Vehicle equipment has common features, it will have a name, EQP cost, a list of vehicles that it can be installed, a charge value and criptoscrip cost.
High Density Ablative, 2-6 EQP, MOA and AFV only, COST: 15000cs, Charges: 5+: vehicles with this piece of equipment reduce incoming kinetic damage equal to half the EQP spent on this piece of equipment. Expand 1 charge when used.
An equipment charge value will range from 2-6, after using the piece of equipment with a charge value roll a d6, if the result is lower than the charge value the equipment then the equipment is inactive until its charge value is replenished. Equipment with charges can be replenished by using a resupply point or using other equipment.
Personal 💻📵, 0 EQP, 1000 CS
capabilities: controllable
Provides 1 active crew, allows 1 player to drive a vehicle and make piloting tests for it. Has a radio that is tuned to pick up music and radio stations cannot be used to communicate, has no computer and cannot take the pervade action though it can be compromised by the pervade action.
Analogue Control surface , 0 EQP, 100cs
capabilities: controllable without power
Provides 3 active crew, allows 1 player to operate equipment and weapons of vehicle. Vehicle does not require power to be functional, a vehicle with this piece of equipment cannot be moved under its own power or take other control surfaces. Vehicle can only be moved with specialised equipment such as trailer mount or vehicle harness.
Autonomous Control Surface 💻📵, 5 EQP,10000cs
capabilities: controllable
Provides 0 active crew, Has a radio that can pick up music, radio stations and be used to communicate insecurely within AO. Has a consumer GPS and advanced computer that reduces EQP cost of 1 piece of computation equipment by 3. Can be compromised by pervade action.
Commercial 💻📵,1 EQP, 3000cs.
capabilities: controllable
Provides 2 active crew, allows 1 player to drive a vehicle and make piloting tests for it. Has a radio that can pick up music, radio stations and be used to communicate insecurely within AO. Has a consumer GPS and basic computer that reduces EQP cost of supply equipment by 1. It also provides +1 bonus die to a non combat skill of the choice. Can be compromised by pervade action.
Industrial 💻📵, 4 EQP, 5000cs
capabilities: controllable
Provides 4 active crew, allows 1 player to drive a vehicle and make piloting tests for it. Has a radio that can pick up music, radio stations and be used to communicate insecurely within theatre, has a consumer GPS and basic computer that reduces EQP cost of hull modifications, survival, maintenance and power supply equipment by 1. Can be compromised by pervade action.
Interfacing 💻📵, 2 EQP, 5000cs
capabilities: controllable
Provides 2 active crew, allows 1 player to drive a vehicle and make piloting tests for it. Has a radio that can pick up music, radio stations and be used to communicate insecurely within theatre, has a consumer GPS and basic computer that reduces EQP cost of electronic warfare, computation, communication and command equipment by 1. Can be compromised by pervade action.
Military 💻📻, 5 EQP, 10000cs
capabilities: controllable
Provides 4 active crew, allows 1 player to drive a vehicle and make piloting tests for it. Has a radio that can pick up music, radio stations and be used to communicate securely within theatre, has a consumer GPS and basic computer that provides reduces EQP cost of counter measures and munitions. + 1 weapon group, Can be compromised by pervade action.
Aerospace 💻📵, 7 EQP, 20000CS
capabilities: controllable
Provides 1 active crew, allows 1 player to drive a vehicle and make piloting tests for it. Has a radio that can pick up music, radio stations and be used to communicate insecurely within theatre, has a consumer GPS and basic computer that reduces EQP cost of propulsion, countermeasures, heavy weapon systems, reconnaissance and targeting equipment by 1. Can be compromised by pervade action.
Manipulators, 1 EQP, any vehicle: COST: 500cs, vehicles with this equipment can interact with personal equipment and objects that any non-vehicle character could use in spaces adjacent to them. They cannot be used to make attacks, grapples, takedowns or tosses.
capabilities: use personal objects
Articulated arms, 2 EQP, MOA only: COST: 1200cs, vehicles with this equipment can perform unarmed melee attacks, throw weapons, grapple, toss, perform takedowns and climb as a part of the vault action. They can also be used to manipulate objects but lack the precision or delicacy to operate equipment. this equipment is required to use melee weapons.
capabilities: permits use of melee weapons, can grapple, can toss, can take down, can lift objects
Variable Pressure Roller, 3 EQP, AFV only:
capabilities: can move, can move on ice, snow, sand
cost:1000cs, vehicles with equipment cannot have their speed reduced by any means. They also never take test for sand, ice or snow and gain +1 speed on those surfaces. Vehicle also halves DS of stealth tests while moving. Vehicle cannot make trample attacks.
Aerospace Rover Tyres: 6 EQP, AFV only:
capabilities: can move, move in low gravity
Cost 10000cs. If this piece of equipment is destroyed it can still move at half its speed. never Takes tests for moving in low gravity.
Drive Screws: 0 EQP, AFV only: cost 2000cs.
capabilities: can move, can move on all surfaces
Vehicle reduces its Base speed by 3 by but traverses all terrain freely. If the vehicle roles a complication while traversing man made surfaces like concrete or roads this equipment breaks and must be repaired before use. Trample attacks gain the mulch and mob killer weapon traits. This vehicle can as a fullaction burrow its hull into the ground. While in this state its speed is reduced to 0 but gains +2 to its defense against ranged attacks. It also counts as exposed to melee attacks.
Bipedal, 0 EQP, MOA only: COST: 1000cs,
capabilities: can move, can vault
vehicles with this equipment walk upright on 2 legs, these legs confer no bonuses or penalties to movement. They permit the vault action.
Quadrupedal, 2 EQP, MOA only: COST: 2000cs,
capabilities: can move, can vault
vehicles with this equipment walk on 4 legs, these legs confer a +1 bonus to movement speed and +1 die to vault tests. Vehicles with this equipment cannot place range weapons in the segment of this piece of equipment though they may place size 1 melee weapons in this segment . They count as 10 tons larger for calculating ram attacks and add +2 bonus die to any stealth tests.
Wheels 0 EQP, AFV only: COST: 400cs,
capabilities: can move
vehicles with this equipment add +3 to their movement speed if they are 20 tons or under.
Ball wheels 1EQP, AFV only: COST: 2500cs,
capabilities: can move
vehicles with this equipment add +2 to their movement speed if they are 20 tons or under. They also have plus 1 to results of die made in the evasion action.
Treads 0 EQP, AFV only: COST: 3000cs,
capabilities: can move, better on difficult terrain
vehicles with this equipment increase their resilience by 1 never reduce their speed due to difficult terrain. They also gain + 3 bonus die for piloting tests related to traversing difficult terrain. Vehicles with treads may also make a tactical action as a brief action immediately after a ram.
Hover 3 EQP, AFV only: COST: 4000cs,
capabilities: can move, can move on top of water
vehicles with this equipment can travel over land and the surface of the water without reducing its speed and only need to take piloting tests for rocky or mountainous terrain.
Tripodal 2 EQP, MOA only: COST: 2000cs,
capabilities: can move
vehicles with equipment can aim as a brief action instead of a maneuver action and ranged weapons on the vehicle gain Aim (2). Vehicles with this piece of equipment cannot have articulated arms, or use melee weapons.
Tendril Manipulators 3 EQP, MOA only: COST: 5000cs,
capabilities: can move, can vault, can grapple, can move on walls and ceilings
vehicles with this equipment may grapple a number of additional targets equal to half grit of pilot. This equipment also increases the range of grapple tests and unarmed attacks by 2 hexes along with providing 2 bonus die in these tests. The tendrils are excellent at climbing and you may crawl up walls and ceilings at half you normal speed without the need for a piloting test. Vehicles with this equipment cannot use melee weapons or be equipped with articulated arms.
Urban Skates 1 EQP, MOA only: COST: 1000cs, vehicles can only take this piece of equipment if they have also taken the spider, grasshopper, tripodal, quadrupedal or bipedal mobility configurations. Vehicles equipped with this piece of equipment gain +3 speed while using the dash action on roads or similarly paved areas.
Grasshopper 3 EQP, MOA only: COST:3000cs,
capabilities: can move, can vault
vehicles with this trait gain +3 bonus die to vault tests and may disengage as a brief action.
Spider 3 EQP, AFV & MOA only: COST:4000cs,
capabilities: can move, can vault
Vehicles with this equipment cannot be tripped and have + 2 to resist grapple and pin attempts. This equipment provides +1 to die results of vaulting, evade, hunker down and piloting skill tests. Vehicles with this equipment may not use melee weapons.
Direct Lift Thrusters 4 EQP, ASC and AFV only: COST: 17500cs,
capabilities: can fly in atmosphere
this piece of equipment adds 5 to its base speed but it must now move 10 spaces or be considered falling. This system only works within the atmosphere. This requires equipment and a fuel tank to function and cannot be powered by any other power sources.
VTOL system, 5 EQP, ASC and ASV only: COST: 30000cs,
capabilities: can fly in atmosphere, can fly in space
vehicles with this piece of equipment are not considered falling if they move less than 6 spaces. They can travel at their base speed without or without atmosphere and halve the remaining duration of any vehicle they are equipped on if they ever leave jet mode.
Ducted Propeller 1 EQP, ASC only: COST: 3500cs,
capabilities: can fly in atmosphere
vehicles with this piece of equipment are not considered falling if they move less than 6 spaces. Vehicles with this piece of equipment cannot enter jet mode and this only works within the atmosphere.
Ornithopter 2 EQP, ASC only: COST: 5000cs,
capabilities: can fly in atmosphere
vehicles with this piece of equipment may dash a brief action. vehicles with this piece of equipment are not considered falling if they move less than 6 spaces. Vehicles with this piece of equipment may fly in atmospheres and do not fall if they lose power, they instead safely descend at a rate equal to their base speed until they reach the ground or power is restored.
Rocket Jets 2 EQP, ASC only: CHARGES 5+, COST: 1500cs,
capabilities: can fly in atmosphere
This vehicle can as a tactical action engage its rocket boosters, which allows it to triple its base speed for maneuver and dash actions. This lasts for 10 rounds.
Rotor 0 EQP, ASC only: COST: 1500cs,
capabilities: can fly in atmosphere
vehicles with this piece of equipment are not considered falling if they move less than 6 spaces. Vehicles with this piece of equipment cannot enter jet mode and this only works within the atmosphere, 3 DS penalty to any stealth tests it attempts to make.
Synchropter 3 EQP, ASC only: COST: 7000cs,
capabilities: can fly in atmosphere
vehicles with this piece of equipment are not considered falling if they move less than 6 spaces. Vehicles with this piece of equipment cannot enter jet mode and this only works within the atmosphere. This vehicle doubles its duration and receives a 6 DS penalty to any stealth tests it attempts to make.
RCS thrusters 2 EQP, ASC and ASV only: COST: 2500cs,
capabilities: can fly in space
this piece of equipment allows a vehicle to move its base movement speed in space and low gravity enviroments. This piece of equipment can only function if a gaseous fuel tank is also present on the same vehicle.
Propeller 0 EQP, ASC: COST: 850cs,
capabilities: can fly in atmosphere
this piece of equipment allows an ASC to move its base speed only within the atmosphere.
Quick Burst Thruster 3 EQP, MOA and ASC only: COST: 2500cs, this piece of equipment provides the vehicle +1 defence when the user spends a tactical action to move, this piece of equipment allows the vehicle to take a piloting skill test as a free action and reduce fall damage by amount equal to successes.
Aqua maneuver gear 5 EQP, AFV and MOA only: COST: 3500cs,
capabilities: can move on top of water
this piece of equipment allows a vehicle to move its base speed on water.
Subaqual maneuver gear 10 EQP, AFV and MOA only: COST: 7500cs,
capabilities: can move underwater
this piece of equipment allows a vehicle to move its base speed underwater.
Aerostatic Configuration 0 EQP, ASC only, COST: 8000 cs,
capabilities: can fly in atmosphere
this piece of equipment halves the base movement of any vehicle that it is housed in. Furthermore vehicles with this piece of equipment may never move more than their base speed, if they do this piece of equipment is destroyed. Vehicles with this piece of equipment may fly in atmospheres and do not fall if they lose power, they instead safely descend at a rate equal to their base speed until they reach the ground or power is restored. Vehicles with this piece of equipment may double the amount they can carry.
Vault Jets 3 EQP, MOA only: COST: 2500cs,
capabilities: can fly in atmosphere, can fly in space
this piece of equipment allows the vehicle to fly with its vault action and dash actions, the vehicle reduces fall damage by half if using a reflex action when hitting the ground. This piece of equipment also allows the vehicle to move its base speed in space.
Ramjets 6 EQP, MOA & ASC only: COST: 7500cs,
capabilities: can fly in atmosphere, can fly in space
as a free action this piece of equipment doubles base movement while active. The vehicle must move full distance in a straight line. The vehicle can change directions costs 1 action of any type each time it wishes to change direction. 2 actions of any type are required to deactivate ramjets. This piece of equipment also allows the vehicle to move its base speed in space and move from atmosphere to orbital zone.
Omni Maneuver jets 3 EQP, MOA and ASC only: COST: 11500cs,
capabilities: can fly in atmosphere, can fly in space
this piece of equipment is triggered by incoming attack. When triggered the vehicle may move half speed as a reaction, if you are now out of LOS or range attack fails, if moving through or landing on any difficult check to avoid fall, new movement still triggers overwatch and ripostes. This piece of equipment also allows the vehicle to move +3 to its base speed in space and move from atmosphere to orbital zone.
Strategic Orbital Launcher 7 EQP, MOA and ASC: COST: 12500cs,
capabilities: can move into orbit
this piece of equipment is a large single use rocket that can be attached to any 20 ton or smaller vehicle. To initiate the launch sequence you may sacrifice any amount of actions on your turn. Once 15 actions have been sacrificed the rocket fires and moves you from the ground to orbit. All actions while active receive high penalties, ds 4 endurance to remain conscious Or pass out for d6 minutes.
Fusion Drives 5 EQP, ASC and ASV only: COST: 30000cs,
capabilities: can fly in space
this piece of equipment allows a vehicle to move through space at its base speed. This piece of equipment is only functional if a fusion reactor is also present on the same vehicle. This piece of equipment cannot function in the atmosphere.
Liquid Fuel Tank 1 EQP, All vehicles: COST: 500cs, this piece of equipment provides a vehicle with 72 - tonnage hours of fuel per tank. This fuel can only be converted to power by the combustion engine and efficient combustion engine pieces of equipment. If this piece of equipment is hit by an attack that deals energy or explosive damage then it is immediately destroyed and the vehicle suffers the burning status. You may double the amount of fuel contained by this piece of equipment each time you spend a EQP.
Gaseous Fuel Tank 0 EQP, All vehicles: 500cs, this piece of equipment provides a vehicle with 24 - tonnage hours of fuel per tank. This fuel can only be converted to power by the combustion engine and efficient combustion engine pieces of equipment. If this piece of equipment is hit by an attack that deals energy or explosive damage then it is immediately destroyed and all other pieces of equipment in the segment are damaged. You may double the amount of fuel contained by this piece of equipment each time you spend an EQP.
Solid Fuel Tank 3 EQP, All vehicles: COST: 4500cs, this piece of equipment provides a vehicle with 120 - tonnage hours of fuel per tank. This fuel can only be converted to power by the combustion engine and efficient combustion engine pieces of equipment. If this piece of equipment is hit by an attack that deals energy or explosive damage then the segment housing this piece of equipment is destroyed. You may double the amount of fuel contained by this piece of equipment each time you spend an EQP.
Combustion Engine 0 EQP: all vehicles: COST: 750cs, this piece of equipment if paired with a fuel tank can power a vehicle for a number hours determined by the fuel tank. Combustion engines are easy to repair and maintain gain 2 bonus die when attempting any engineering skill tests to repair, salvage, install or upgrade.
Efficient Combustion Engine 0 EQP, all vehicles COST: 2000cs,: this piece of equipment if paired with a fuel tank can power a vehicle for double the number of hours determined by the fuel tank.
Hybrid Engine 4 EQP, COST: 4500cs, this piece of equipment, if paired with a fuel tank and or a battery can power a vehicle for a number of hours equal to the sum of hours provided by the equipment.
Fuel Umbilicus 2 EQP, all vehicles, COST: 350cs, this piece of equipment allows any adjacent vehicles to share fuel, fuel may be transferred between vehicles over a number of minutes equal to tonnage divided by 2. Fuel may only be transferred to a fuel tank or directly to a combustion engine in this manner. The range that vehicles can connect at can be expanded by 1 for each EQP spent on this piece of equipment. If a connected vehicle moves out of this range for any reason then this piece of equipment is destroyed and they no longer share fuel.
Conduit Umbilicus 0 EQP, All vehicles: COST: 200cs, this piece of equipment allows any adjacent vehicles to share power, if connected the number of power hours divided among the connected vehicles. power may only be transferred to a battery or directly to the vehicle in this manner.The range that vehicles can connect at can be expanded by 1 for each EQP spent on this piece of equipment. If a connected vehicle moves out of this range for any reason then this piece of equipment is destroyed and they no longer share power. While connected vehicles can be controlled from either vehicles control surfaces. A vehicle without a control surface or a damaged control surface can be controlled through a connected conduit umbilicus.
Battery: 0 EQP, all vehicles: COST: 3500cs, this piece of equipment can store 72 hours of power, it can be charged by any source of power and power the vehicle that houses it. As a brief action this piece of equipment can be used to add +1 bonus die to gunnery skill test for every 10 hours of power consumed until the beginning of the next round. Only weapons that deal exclusively energy damage receive this bonus.
Endurance Battery 3 EQP, all vehicles: COST: 8500cs, this piece of equipment can store 120 hours of power, it can be charged by any source of power and power the vehicle that houses it. As a brief action this piece of equipment can be used to add +1 bonus die to gunnery skill test for every 10 hours of power consumed until the beginning of the next round. Only weapons that deal exclusively energy damage receive this bonus.
Shielded battery 0 EQP, all vehicles: COST: 14500cs, this piece of equipment can store 24 hours of power, it can be charged by any source of power and power the vehicle that houses it. This battery can only be drained through use and is immune to any other effects that might drain power such as an EMP.
Wireless Power Emitter 8 EQP, all vehicles: COST: 20000cs, this piece of equipment can be used to remotely share power with any vehicle that possesses a wireless power receiver up to an adjacent zone away. The power can be affected by weather and environmental conditions cannot penetrate solid surfaces. While this system is active this vehicle and any that it is transferring power to are more easy to detect. Detect skill tests made receive a 4 bonus die.
Wireless Power Receiver 3 EQP, all vehicles: COST: 450cs, this piece of equipment can be used to remotely receive power The power can be affected by weather and environmental conditions cannot penetrate solid surfaces. The receiver can transfer power it receives into batteries or use it directly to power the vehicle.
Solar Dermis: 6 EQP, all vehicles: COST: 10000cs, this piece of equipment does not provide enough energy to directly power a vehicle housing it but for each hour the vehicle is inactive and in sunlight it creates a hour's worth of power that can be stored in a battery.
Solar panel array 3 EQP, all vehicles: COST: 6500cs, this piece of equipment can be deployed and retracted as a full action. While deployed the vehicle is immobilized unless it is an ASC. This piece of equipment does not provide enough energy to directly power a vehicle housing it but for each hour the solar panel is deployed and in sunlight it creates a hour's worth of power that can be stored in a battery.
Fission Reactor 10 EQP, all vehicles: COST: 100000cs,This piece of equipment provides power that can be stored or used to operate the vehicle housing it. It produces 10 hours of power for every hour it is operative. A DS7 engineering test once a week is required to ensure that the reactor is safely maintained If this piece of equipment is destroyed then roll a d6, on a 1 the reactor safeties fail and everyone within the flash point must make successful ds 3 endurance skill tests become afflicted (5). If this occurs in a week where an engineering test to maintain the reactor failed then the DS of the endurance test becomes 5 for everyone in the flashpoint and now individuals in the AO must succeed a DS endurance skill test.
Fusion Reactor 15 EQP, all vehicles : COST: 500000cs, This piece of equipment provides power that can be stored or used to operate the vehicle housing it. It produces 30 hours of power for every hour it is operative. A DS 9 engineering test once a week is required to ensure that the reactor is safely maintained. If this piece of equipment is destroyed then roll a d6, on a 1 the reactor safeties fail and everyone within the flashpoint outside of a vehicle or structure is vapourized while vehicles and structures have d6 segments destroyed. If this occurs in a week where an engineering test to maintain the reactor failed than everything in the AO must pass a successful DS 7 endurance/engineering test or suffer the burning status.
Radar antenna 1 EQP, all vehicles: COST: 2000cs, this piece of equipment allows you to make the scan action from within your vehicle targeting the entire flashpoint. Any DS penalties are ignored. complications rolled for these tests result in a misidentification. On the turn that you take a scan action with this piece of equipment others that have this piece of equipment immediately know your position. If your vehicle is connected to a network this information is automatically shared to network members.
Radar dish 4 EQP, all vehicles: COST: 5000cs, this piece of equipment allows you to make the scan action from within your vehicle targeting the entire AO. Any DS penalties are ignored. complications rolled for these tests result in a misidentification. On the turn that you take a scan action with this piece of equipment others that have this piece of equipment immediately know your position. If your vehicle is connected to a network this information is automatically shared to network members.
Radar array 7 EQP, all vehicles: COST: 9000cs, this piece of equipment allows you to make the scan action from within your vehicle targeting the entire Theatre. Any DS penalties are ignored. complications rolled for these tests result in a misidentification. On the turn that you take a scan action with this piece of equipment others that have this piece of equipment immediately know your position. If your vehicle is connected to a network this information is automatically shared to network members.
Dissipated Design 2 EQP, all vehicles: COST: 4500cs,This piece of equipment provides a vehicle with +2 stealth bonus die while obscured or outside of LOS.
Inner worked weapon: 1 EQP (per weapon), all vehicles: COST: 500cs,all weapons benefiting from this piece of equipment may be deployed and retracted as one brief action. While retracted the weapon is not visible and cannot be detected by scans, the weapon may not be fired while retracted.
Altering ID Signature 2 EQP, all vehicles: COST: 1500cs, this piece of equipment allows a vehicle to free any electronic identification associated with. It can also generate false transit data and GPS history with a successful subterfuge test against the target's insight.
Active Return Dampening System 6 EQP, all vehicles: COST: 7500cs, this piece of equipment provides +3 bonus die to stealth tests for each zone between the vehicle and attempted stealth test.
Ultralight Conversion, 2 EQP, AFV and ASC only, COST: 500cs if your vehicle is 10 ton or less it may take this piece of equipment. It can only have 1 active crew and 1 passenger, it reduces its size to the 1 hex, gains 2 speed, 1 defence and doubles successes in evasion tests. Duration of the vehicle doubles but resilience is halved.
Racing Frame, 4 EQP, AFV AND ASC only, COST: 2000cs, if your vehicle is 10 ton or less it may take this piece of equipment. The vehicle increases its speed by 2 and reduces its resilience by 2 and provides +1 bonus due to piloting and endurance skill tests made while piloting the vehicle.
Trailer mount, 0 EQP, AFV only, COST: 200cs, this piece of equipment allows you to tow any wheeled, tracked or hover vehicle you connect it to without taking any speed penalties. Vehicles you tow do not need their own power supply or any power at all for this to work. The amount you can drag or lift remains unchanged if you exceed the maxim you are still unable to move.
Heavy duty frame, 0 EQP, AFV and ASC only, COST:1500cs, vehicles with this piece of equipment reduce their speed by 3 but double their carrying capacity and add -3ap to trample attacks.This piece of equipment is incompatible with the ultra light conversion and racing frame pieces of equipment.
Agility frame, 0 EQP, ASC only, COST: 10000cs, vehicles with this piece of equipment reduce their resilience by 3 but gain +1 def, increase speed by 3, receive +2 bonus die to evade tests.
Stabilising Anchor 1 EQP, MOA and AFV only: COST: 300cs, Can be deployed as a maneuver action, Provides ranged weapons with the artillery trait +1 to die results in gunnery skill tests. Vehicles with this piece of equipment are also immune to knockdown and cannot be moved against their will.
EM Safe Hull, 7 EQP, all vehicles: COST: 6000cs Vehicles with this piece of equipment ignore the effects of rad, microwave, galvanic and haywire weapon traits.
Cod Piece 1 EQP, MOA only: COST: 50cs, While piloting a vehicle with this piece of equipment you may reroll the chronicle die for Persuasion skills tests.
AeroSpace Hull, 2 EQP, ASV only: COST: 10000cs
capabilities: can fly in atmosphere
ASV’s with this piece of equipment can be taken by 1000 ton ASV’s. It allows them to fly at their base speed within the atmosphere of a planet.
Integrated Personal Weapon Mount: 1 EQP, MOA only: COST: 200CS, this piece of equipment a single personal weapon to be added to a vehicle. This weapon uses Gunnery to fire but cannot be added to any weapon group.
Personnel weapon mounting: 1 EQP, MOA and AFV only: COST: 80cs, this piece of equipment provides a mounting point for a single ranged personal weapon and one additional passenger seat. Weapons mounted on the mounting are not a part of the vehicle's weapon group and can be used by an occupant. The individual firing the weapon is exposed and is viable to be targeted individually by attacks. Mounted weapons ignore the artillery or heavy weapon traits and can be reloaded as a maneuver action instead of a fullaction.
Personnel Defilade 2 EQP, MOA and AFV only: COST: 800cs, This piece of equipment provides a mounting point for a single ranged personal weapon and one additional passenger seat. Weapons mounted on the mount are not a part of the vehicles weapon group and can be used by an occupant. The individual firing the weapon may only be targeted as a part of a called shot. Mounted weapons ignore the artillery or heavy weapon traits and can be reloaded as a manoeuvre action instead of a full action.
Fetishes, 0 EQP, all vehicles: COST: 100cs, This piece of equipment provides its occupants + 1 bonus die to demand or resolve skill test.
High Density Ablative, 2-6 EQP, MOA and AFV only, COST: 15000cs, Charges: 5+, vehicles with this piece of equipment reduce incoming kinetic damage equal to half the EQP spent on this piece of equipment.
Ceramic Ablative, 2-6 EQP, MOA and AFV only, COST: 13000cs, Charges: 5+, vehicles with this piece of equipment reduce incoming energy damage equal to half the EQP spent on this piece of equipment.
Reactive Ablative, 2-6 EQP, MOA and AFV only, COST: 10000cs, Charges: 5+, vehicles with this piece of equipment to reduce incoming explosive damage equal to half the EQP spent on this piece of equipment.
Stealth Plating 1-5 EQP, all vehicles: COST: 20000cs, Tonnage on sensors is reduced by an amount equal to EQP spent x 10 to a minimum of 5 tonnes. Vehicles with stealth plating add half EQP spent on stealth plating as bonus die to stealth skill tests. Vehicles with stealth plating also only reveal half statistics when targeted by the scan action.
Reinforced structure 1-3 EQP, all vehicles: COST: 12000cs, vehicles with reinforced structure increase their AV by an amount equal to EQP spent on the reinforced structure.
Pressure resistant structure 3 EQP +1 per 10 tons, all vehicles: COST: 3000cs
capabilities: can survive under water, can survive high pressure
vehicles with this equipment are immune to extreme pressures. This permits the vehicle to function underwater at extreme depths and in space.
Vacuum hardening 2 EQP, MOA, AFV only: cost 1000cs,
capabilities: can survive in space
vehicles with this piece of equipment can function in the vacuum in space normally. Occupants of vehicles with this piece of equipment have breathable air for 3 days. occupants are kept at a safe temperature and suffer no ill effects from normal levels of radiation in space. This piece of equipment breaks if the vehicle loses a segment.
Ground Effect Hull 5 EQP, ASC only: COST: 5000cs, may dash as a brief action over water, ice or similarly flat surfaces. +2 speed to the dash action when less than 10 spaces high.
Excavation rig 5 EQP, all vehicles: COST: 4000cs, vehicles with this equipment have a number of additional systems that permits excavation, whether for purposes of fortification, mineral collection or antiquity finding. You may use engineering in place of melee for melee attacks, your vehicles, rams, tramples and unarmed attacks gain AP -2 cannot take damage from rams. You may gain a number of tons of minerals equal to the number of successes made in an engineering test + tonnage. This takes 8d6 hours.
Harvester rig 4 EQP, all vehicles: COST: 4000cs, vehicles with this equipment have a number of additional system that permit the hunting of wildlife, cultivation of farmables, forestry or fishing. You may use engineering in place of melee for melee attacks, your vehicles, rams, tramples and unarmed attacks gain mulch and cannot take damage from rams. you may gain a number of tons of organics equal to the number of successes made in a survival test + tonnage. This takes 8d6 hours
Refinement rig 7 EQP, all vehicles: COST: 9000cs, vehicles with this equipment have a number of additional systems that allow you to increase the quality base resources. When a rig is purchased, specify whether it’s for organics or minerals. You increase the quality of a number of tons of resources equal to successes in a diligence skill test. This takes 2d6hours.
Exploration rig 6 EQP, all vehicles: COST: 14000cs, vehicles with this equipment have a number of systems that permit the observation and curation of astronomical, geological, biological phenomena. You may use detect with this to find minerals or organics in the environment, the DS is set by the GM but if you are successful the tell you how much and of what quality you have found.
Mine-Resistant Refit 3 EQP, AFV only: COST: 3000cs, Occupants of the segment that this piece of equipment is place in take no damage if it is destroyed by a mine, they are instead rendered unconscious until the start of their next turn.
Crush Cage: 1 EQP, all vehicles: COST: 1000cs, Occupants of the segment that this piece of equipment is placed in ignore the crushed status.
Minesweeper flail 5 EQP, AFV only: COST: 6000cs, Vehicles with this piece of equipment may safely trigger weapons with the trap or mine weapon traits in a 3 by 3 area directly in front of the vehicle as a full action. Non-vehicle characters in this area must pass a DS 3 technique test or acquire a random physical condition.
Ornate Scheme 0 EQP, all vehicles:COST: 1000cs, vehicles with this piece of equipment provide occupants +1 bonus die to Persuasion skill tests made from within the vehicle. Attempts to detect a vehicle with this piece of equipment receive +2 to bonus die.
Inconspicuous Scheme 0 EQP, all vehicles:COST: 1000cs, vehicles with this piece of equipment have a 2DS penalty for being targeted by detect tests. Attempts to detect a vehicle with this piece of equipment receive +2 to bonus die.
Intimidating Scheme 0 EQP, all vehicles: COST: 400cs, vehicles with this piece of equipment provide occupants +1 bonus die to demand skill tests made from within the vehicle. Attempts to detect a vehicle with this piece of equipment receive +2 to bonus die.
Inspiring scheme 0 EQP, all vehicles: COST: 600cs, vehicles with this piece of equipment provide occupants +1 bonus die to resolve skill tests made from within the vehicle. Attempts to detect a vehicle with this piece of equipment receive +2 to bonus die.
Basic Ejector seats 1 EQP: COST: 2000cs, Seats that throw crew 10 spaces from the vehicle and deploy parachutes for safe landing, no armour or protection is offered in this package.
Faction Scheme 0 EQP, all vehicles: COST: 300cs,vehicles with this piece of equipment provide occupants +1 bonus die any social skill test that target a member of the same faction. This may situationally increase the DS of social skill test depending on the targets relationship with the faction represented by the scheme.
Camouflage 0 EQP, all vehicles: COST: 1000cs, Pick a one of the following environments to gain +2 die to stealth vs visual detect tests when stationary in the corresponding environment:
GELF Dermis 3 EQP, AFV and MOA only : COST: 11000cs, vehicles with this equipment receive + 2 to detect skill test, +3 to passive detect, +2 to stealth during the day, +4 to stealth during the night. GELF Dermis is destroyed when a segment of vehicle it is equipped on is destroyed.
Shelter module 0 EQP, AFV only: COST: 5000cs, This module offers sufficient furnishings and supplies for 2 people to live and survive for an extended period of time. This module contains a sleeping area, water collection and purifier utility, and various cooking and personal hygiene utensils. This equipment offers limited protection from the elements but cannot protect against violent weather or special conditions.
Adaptive suspension 0 EQP, AFV only: COST: 2000cs, as a fullaction you can change the suspension profile of your vehicle to:
Heavy Hardpoint, 0 EQP, AFV only: COST, 3000CS, a vehicle with this piece of equipment gains a Size 1 weapon slot. If any complications are rolled while firing the weapon on this mounting then the vehicle breaks a random piece of equipment and the vehicle loses 1 HP. if this piece of equipment is destroyed the segment it occupies is also destroyed.
Tool Mounting, 1-3 EQP, AFV only:COST, 4000cs, a vehicle with this piece of equipment may equip a weapon that has the tool Weapon trait. The EQP cost is equal to the size of the weapon.
Fulton 1-5 EQP, AFV & MOA only: a vehicle with the piece of equipment extending the fulton device above it as an action, this can be caught by an aircraft and function as a vehicle harness. This piece of equipment costs 1 eqp per 10 tons a vehicle has.
Parachute 1-5 EQP, AFV & MOA only: a vehicle with this piece of equipment can deploy the parachute while falling as a reflex action. While deployed the vehicle does not take fall damage provided it lands on a non-difficult terrain. This piece of equipment costs 1 eqp per 10 tons a vehicle has.
Mil-Spec Radio 1 EQP, all vehicles: COST: 1000cs, vehicles with this piece of equipment always communicate securely at distances determined by their equipment.
Encoder Unit 1-5 EQP, all vehicles. COST: 3500cs,As a brief action, Vehicles with this piece of equipment increase the DS cracking their encrypted communications by the amount EQP spent on the Encoder unit.
Speakers 1 EQP, all vehicles: COST: 50cs,vehicles with this piece of equipment may project the voice of an occupant over a flashpoint so that it is heard clearly and intelligibly. This permits occupants of the vehicle to make social skill tests to individuals within earshot of the speakers.
Interface Node 4 EQP, all vehicles: COST: 9000cs, Vehicles with this piece of equipment gain + 1 bonus die to any interfacing skill tests or pervade actions against marked. Targets marked targets by the user have their communications jammed.
Network Scrambler 5 EQP, all vehicles: COST: 12500cs, as a full action, vehicles with this equipment may target a network and disconnect all devices from it by successfully passing a contested interfacing skill test against the user with the highest interfacing skill..
Communication scrambler 7 EQP, all vehicles: COST: 4000cs, as a full action, Vehicles with this piece of equipment can selectively jam communications in AO. Any attempts to communicate in this radius must first pass a contested interfacing skill test.
Rapid deployment Network Tower 8 EQP, AFV only: COST: 20000cs, as a full action, vehicles with the piece of equipment may deploy a network tower. Once deployed the vehicle may not move voluntarily and any involuntary movement disrupts the network. This tower has a range of AO and is powerful enough to send and receive large amounts of data.
Sensor Synthesis Suite 9 EQP, all vehicles: COST: 17000cs, a vehicle that has this piece of equipment can monitor countless data feeds from numerous sources. As a fullaction a vehicle with this piece of equipment can perform the scan action from any device or vehicle connected to the same network.
Laser Comm Unit 6 EQP, all vehicles: COST: 11500cs,as a full action a vehicle with this piece of equipment may attempt to communicate with a vehicle that has the laser comm unit and is within the theatre and line of sight. This communication cannot be jammed or intercepted conventionally but immediately reveals the position of the user to any sufficiently equipped vehicle within line of sight of the sender, receiver or the beam.
Planetary communication hub 10 EQP, all vehicles: COST: 40000cs, as a full action, vehicles with the piece of equipment may deploy a communication tower. Once deployed the vehicle may not move voluntarily and any involuntary movement disrupts the communication. Vehicles with this piece of equipment can communicate with anything on the same planet.
Interplanetary communication hub 15 EQP, all vehicles: COST: 80000cs, as a full action, vehicles with the piece of equipment may deploy a communication tower. Once deployed the vehicle may not move voluntarily and any involuntary movement disrupts the communication. Vehicles with this piece of equipment can communicate with anything on or orbiting the planet.
System communication hub 20 EQP, all vehicles: as a full action, COST: 120000cs, vehicles with the piece of equipment may deploy a communication tower. Once deployed the vehicle may not move voluntarily and any involuntary movement disrupts the communication. Vehicles with this piece of equipment can communicate with anything within the same solar system.
Battlefield Projections 3 EQP, all vehicles: COST: 6500cs,vehicles with this piece of equipment +1 die results to Organization roles if no enemies have an AI or battlefield projections. Additionally + 1 organization die per allied vehicle with communication equipment that you and your allies have. Allies may reroll your organization value’s worth of die in interfacing, Engineering and detect tests. May roll insight against enemy commander to discern their objectives, capacity and overall strategy in engagement.
Procedural Countermeasure Command 5 EQP, all vehicles: COST: 8500cs, Network countermeasures of you and your allies, if an ally is subject to an attack that would normally trigger countermeasures any networked ally may use theirs to protect them. You must be within line of sight and of your ally and the trigger of countermeasure. Additionally, using countermeasures in this way still uses charges and has the same requirements to be successful.
Autonomous Node 4 EQP, all vehicles: COST: 2000cs, issue orders to up to interfacing value drones or swarms of drones. Drones without orders act autonomously based on their capacity and intended role. Autonomously acting drones use the drones standard dice pool where as directly administered drones use the dice pool of the user.
Drone swarm launcher 5 EQP, all vehicles: COST: 4500cs, CHARGES 3+, this piece of equipment has charges that can be expended when activated to attack, scout and shroud on the battlefield. As an action, when you activate this piece of equipment select one of the following options.
Enhanced tactics suite 4 EQP, all vehicles: COST: 5500cs,vehicles with this piece of equipment gain +3 bonus die to interfacing roles if no enemies on the battlefield have an AI or Enhanced tactics suite. If target has no AI or enhanced tactics suite then you can alter aspects of the targets on the turn with a Tactics vs insight test. If the target attacks you delegate what they target. if they move you pick where they move to using the same amount of distance they moved initially.
Distributed Control System 1EQP, all vehicles: COST: 5000cs,vehicles with this piece of equipment can be used to power and network with any personal computers within the vehicle. Individuals within a vehicle with this piece of equipment may pilot the vehicle and use its systems as if they were in the piloting seat even if they are not.
Consumer GPS 0 EQP: COST: 200cs,
+1 bonus die to any tests involving navigation to already mapped areas.
Defense computer 2-6 EQP, all vehicles: COST: 10000cs, a vehicle with this piece of equipment can increase it IDef by 1 for each 2 EQP spent.
Assist computer 2 EQP, all vehicles: COST: 7000cs, a vehicle with this piece of equipment reduces its IDef by 1 and gain 1 bonus die to test made by active crew.
Remote control Fairing 5 EQP,all vehicles: COST: 7000cs,a vehicle with this piece of equipment can allow the vehicle to connect remotely to a network. Any device connected to the same network can be used to control the vehicle as if it were being piloted by the device’s user.
Remote Ordinance Fairing 1 EQP, all vehicles: COST: 500cs,a vehicle with this piece of equipment can allow ranged weapons in a single weapon group on it to connect remotely to a network. Once connected, weapons in the group may be used to make attack tests as if it were being piloted by the device’s user.
Transcranial Magnetic Interface 6 EQP, all vehicles: COST: 9000cs, vehicles with this piece of equipment allow one occupant to gain bonus die to piloting, detect, gunnery or interfacing skill tests equal to half of the user’s grit. Any attempts to communicate also become a tactical action for the user of this piece of equipment. Activating and deactivating this piece of equipment is a full action
Transcranial Magnetic Damper 5 EQP(+1 per user), all vehicles: COST: 14000cs, vehicles with this piece of equipment allow one user to ignore the effects of any mental conditions for as long as the damper is active. This system is activated as a fullaction, when deactivated as a full action the user becomes dazed and suffers exhaustion (d3) until they take a long rest.
Dynavulk lancer integrated vehicle computer system 4 EQP, all vehicles: COST: 3000cs, +1 bonus die to interfacing, engineering, organization skill tests made within this vehicle. The scan action may be taken as a reflex action when trying to detect the presence of pervaded systems.
Surhabi Stand Tripartite Core 6 EQP, all vehicles: COST: 5000cs,+2 die to interfacing skill tests. Vehicles with this piece of equipment may continue to operate even if they are shutdown. Any skill tests made are made with half dice pools and movement of the vehicle is also halved.
Pillarite Quantum Processor 8 EQP, all vehicles: COST: 20000cs,as a free action, vehicles with this piece of equipment may halve the DS of any insight skill test but must also suffer an immediate complication and expend a chronicle point.
Sublunary Class Intelligence 6 EQP, all vehicles: COST: 30000cs,vehicles with this piece of equipment choose one software capability upon purchase. Only one capability may be used a round.
Additionally vehicles with this piece of equipment can act independently and function as an NPC while this piece of equipment is active. Their attributes and skills are equal to 1 + your double your rank. They cannot speak or communicate and automatically pass resolve and endurance tests.
Apparitional Class Intelligence 8 EQP, all vehicles: COST: 100000cs, vehicles with this piece of equipment may choose 3 software capabilities upon purchase. Only one capability may be used a round.
Additionally vehicles with this piece of equipment can act independently and function as an NPC while this piece of equipment is active. They automatically pass resolve, insight and endurance tests. Their attributes and skills are equal to 2 + your double your rank. They can communicate but anyone they communicate with must pass a DS7 resolve skill test, suffer terrified (3).
Stylite Pillar 10 EQP, all vehicles: COST: 1.000.000cs, vehicles with this piece of equipment may use all of the software capabilities upon purchase. Only one capability may be used a round.
Additionally vehicles with this piece of equipment can act independently and function as an NPC while this piece of equipment is active. They automatically pass resolve, insight and endurance tests. Their attributes and skills are equal to 5 + your double your rank. They can communicate but anyone they communicate with must pass a DS7 resolve skill test or acquire a random mental condition.
Basic Autopilot 0 EQP: COST: 1000cs,
The vehicle will maintain speed and direction until disengaged.
Interfacer spike 0 EQP, all vehicles: COST: 1000cs, vehicles with this piece of equipment may take the pervade action against viable targets. The range is equal to the sum of users reason and interfacer skill values.
Interfacer antenna: 3 EQP, all vehicles: COST: 5000cs, vehicles with this piece of equipment may take the pervade action against viable targets. The range is Flash point.
Interfacer dish: 7 EQP, all vehicles: COST: 9000cs, vehicles with this piece of equipment may take the pervade action against viable targets. The range is AO.
Interfaced array 13 EQP, all vehicles: COST: 18000cs, vehicles with this piece of equipment may take the pervade action against viable targets. The range is theatre.
EM Syncope Baffle 8 EQP, all vehicles: CHARGES:4+, COST: 6000cs, vehicles with this piece of equipment may make an interfacing skill test on targets within said skill value’s range. Vehicle targets roll a contested interfacing skill test, vehicles that fail this test increase the action cost of all actions. Non-vehicle targets have a DS penalty equal interfacing skill test score to endurace skill tests. The aforementioned statuses can be cleared by expending a full action to do so.
Arrestor Gage 9 EQP, MOA only: CHARGES:4+, COST: 7000cs,As a brief action vehicles with this equipment can attempt to disable a random piece of equipment on a target they are grappling by succeeding a contested interfacing skill test. This can be done multiple times and equipment remains disabled for as long as the target remains grappled.
Electrothermic gage 6 EQP, MOA only: CHARGES:4+, COST: 4500cs, as a tactical action vehicles with this equipment can inflict the burning status on occupants of a grappled target vehicle by succeeding a contested interfacing vs endurance skill test.
Mothballer Interdiction Array 4 EQP, all vehicles: COST: 6500cs, Choose a single weapon or system with the mine, grenade or launcher tag, activate its effects centred on the target of your pervade action. one weapon with the loading trait must be loaded before it can be used again.
Hologram Drones 3 EQP (+1 per drones), all vehicles : CHARGES: 4+, COST: 3000cs, as a tactical action a vehicle with this piece of equipment can deploy 1 hologram drone. This drone is size one, destroyed if it takes any damage and has a speed of six. It can be used to create convincing images of size one object and multiple networked drones can create objects equal to their combined size. Insight is always used to spot these drones rather than the detect skill. The images depicted can be of anything conceivable throughout ladish and unlikely images will be easier to see through. Images will not register on any sensors.
Gheist Emission Stereopticon 5 EQP(+1 per emission), COST: 6000cs, all vehicles: as a full action a vehicle with this piece of equipment can create up to three fantom sensor signature. These signals count as hidden entities when they are first created. They use your subterfuge when contesting detect attempts. They are immune to damage, cannot take actions and can only be moved individually by you as quick action after they have been created to another unoccupied space within sensor range. They are destroyed the instant they cease to be hidden. These ghost signals can be used in two ways. Decide which way individually for each character affected by this system.
Enemy Frequency Detected!
If these ghost signals are in range of an enemy weapon with the smart, seeking or nexus trait, the owner of the weapon must pass a systems save. Failure causes enemy characters to become imparied and use a reaction to skirmish at the ghost signal. Additionally affected characters are unable to use comms to talk to other characters. These effects last until the start of your next turn.
Distress Frequency Detected!
If ghost signals are in sensor range of an enemy they must pass a systems save or use a reaction to move their full movement towards a signal of your choice, receive lock on and be unable to use comms to talk to other characters these effects last until the start of your next turn.
ASAT Longbow Laser 2 EQP, AFV only: CHARGES: 4+, COST: 8000cs, as a full action you may inflict 1 damage on a target within theatre range. Can equip multiple pieces of this equipment on vehicles and they can be used with the same full action. If multiple are connected must roll successful DS 3+number of longbow fring diligence checks or fry power supply of vehicle.
ASAT Angel Eater Missile Systems 3 EQP, AFV only: CHARGES: 4+, COST: 26000cs, as a full action to deal 2 d6 damage to a target within theatre range.
ASAT Electronic Warfare 3 EQP, AFV and ASC: COST: 16000cs, facilitates electronic warfare against target within theatre range.
ASAT Jamming System 3 EQP, AFV and ASC: COST: 11000cs, as a fullaction prevent targets in theatre from acquiring targeting solutions for ballistic, energy, explosive and electronic weapon systems. Also prevents visual contact being established by targets of this piece of equipment on a successful contested interfacing skill test.
ABM Dome 5 EQP, AFV only: CHARGES: 5+, COST: 30000cs, intercept ranged attacks that deal explosive damage from AO and theatre distances. cannot be used within flashpoint.
Flares 1 EQP, all vehicles: CHARGES: 5+, COST: 500cs, as a reflex action you cause one ranged attack from a weapon without the grenade or mine weapon traits that deals explosive damage to miss.
Decoy buoy 2 EQP, all vehicles: CHARGES: +6, COST: 1500cs, as a brief action deploy a decoy buoy, this decoy cannot move unless in zero g in which case it has a movement of 6. If it takes any damage it is immediately destroyed. To all sensors this decoy looks like a vehicle, when in LoS though it is apparent that it is a decoy. This decoy can be identified as one through a successfully contested insight vs interfacing skill test.
Smoke (provide cover) 1 EQP, AFV, ASC and MOA only, CHARGES: 5+, COST: 800cs, Spend an tactical action or maneuver action to cover a 3x3 area with smoke. areas in smoke are considered as full cover.
SERA 0 EQP, MOA and AFV only. COST 3000cs If this piece of equipment is hit by a crit or called shot it is destroyed but the attack does no damage to the checkin segment housing this piece of equipment. Adjacent equipment is also destroyed.
Colloquy AI Core (resist hack) 6 EQP, all vehicles, COST: 15000cs, utilized to counteract hacking attempts and electronic warfare measures on any given vehicle. The Colloquy core is a synthesis of 3 combined AI that together assess vehicle operating systems for signs of them being compromised. Once every three rounds you may ask the GM if your vehicle has been hacked, they must answer truthfully but do not need to specifically say anything beyond a yes or no answer. After a specific piece of equipment has been hacked the colloquy automatically reboots it ending enemy influence over the system until they hack it again. If the Colloquy itself is compromised then it isolates itself from other systems for d3 rounds and cannot be used.
Clearance line launcher 5 eqp: AFV and MOA only, CHARGES: +3, COST: 9000 cs, Propel a line semtex explosive across over a 10 spaces as an action. Semtex can be detonated as a reaction and it destroys all explosive within 2 spaces of the 10 space line.
Armoured ejection pod 2 EQP(+1 for each active crew in segment): AFV, MOA, and ASC only, COST: 10000cs, segment housing this piece of equipment gains 5 HP. All active crew in this segment are ejected within 10 spaces of the vehicle as a reflex action. Any member of the active crew may activate this piece of equipment but if they all active crew in the segment must eject.
PDC 3 EQP: all vehicles, CHARGES: 5+, COST: 16000cs, as a reflex action, this piece of equipment can be used to make contested gunnery tests against ranged attacks that deal explosive or kinetic dmg. If successful then attack is negated.
Nexus AA array 3 EQP :AFV only, COST: 11000cs, vehicles with this piece of equipment ignore any defence bonuses granted the ASC’s that derive from their movement or from them flying.
Blender anti-autonomous system 8 EQP: all vehicles: CHARGES: 3+, COST: 18500cs, as a tactical action vehicles with this piece of equipment may make a contested gunnery vs interfacing skill test destroy d3 drones in the flashpoint.
Adaptive network parasitoid 6 EQP: all vehicles, COST: 22500cs, as a fullaction may use pervade action on multiple drones without incurring DS penalty for multi-targeting. Additionally drones pervaded by a vehicles using this system become as the origin point for the user’s further pervade actions.
Ordinance Veto System 3 EQP: AFV and MOA only, COST: 8500cs, creates a discharge 3 area surrounding the vehicle where all deployed or fired munitions that deal explosive damage immediately detonate. While OVS is active any attempts to detect the vehicle housing it are automatically successful and anything with discharge 3 of the vehicle must succeed a DS 3 engineering test of suffer haywire and the burning status. non -vehicle targets within this area immediately acquire a random physical health condition with temporary (5)
Atmosphere conversion unit 5 EQP (+ 1 per 2 crew): all vehicles, COST: 9000cs, a vehicle with this piece of equipment can create oxygen for 2 crew of the vehicle in even a very thin atmosphere. If the vehicle loses power than this unit fails and provides no further benefit to the crew. While active this piece of equipment incurs DS 3 penalty to any stealth tests made by vehicle.
HEV system 3 EQP (+1-3 ): all vehicles, COST: 14500cs, vehicles with this piece of equipment provide occupants with +4 bonus die to endurance skill tests related to radiation, pathogen and chemical exposure.
Assistant’s seat 4 EQP: all vehicles, COST: 750cs, this piece of equipment provides an additional active crew member capacity to a segment that contains controls. This seat is mounted to another and the occupant can as a full action assist in any skill tests made by the primary seat, they can use controls as well but must still adhere to vehicle action restrictions.
The Executive cage, 6 EQP (+1 for every passenger past the first), MOA only: COST: 8500cs, this piece of equipment activates automatically when the vehicle segment housing it is destroyed. Passenger inside takes no damage unless the Executive cage itself is targeted by a called shot. Upon activation the cage is ejected and lands safely at a point within 30 hexes . Executive cage has enough for passengers to survive comfortably for one week, as well as a long range emergency beacon that can be set to certain frequencies, and stealth plating avoiding DS 3 to any attempts to detect it while it is not broadcasting scanner detection.
Survival System 2 EQP, all vehicles: COST: 1000cs, this piece of equipment provides a vehicle with a small cache of food, water and air for emergencies, can support up to 2 people for one month. Additionally it provides a plus 2 bonus die to survival skill tests.
SOS box 0-1 EQP, all vehicles : COST: 1000cs, a vehicle with this piece of equipment has a hard case with a fire extinguisher, binoculars, 10 flares, a beacon, 2 torches, a strategic com and a compass. You may spend an EQP on this piece of equipment to double the contents of its hard case.
Encampment kit 0-1 EQP, all vehicles : COST: 1000cs, a vehicle with this piece of equipment has a hard case with a shovel, flint and steel, a tent, a trangia and a water purifier.You may spend an EQP on this piece of equipment to double the contents of its hard case.
Hunting box 0-1 EQP, all vehicles : COST: 1000cs, a vehicle with this piece of equipment has a hard case with a vaanaleer hunting rifle, a machete, a Herhandospitola, a holster, a scope, a crossbow, a netter and 2 snare traps.You may spend an EQP on this piece of equipment to double the contents of its hard case.
Trekking box 0-1 EQP, all vehicles : COST: 1000cs, a vehicle with this piece of equipment has a hard case with a climbing kit, climbing gear and a field bag. You may spend an EQP on this piece of equipment to double the contents of its hard case.
Trauma box 0-1 EQP, all vehicles : COST: 1000cs, a vehicle with this piece of equipment has a hard case with a oxygen tank, exigency kit, medical kit, and surgical kit. You may spend an EQP on this piece of equipment to double the contents of its hard case.
Pharma box 0-1 EQP, all vehicles : COST: 1000cs, a vehicle with this piece of equipment has a hard case with an injector, 6 annodyne, 6 bolster, 6 somnox and 6 monophetamine. You may spend an EQP on this piece of equipment to double the contents of its hard case.
Security box 0-1 EQP, all vehicles : COST: 1000cs, a vehicle with this piece of equipment has a hard case with a Zhetai 9mm, a retractable baton, a taser, pepper spray, a tablet, 5 cuffs, and a ballistic vest. You may spend an EQP on this piece of equipment to double the contents of its hard case.
Ammo box 0-1 EQP, all vehicles : COST: 1000cs, a vehicle with this piece of equipment has a hard case with 2 hollow point rounds, 2 riot rounds, 2 ally rounds and 2 ammo bags. You may spend an EQP on this piece of equipment to double the contents of its hard case.
dive box 0-1EQP, all vehicles : COST: 1000cs, a vehicle with this piece of equipment has a hard case with flippers, a venti sea scooter, a spoolbow, a combat knife, a rebreather, 2 oxygen tanks and a pearler wetsuit. You may spend an EQP on this piece of equipment to double the contents of its hard case.
EMU box 0-1 EQP, all vehicles : COST: 1000cs, a vehicle with this piece of equipment has a hard case with 2 ultra light propulsion packs, 6 rad discs and 2 light pressure suits. You may spend an EQP on this piece of equipment to double the contents of its hard case.
Hazchem box 0-1EQP, all vehicles : COST: 1000cs, a vehicle with this piece of equipment has a hard case with a clearance lave, a chem detector, a pathogen test, a radiation detector,a gas scrubber, 2 hazmat gowns, 2 rebreathers, 6 radox, 6 anti-toxin kits and 6 anti pathogen kits. You may spend an EQP on this piece of equipment to double the contents of its hard case.
Suit storage 0-1 EQP, all vehicles : COST: 1000cs, a vehicle with this piece of equipment has a hard case with a void frame and 10 oxygen tanks. You may spend an EQP on this piece of equipment to double the contents of its hard case.
Life hutch 5 EQP, all vehicles : COST: 1000cs, a vehicle with this piece of equipment has a shelter module, sos box, encampment box, trauma box, survival system, EMU box and power box.
Air tanks 1-3 EQP, all vehicles: COST: 300cs, this piece of equipment provides a vehicle with an emergency 24 hours worth of air per eqp spent on the system. So long as this piece of equipment is not destroyed. This is assumed to be enough air for all occupants of the vehicle even if the vehicle has no power or damaged.
Floatation Measures 1-4 EQP (+1 eqp for every 10 ton past the first) , all vehicles: COST: 2000cs, these devices can be activated and deactivated as a brief action and they cause any vehicle they are equipped to be able to float in water. While active the vehicle cannot move.
Field Macro Repair kit 8 EQP, MOA & AFV only: CHARGES: 5+, COST: 3000cs, this piece of equipment allows repairs to vehicles in the field without incurring any penalties associated with not having a repair bay.
Maintenance box 0-1 EQP, all vehicles : COST: 1000cs, a vehicle with this piece of equipment has a hard case with a Fire extinguisher, Vehicle repair kit, vehicle tuning kit and vehicle salvage kit. You may spend an EQP on this piece of equipment to double the contents of its hard case.
Tool box 0-1 EQP, all vehicles : COST: 1000cs, a vehicle with this piece of equipment has a hard case with a torch, a heat saw, a tool kit, a Security kit, a multitool, an arc welder and a plasma cutter. You may spend an EQP on this piece of equipment to double the contents of its hard case.
Construction box 0-1 EQP, all vehicles : COST: 1000cs, a vehicle with this piece of equipment has a hard case with a Construction kit, fabrication printer, Nail-Driver, circular saw and a sledgehammer. You may spend an EQP on this piece of equipment to double the contents of its hard case.
Power box 0-1 EQP, all vehicles : COST: 1000cs, a vehicle with this piece of equipment has a hard case with 2 battery banks, a solar sheet, a generator and a vehicle adapter. You may spend an EQP on this piece of equipment to double the contents of its hard case.
Critical Core Failure Prevention 3 EQP, MOA and AFV only: COST: 6500cs, this piece of equipment can use brief and reflex action to shut down all systems and prevent complete loss of a destroyed Vehicle segment to maintain some semblance of use. The vehicle will be restarted as a full action comes online again, however it only has one armor. All weapons and sub systems are non-functional.
Fusion cutter 2 EQP, MOA only: CHARGES: 6+ COST: 8500cs, a vehicle with this piece of equipment permits the occupants to make salvage checks from the safety of the vehicle. Improvised melee attacks made by this vehicle become energy and gain conflagrate.
Integrity Scanner 3 EQP, all vehicles: COST: 850cs, a vehicle with this piece of equipment gain 2 bonus die to engineering skill tests made to salvage and repair vehicles.
Winch 4 EQP, all vehicles: a vehicle with this piece of equipment can deploy a 15 hex long cable that can lift up to half tonnage and drag tonnage weight.
Sliver-shot 1 EQP, all vehicles: COST: 500cs, this piece of equipment can be added to any ranged weapon that deals kinetic damage. This weapon gains the sentient (3) and reload 1 if using this piece of equipment.
Sonar Dart 3 EQP, all vehicles: COST: 300cs, this piece of equipment can be added to any ranged weapon that deals kinetic damage. Gunnery may be used in place of detect, this piece of equipment must activated and deactivated as a tactical action. Attacks cannot be made with this weapon while this sonar dart is active.
Rubber shot 1 EQP, AFV and MOA only: COST: 100cs, this piece of equipment can be added to any ranged weapon that deals kinetic damage. Attacks made with a weapon using this piece of equipment do not kill opponents they reduce to 0 wounds. Additionally these attack can never deal damage to vehicle targets.
Somnox 3 EQP, AFM and MOA only: COST: 2000cs, this piece of equipment can be added to any ranged weapon that deals kinetic or explosive damage. Attacks made by a weapon with somnox deal no damage and instead all individuals within three hexes of a target space must pass a DS 4 endurance skill test or roll on the table below and suffer effects:
Concussion 1EQP, all vehicles: COST: 900cs,this piece of equipment this piece of equipment can be added to any ranged or melee weapon that deals explosive damage. The weapon gains reload 1 and concussive trait while using this piece of equipment.
Goader 3 EQP, MOA and AFV only: COST: 400cs, this piece of equipment can be added to any ranged weapon that deals kinetic. As a fullaction you may load a fire a Goader shot, if you hit the target they suffer the electrocuted status until the start of their next turn and this weapon gains the disruptive trait.
Evicerex 1EQP, all vehicles: COST: 750cs, this piece of equipment can be added to any ranged weapon that deals kinetic or explosive damage. When using this piece of equipment the weapon gains the limited use (3) and haemorrhage (1) weapon traits
Flakker 1EQP, all vehicles: COST: 850cs, this piece of equipment can be added to any ranged weapon that deals explosive damage. When using this piece of equipment the weapon gains airburst 3.
Seekers 3 EQP, all vehicles: COST: 3000cs, this piece of equipment can be added to any ranged weapon or melee weapon that deals kinetic or explosive damage. When using this piece of equipment the weapon gains seeker and reload (1) weapon traits.
Phosfuel 3 EQP, all vehicles: COST: 200cs,this piece of equipment can be added to any ranged or melee that deals melee explosive damage. When using this piece of equipment the weapon gains the conflagrate (3) and reload (1) weapon traits
Lanceheads 2EQP, all vehicles: COST: 1000cs, this piece of equipment can be added to any ranged weapon that deals kinetic damage, this weapon gains the piercing (3) , line (range) and reload (1) weapon traits when being used.
High Explosive 1EQP, all vehicles: COST: 1900cs, this piece of equipment can be added to any ranged weapon that deals explosive damage, this weapon gains AOE 5 and demolition.
Preparation Lamda 1EQP, AFV & MOA only: COST: 1200cs, this piece of equipment can be added to any ranged or melee weapon that deals kinetic damage. This weapon gains poison (3) but can no longer damage vehicles while using this piece of equipment.
Chemkran 1EQP, all vehicles. COST: 950cs, This piece of equipment can be added to any ranged weapon that deals kinetic or explosive damage. This weapon gains chemical (3).
Virusoid 3 EQP, AFV & MOA only: COST: 3000cs,this piece of equipment can be added to any ranged weapon that deals kinetic damage. This weapon gains pathogen weapon trait.
Corrosive 1 EQP, AFV & MOA only: COST: 3000cs, this piece of equipment can be added to any ranged weapon that deals kinetic and explosive damage. This weapon gains the corrosive (3) weapon trait.
Radiation 3 EQP, all vehicles: COST: 2500cs, this piece of equipment can be added to any ranged weapon that deals kinetic damage or explosive damage. This weapon gains the rad weapon trait.
Autonomous Mutions 6 EQP, all vehicles: COST: 3000CS, this piece of equipment allows all weapons on the vehicle with the bomb, mine and grenade weapon traits to be converted into autonmous weapons. After one of these weapons is used, place a token where the weapon is placed or lands. The weapon is now a character that has a speed of 6, 1 wound, 3 def, 8 resilience and uses your interfacing skill when making attack tests. It moves on your turn when it makes a successful attack it is destroyed. Spending an additional 4 EQP on this equipment allows the converted weapons to fly.
Reserve Cache: 0 EQP all vehicles: cost 2000cs, a vehicle with this piece of equipment can replenish the charge of any one other piece of equipment or replenish all weapons on the vehicle with the limited trait. It can be used by other adjacent vehicles as well. After doing so this equipment is rendered inactive and can only be returned to function by paying its criptoscrip cost again to a suitable vendor.
Transport configuration 3 EQP, AFV, ASC and ASV only: COST: 250cs, Carry up to four people, or two power suited personnel inside this piece of equipment. If this piece of equipment is destroyed, everyone inside is also lost. It is a brief action to open and close the hatch, personnel may disembark with a maneuver action.
Storage 1 EQP, all vehicles: COST: 100cs, this piece of equipment can hold up to 1 ton of storage in it, contents are lost if this piece of equipment is destroyed.
Containment cell 3 EQP, AFV, ASC and ASV only: COST: 1000cs,this piece of equipment can carry 2 prisoners, these cells are heavily fortified and can only be opened from the cockpit. Cells are also scan proof and can be ejected from vehicles with brief action. Cells have independent life support functions and can sustain occupants for up to 3 days. If this equipment is destroyed, everyone inside is also lost.
Stretcher bed 3 EQP, AFV and ASC only: COST: 6000cs, this piece of equipment can carry 1 casualty. Diagnosis and temporise attempts recieve 1 bonus die and bleed out time is tripled by placing a casualty in the bed.
Hazardous material storage, 4 EQP: COST: 3500cs, this piece of equipment can safely Hold up to 0.5 ton of biological, radiological and chemical substances. While housed these substances provide no risk to the vehicle or its occupants. If this piece of equipment is destroyed, contents are spread in a burst 3 area centered on the vehicle.
Pen 1 EQP, AFV, ASC and ASV only: COST: 500cs, this piece of equipment can carry up to 0.5 ton of people or creatures. Multiple pens can be combined to increase their carrying capacity.
Vehicle harness 4 EQP, AFV, ASC only: COST: 2500cs,This piece of equipment allows a vehicle to carry any number of vehicles that combined do not exceed it’s tonnage.
Rumble seats 1 EQP, AFV, ASC and ASV only: COST: 250cs, This piece of equipment provides external mountings that can accommodate 6 infantry or 3 power suits. If a segment that this piece of equipment is in is hit by an attack then users are all hit.
Adaptive Optics 2 EQP, all vehicles: COST: 5500cs, vehicles with this piece of equipment are immune to dazzle.
Sight Magnifier 3 EQP, all vehicles: COST: 500cs, this piece of equipment allows a vehicle to scan within the AO without any penalties for range.
Orbital Scope 5 EQP, all vehicles: COST: 3500cs, this piece of equipment allows a vehicle to scan targets within the AO and theatre without any penalties for range.
Ballistics computer 2EQP, all vehicles: COST: 3000cs a vehicle with this piece of equipment gains 1 bonus die to gunnery tests for weapons that deal kinetic damage.
Munition guidance 2EQP: COST: 3000cs a vehicle with this piece of equipment gains 1 bonus die to gunnery tests for weapons that deal explosive damage.
Focusing gimbal 2EQP:COST: 3000cs a vehicle with this piece of equipment gains 1 bonus die to gunnery tests for weapons that deal energy damage.
Ordnance computer 4eqp: COST: 7000cs a vehicle with this piece of equipment gains 1 bonus die to gunnery tests for weapons that have the artillery weapon trait.
Bombing computer 2EQP: COST: 5000CS a vehicle with this piece of equipment gains 3 bonus die to gunnery tests for weapons that have the bomb traits.
Night Eyes 2 EQP, all vehicles: COST: 4500cs, vehicles with this piece of equipment receive no penalties for detecting targets visually at night time.
Interferometry Array 3 EQP, all vehicles: COST: 7500cs,vehicles with this piece of equipment receive no penalties for detecting and scanning targets obscured by weather or similar phenomena.
Speculum 3 EQP: COST: 8500cs, critical hits made by energy weapons by a vehicle with this piece of equipment immediately scan targets as a free action. Scans triggered in this way target all occupants of a given vehicle as well.
Radiosight 8 EQP: COST: 25000cs,This piece of equipment allows you to add your interfacing skill value to any gunnery tests made against targets that are a part of a network.
Targeting computer 5 EQP: COST: 30000cs, vehicles with this piece of equipment gain 1 additional weapon group.
Grenade belt 2 EQP, MOA only: COST: 500cs, this piece of equipment allows a vehicle to store a weapon with the grenade weapon trait without using a weapon slot. Weapon selected for this piece of equipment gains limited use 6 weapon trait.
Reserved Payload mounting 0 EQP all vehicles: 1000cs, this piece of equipment allows a vehicle to store a weapon that has the bomb weapon trait withhout using a weapon slot. Weapons with this trait increase their limited uses by 2.
Mine belt 2 EQP, MOA only: COST: 3500cs, this piece of equipment allows a vehicle to store a weapon with the mine weapon trait without using a weapon slot. Weapons selected for this piece of equipment gains limited use 10 weapon trait.
Mine Launcher 6 EQP, all vehicles: COST: 5000cs,as a tactical action this piece of equipment can be used to immediately place a mine within 20 hexes.
Rocket pods 2 EQP all vehicles: 1500cs, this piece of equipment allows a vehicle to store a ranged weapon that deals explosive damage without using a weapon slot. Weapons selected for this piece of equipment gains the laser designated weapon trait. Weapons that have the bomb, mine or grenade weapon traits may not benefit from this piece of equipment.
HE 1 ton bomb 1 EQP, ASC only: size 1, COST: 1500cs,10 explosive dmg, DD:2, 50 range (AO), AP -2, trait: bomb, AoE(3), mulch, concussive, limited use (3).
HE 3 ton bomb 2 EQP, ASC only: size 1, COST: 2500cs,14 explosive dmg, DD:4, 30 range (AO), AP -3, trait: bomb, AoE (5), mulch, concussive, limited use (2)
HE 5 ton bomb 3 EQP, ASC only: size 1, COST: 3500cs, 16 explosive dmg, DD:4, 10 range (AO), AP -5, trait: bomb, AoE (7), mulch, concussive, limited use (1)
Torpedo 3 EQP, ASC only: size 1, 13 explosive dmg, DD:4, 60 range (AO), AP -3, trait: bomb, AoE (3), hard, capital, impact (3), limited use (2)
T3 Rūaumoko Rotary Cannon, 6 EQP, ASC only: Size 2, COST: 6000cs, 9 Kinetic dmg, DD:3, 80 range (AO), AP:0, trait: mulch, beam (10), hemorrhage (3), Dazzle (3), pinning (3)
Gelleadas Mortar, 10 EQP, AFV and MOA only: SIZE 3, COST: 17500cs, 20 explosive dmg, DD: 4, 70 range (AO), AP: -1, trait: reload (1), concussive, pressured, hard, AOE (1).
Bunker buster, 5 EQP, ASC only: size 2, COST: 7500cs, 16 explosive damage, DD:4. 10 range, AP: -5, trait: Bomb, Demolition, capital, impact (3), limited use (2)
EMP Emitter 5 EQP, all vehicles: Size 3, COST: 13500cs, 0 energy damage, DD:0, 70 range (AO, theatre), AP:0, trait: scramble, galvanic, shock, reliable, linked (3).
Implosion Annihilator 5 EQP, all vehicles: SIZE 3, COST: 25000cs, 15 explosive dmg, DD: 3, range 20 (AO, theatre), AP:0, trait: bomb, AOE(10), Preassured (5), impact (6), reload (1), hard
Glide Mine Launcher 6 EQP, all vehicles: SIZE 3, COST: 18500cs, 17 explosive damage, DD: 4, range 30 (AO), AP:0, trait: mine (5), interdiction (5), Scramble, Dazzle (4)
Salbitor automatic howitzer, 13 EQP, AFV and MOA only: SIZE 3, COST: 35000cs, 20 explosive dmg, DD: 6, range 70 (AO, Theatre), AP: -5, trait: reload (1), Awe, AOE (5), Capital, demolition, Salvo (5).
IS33,15 EQP, all vehicles: SIZE 3, COST: 20000cs, 17 kinetic dmg, DD:4, range 70 (AO theatre), AP:-9, trait: capital, impale(3), aim (3), stopping power.
Vitra, 4 EQP, ASC only: SIZE 3, COST: 11000cs, 12 explosive dmg, DD: 3, range 40 (AO), AP: -6, trait: seeking, airburst (3), intelligent (2), Interdiction (4), limited(4), capital.
N2 Mine: SIZE 3, COST: 30 000 000cs, 50 Energy Damage, DD:5, 1 range (AO), AP: -10, traits: bomb, heavy weapon, capital, WMD (flash point, AO)