.
Starburst 2691 ¤1,500,000 1 5/24 100 Use BHD. Roll 1d5; on a successful hit, the indicated number of warheads impact the target.
Coneburst 2691 ¤1,500,000 1 5/24 100 Use BHD. Roll 1d10; on a successful hit, the indicated number of warheads impact the target.
Snipe Missile 2750 ¤100 1 2/20 450 Requires two rounds to lock.
Brute Missile Mk-I 2750 ¤150 1 4/22 650 Requires two rounds to lock.
Brute Missile Mk-II 2750 ¤200 1 4/24 800 Requires two rounds to lock.
Python Missile 2750 ¤225 1 4/28 1,000 Requires two rounds to lock.
Banshee Missile 2750 ¤205 1 4/16 Special* Requires two rounds to lock. Reduces SHP to zero.
Disruptor Missile 2750 ¤250 1 4/22 Special* Requires two rounds to lock. If hit, the targeted craft cannot move for two rounds.
Maelstrom Proximity Missile 2790 ¤210 1 1/18 2,000 Requires two rounds to lock.
Porcupine Mine, Mk. I 2674 ¤150,000 1 N/A 100 Use BHD; blast radius to Range 1.
Porcupine Mine, Mk. II 2690 ¤600,000 1 N/A 400 Use BHD; blast radius to Range 1.
Porcupine Mine, Mk. III 2700 ¤1,250,000 1 N/A 800 Use BHD; blast radius to Range 1. Spoof DC 50
Mine, Charybdis 2690 ¤2,300,000 3 N/A 520 Nephilim craft only. Use BHD; blast radius to Range 1. Spoof DC 50.
Cluster Mine, Scylla 2690 ¤3,700,000 3 N/A 820 Nephilim craft only. Use BHD; blast radius to Range 1. Spoof DC 50. On a successful hit, roll 1d5; the indicated number of warheads will impact the target.
Hi-Explosive Mine 2750 ¤150 1 N/A 900 Use BHD; blast radius to Range 1.
Proximity Mine 2750 ¤200 1 N/A 700 Use BHD; blast radius to Range 2.
Viral Mine 2750 ¤350 1 N/A Special* Immobilizes target for 1d5 rounds.
Flash-Pak 2671 ¤50,000,000 1 8/28 60,000 Black Lance craft only as a standard weapon; Military craft only. May only be used against capital ships; Ineffective against craft with 10,000 AHP or greater.

Heavy Ordnance

Torpedoes and Heavy Ordnance
Name Service Date Cost Speed Range Damage Effects
Manned Insertion Pod 2690 ¤1,640,000 2 Special* N/A Vehicle. Military Superlight Capsule; Crew 1/0 (Saddle); No cargo capacity; combat speed 2 (320 kps, non-atmospheric; Eighth Class Engine); turn 1; First Class Shield (100 SHP)/3 cm Durasteel (30 AHP); HD 18/32/22; Init +9; External Docking Port, Ion Engine, Scout Module, Industrial Manipulator Module (Cutting Torch), Eco-Safe Module. Contains enough life support for one hour continual independent operation; feeds to launch vehicle for life-support prior to launch and after re-docking. Requires two rounds to lock on target. Delivers crew to target upon impact and remains with target until crew extraction.
Torpedo, Proton 2649 ¤15 N/A 2/10 200 Use as Light Ordnance. Requires direct line-of-sight to hit the target. In the event of a miss, any other craft in range (friendly or not) must roll to see if they suffer a hit instead. Does not bypass shields.
Torpedo, Shield-Burster 2654 ¤3,000,000 4 2/8 500 Kilrathi craft only. Requires five rounds to lock on target. Firing craft must remain stationary during the locking procedure and lower shields to launch.
Torpedo, Confederation Mk I. 2655 ¤3,000,000 4 2/8 500 Confederation craft only. Requires five rounds to lock on target. Firing craft must remain stationary during the locking procedure and lower shields to launch.
Torpedo, Mk. IV 2680 ¤24,000,000 6 4/16 2000 Requires three rounds to lock on target.
Light Torpedo, Valiant 2695 ¤7,200,000 10 4/12 800
Torpedo, Firestorm 2695 ¤21,600,000 7 4/18 1600 Requires two rounds to lock on target.
Light Torpedo, Lancer 2701 ¤13,500,000 11 4/18 1000
Torpedo, Pike 2701 ¤33,000,000 11 4/22 2000 Requires two rounds to lock on target.
Torpedo, Poseidon 2650 ¤31,050,000 7 5/18 2300 Nephilim craft only. Requires two rounds to lock on target.
Torpedo, Lance 2701 ¤100 6 4/12 5000
Torpedo, Stingray 2780 ¤500 1 4/16 8000
Torpedo, Hellraiser 2790 ¤1,000 1 4/16 16,000
Mace Tactical Nuclear Missile 2667 ¤102,000,000 N/A 2/8 10,000 Use as Light Ordnance. Use BHD. Requires direct line-of-sight to hit the target. In the event of a miss, any other craft in range (friendly or not) must roll to see if they suffer a hit instead.
Nuke'em 2750 ¤4,000 N/A N/A 14,000 Use as Light Ordnance. Use BHD. Damage falls off by 1,000 for each range increment from targeted hypocenter and affects all craft except for the firing craft.
Y22A-1 Temblor Bomb 2689 ¤12,000,000,000 1 5/50 Special* Requires five rounds to lock on target. Will completely destroy any planet with either seismic sub-category rated at Heavy or Extreme; causes 60,000 points of damage in all other cases.

Weapons, Non-Starfaring and Special Equipment

Non-Starfaring Weapons and Special Equipment
Name Service Date Cost Refire Range Damage Effects
Drop Tank 1937 ¤100,000 N/A N/A N/A Adds ten fuel points to a vehicle; it may attach to any Light Ordnance or Heavy Ordnance hardpoint.
Targeting Pod 1965 ¤150,000 N/A N/A N/A Assists in targeting; +5 DC to all Targeting, Marksmanship and Ballistics Checks when active. It may attach to any Light Ordnance or Heavy Ordnance hardpoint.
Flamethrower, Early 673 ¤20 1 5 3 Beam weapon, requires Special Weapon mounting. Cannot be used on Submarines or any Space Vehicle. Causes Fire Damage.
Flamethrower, Standard 1901 ¤50 1 10 7 Beam weapon, requires Special Weapon mounting. Cannot be used on Submarines or any Space Vehicle. Causes Fire Damage.
Flamethrower, Spread-shot 1914 ¤50 1 9 3 Beam weapon, requires Special Weapon mounting. Cannot be used on Submarines or any Space Vehicle. Causes Fire Damage. Fires in a 45-degree cone ahead of the weapon; causes equal damage to all targets hit.
Flamethrower, Heavy 1940 ¤140 1 10 12 Beam weapon, requires Special Weapon mounting. Cannot be used on Submarines or any Space Vehicle. Causes Fire Damage.
Flamethrower, Heavy Spread-shot 1942 ¤140 1 9 6 Beam weapon, requires Special Weapon mounting. Cannot be used on Submarines or any Space Vehicle. Causes Fire Damage. Fires in a 45-degree cone ahead of the weapon; causes equal damage to all targets hit.
Flamethrower, Late 2100 ¤230 1 15 17 Beam weapon, requires Special Weapon mounting. Cannot be used on Submarines or any Space Vehicle. Causes Fire Damage.
Flamethrower, Late Spread-Shot 2150 ¤230 1 14 8 Beam weapon, requires Special Weapon mounting. Cannot be used on Submarines or any Space Vehicle. Causes Fire Damage. Fires in a 45-degree cone ahead of the weapon; causes equal damage to all targets hit.
Slugthrower, Cannon 1326 ¤10 1/3 3 8 Listed ratings are for standard Round Shot. Can be configured for Chain Shot (75% damage with 1d10% Engine Damage against Stone and Metal Age vehicles), Grape Shot (50% damage plus d% Lethal Damage to all target occupants if the vehicle has No Cover or d10 Lethal Damage for vehicles with Limited Cover) or Hot Shot (causes Fire Damage).
Slugthrower, Mortar 1453 ¤20 1/3 3 10 Listed ratings are for standard Round Shot. Can be configured for Chain Shot (75% damage with 1d10% Engine Damage against Stone and Metal Age vehicles), Grape Shot (50% damage plus d% Lethal Damage to all target occupants if the vehicle has No Cover or d10 Lethal Damage for vehicles with Limited Cover) or Hot Shot (causes Fire Damage).
Slugthrower, Howitzer 1758 ¤50 ½ 3 10 Listed ratings are for standard Round Shot. Can be configured for Chain Shot (75% damage with 1d10% Engine Damage against Stone and Metal Age vehicles), Grape Shot (50% damage plus d% Lethal Damage to all target occupants if the vehicle has No Cover or d10 Lethal Damage for vehicles with Limited Cover) or Hot Shot (causes Fire Damage).
Slugthrower, Carronade 1759 ¤75 ½ 2 10 Listed ratings are for standard Round Shot. Can be configured for Chain Shot (75% damage with 1d10% Engine Damage against Stone and Metal Age vehicles), Grape Shot (50% damage plus d% Lethal Damage to all target occupants if the vehicle has No Cover or d10 Lethal Damage for vehicles with Limited Cover) or Hot Shot (causes Fire Damage).
Slugthrower, Rifled Cannon 1854 ¤100 ½ 6 10  
Slugthrower, Autocannon 1888 ¤160 30 9 4  
Slugthrower, Field Gun 1914 ¤320 1/3 9 12  
Slugthrower, 5-inch 1934 ¤500 1/5 9 17  
Slugthrower, 16-inch 1943 ¤700 1/5 9 19  
Slugthrower, 18-inch 1940 ¤750 1/5 9 20  
Slugthrower, Railgun 2020 ¤1,000 1 15 26  
Slugthrower, Helical Railgun 2250 ¤1,250 2 15 26  
Missile, Rocket 1792 ¤1,200 8 1/2 20 Requires direct line-of-sight to hit the target. In the event of a miss, any other craft in range (friendly or not) must roll to see if they suffer a hit instead.
Missile, Heat Seeker 1951 ¤7,200 1 2/2 70 May only be fired into Aft defense arc of target. Spoof DC 50.
Missile, Semi-Active Radar Guided 1954 ¤7,600 1 1/1 70 Requires two rounds to lock and firing platform must maintain radar-lock on its target for the duration of its flight. Spoof DC 60. Re-acquires target at -10 HD in event of miss next round, decreasing by -10 HD on subsequent miss. Active for two rounds.
Missile, Radar Guided 1956 ¤8,400 1 3/4 70 Requires two rounds to lock. Spoof DC 50. Re-acquires target at -5 HD in event of miss next round, decreasing by -5 HD on subsequent miss. Active for two rounds.
Missile, Long-Range Radar Guided 1974 ¤13,200 1 8/15 100 Requires two rounds to lock. Spoof DC 50. Re-acquires target at -5 HD in event of miss next round, decreasing by -5 HD on subsequent miss. Active for four rounds.
Missile, Wire Guided 1970 ¤12,000 1 1/2 100 Requires stationary firing platform. Cannot be spoofed. Use BHD.
Missile, Contrast Seeker 1983 ¤9,000 1 2/3 70 Requires two rounds to lock. Spoof DC 40. Re-acquires target at -5 HD in event of miss next round, decreasing by -5 HD on subsequent miss. Active for two rounds.
Torpedo, Unguided 1868 ¤1,000 1 2/15 20 Cannot be installed on Land Vehicles.
Torpedo, Sonar Guided 1952 ¤2,000 1 8/15 40 Cannot be installed on Land Vehicles. Removes HD bonus to Submarines.
Torpedo, Wire Guided 1960 ¤10,000 1 9/15 40 Cannot be installed on Land Vehicles.
Torpedo, Advanced Capability 1972 ¤750,000 1 15/15 70 Cannot be installed on Land Vehicles. Removes HD bonus to Submarines.
Laser, Beam 2029 ¤80 1 9 Beam weapon, requires Special Weapon mounting. Causes Fire Damage. Damage amount falls off by 1 point per range increment travelled (minimum 1). Non-functional in heavy smoke or precipitation.
Laser, Pulse 2045 ¤250 1 13 Causes Fire Damage. Damage amount falls off by 1 point per range increment travelled (minimum 1). Non-functional in heavy smoke or precipitation.

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