TEXT: TRAVELLER
  Supplement 5-6: 
  The Vehicle Handbook
  Transportation luctuation  
  
  1
  Traveller Vehicle Handbook ©2012 Mongoose Publishing. All rights reserved. Reproduction of this work by any means without the written permission of the 
  publisher is expressly forbidden. All signiicant characters, names, places,items, art and text herein are copyrighted by Mongoose Publishing.
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about 
  the Open Game License, please go to www.mongoosepublishing.com.
   
  This material is protected under the copyright laws of the United Kingdom and of the United States. This product is a work of iction. Any similarity to actual 
  people organisations, places or events is purely coincidental.
  Traveller is a trademark of Far Future Enterprises and is used under licence. Printed in the USA.
  Credits
  Classic Traveller
  Marc Miller
  Loren Wiseman, John Harshman, Frank Chadwick, Darryl 
  Hany, Winston Hamilton, Tony Svajlenka, Scott Renner, 
  Doug Poe, David MacDonald, Wayne Roth, Paul R. Banner.
  Mongoose Traveller 
  AUTHORS
  Colin Dunn, Matthew Sprange, Nick Robinson
  CHIEF VEHICLE DESIGN
  Jonathan Goodyer
  EDITOR
  Charlotte Law
  PLAYTESTERS 
  Peter Perry, Andrew James, Alan Welty, Don McKinney, Jake 
  Bernstein, Marcus Noon
  INTERIOR ILLUSTRATIONS
  Travis Leichssenring, James Gammel, Phil Renne, Jason 
  Adams
  Contents
  traveller
  vehiCle handbook
  Introduction 
   
  2
  Crash Course In Vehicle Design 
  3
  New Vehicle Rules 
  4
  Chassis Types 
  9
  Adding Armour and Weapons 
  29
  Universal Modifications 
  35
  Battle Dress 
  44
  Vehicle Design Examples 
  53
  Civilian Vehicles (various) 
  55
  Military Vehicles (various) 
  97
  Aslan 
  129
  Vargr 
  132
  Darrians 
  135
  Zhodani 
  138
  Sword Worlds 
  142
  Project Steel 
  148
  Judge Dredd Justice Department 
  149
  Judge Dredd Civilian Vehicles 
  157
  Vehicles of the Cursed Earth 
  165
  Strontium Dog 
  168
  Hammer’s Slammers 
  172
  
  2
  introduCtion
  Welcome to the Vehicle Handbook. This book replaces 
  Supplement 5: Civilian Vehicles and Supplement 6: Military 
  Vehicles in the Traveller range, to provide you with one core 
  reference to create your own vehicles and quickly access your 
  own designs.
  The new vehicle design system was created to be quick.  With 
  practice, you will be able to create small, basic vehicles in just a 
  few minutes, allowing you to create vehicles, almost on the ly, 
  during a game.  Even a large, multi-turreted super-heavy battle 
  tank will not take much longer than ive minutes’ work.
  The key to this is that the design system focuses on effect 
  rather than components.  You will not ind complicated charts of 
  different engines, reactors and other power systems – in terms 
  of effect, we really do not care how a vehicle is propelled, we 
  just need to know how fast it goes and what it can carry. 
  At the same time, you will ind the system to be very elegant, 
  taking into account changing Tech Levels that bring new forms 
  of propulsion, new materials that are lighter and stronger and 
  new control systems that require less crew.  All of this is factored 
  into the very simple system.
  After the basic design of a vehicle has been created, you then 
  have the ability to load it up with a variety of modiications 
  that will serve to bring it into the role you envisage. After all, 
  building a fast submarine is all well and good but building a fast 
  submarine with a supercavitating drive is always better. 
  The worlds of science iction are illed with vehicles ranging 
  from the mundane to the exotic. A starport on a world far across 
  the frontier may see a mix of pedal-powered rickshaws, horse-
  drawn wagons and anti-grav skimmers. All of these and many 
  more, can be created with this system.
  Ultimately, this system is designed to create vehicles that 
  characters can interact with on a meaningful level, such as cars, 
  planes and small ships. This system is not intended to produce 
  huge vehicles like supertankers or aircraft carriers as they 
  should really be considered more along the lines of background 
  scenery, props and setting.
  Designers note: This is now Your vehicle design system, If 
  something doesn’t seem right to you, or you have a better 
  method or even think there are not enough things to choose 
  from then feel free to change that. You won’t break the 
  book. This book is a stepping stone for your imagination not 
  the inal word. If you have any ideas on how to better the 
  system or come up with something new and different then let 
  us know! We will put the best ideas on our web site for the 
  everyone to share.
  
  3
  The core of the design system is divided into several sections, 
  each representing a basic chassis type, such as ground vehicle, 
  hover vehicle, grav vehicle and so on.  This chapter introduces 
  you to the basics of designing a vehicle and the steps you must 
  go through to accomplish this.
  Vehicles are designed by selecting a Chassis type, to indicate 
  its form and then the number of internal Spaces it has to deine 
  its size. These Spaces are large enough to accommodate a 
  single human being and are the basis of the design system.  
  vehiCle design system
  Each vehicle is designed by selecting Tech Level, Chassis 
  type and number of Spaces. Each Space is roughly the interior 
  volume needed to accommodate one person comfortably. Many 
  modiications and internal components require Space. The next 
  step is to add modiications and options. Within each Chassis 
  type, maximum speed and range are modiied by Tech Level. 
  Ground, hover and grav vehicles may be designated as 
  Armoured Fighting Vehicles (AFVs), which modiies the 
  vehicle’s base characteristics and cost, as described in each 
  section. Only Heavy Vehicles may be designed as AFVs.
  Each vehicle section contains modiications that are speciic to 
  each particular Chassis type. The modiications at the end of 
  the vehicle design section can be applied to all Chassis types.
  spaCes
  Spaces indicate the usable internal volume of a vehicle. Items 
  like engines, transmission and fuel are part of the chassis. For 
  this reason, vehicles do not necessarily equate across chassis 
  types. A 20 Space boat, for instance, at TL 4, has a speed of  40 
  kilometres per hour and a range of 200 kilometres. A 20 Space 
  ship at the same Tech Level has a speed of 20 kilometres per 
  hour but a range of 1,000 kilometres. 
  the design CheCklist
  Follow these steps to create a new vehicle.
  Step 1: Choose a Chassis Type
  Select a Chassis type from the next few pages as the basis of 
  your vehicle, then use the Performance table to give Tech Level-
  based performance values. Most of these can be changed in 
  the Modiications step.
  Once a Chassis type and size is chosen, calculate all the other 
  chassis-based values, like Hull and Structure and note the 
  performance numbers for that hull at that Tech Level. These are 
  the base values for that Chassis.
  Step 2: Chassis Modiications
  Apply Chassis-based modiications. Each Chassis section 
  provides speciic modiications. Any of these should be applied 
  now. Whether or not a vehicle is an Armoured Fighting Vehicle 
  (AFV) should be determined at this time.
  Once this is complete, you can now calculate the vehicle’s Base 
  Cost.
  Step 3: Add Armour
  Add any additional armour to the vehicle. Note that all vehicles 
  start with a Base Armour Rating according to their Tech Level. 
  See p31.
  Step 4: Weapons and Weapon Mounts
  If the vehicle is to be armed, choose your weapons at this point. 
  See p33.
  Step 5: Add Modiications
  Note that the Base Cost for this step is what was determined at 
  the end of Step 2. Weapon and Armour cost is not part of the 
  Base Cost.
  Step 6 
  Fill in a vehicle roster and get ready for play!
  Crash Course in vehiCle design
  
  4
  new vehiCle rules
  This chapter introduces a few new rulesto be used in conjunction with the new design system. In all cases, unless superseded 
  here, all the vehicle rules provided in the Traveller Core Rulebook are used as normal.
  The Vehicle Roster
  Vehicles created with this book’s design system are presented in the following format.
  Vehicle TL
  Skill Agility Speed Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull Structure Cost Shipping 
  Size
  Armour
  Location
  Armour
  Front
  —
  Right
  —
  Left
  —
  Rear
  —
  Top
  —
  Bottom
  —
  Turret Front
  —
  Turret Side/Rear
  —
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  —
  —
  —
  —
  —
  —
  Other Equipment/Modiications:
  Not all vehicles will need every entry illed (many civilian vehicles 
  have the same armour all round their chassis, for example). 
  Each entry is explained here;
  Vehicle: The name of the vehicle.
  TL: The Tech Level the vehicle was built under.
  Skill: This is the skill required to operate the vehicle.
  Speed: The Movement rate of the vehicle.
  Range: How far a vehicle can, under normal circumstances, 
  travel before needing to refuel.
  Crew/Passengers: How many crew are required to operate the 
  vehicle, followed by how many passengers can be carried on 
  board.
  Cargo: How much space is left over to carry cargo (metric 
  tons).
  Open?: Whether the crew and passengers are open to the 
  elements or enclosed.
  Hull: As the normal Traveller rules.
  Structure: As the normal Traveller rules.
  Agility: As the normal Traveller rules.
  Shipping Size: The amount of cargo space carrying this vehicle 
  would consume on board a starship.
  New Skill Specialities
  It is possible to create a huge range of vehicles with this book 
  and so a few new specialities for the Drive and Flyer skills will 
  be useful.  They may be selected any time a character receives 
  the Drive skill as normal.
  Drive (hovercraft): This is the skill of operating hovercraft, 
  which behave much differently than conventional vehicles on 
  most surfaces. 
  Drive (walker): Although usually computer-controlled, walking 
  vehicles require a different set of skills to any other land vehicle. 
  This covers the use of two, four or even eight-legged walkers.
  Flyer (airship): This is the skill of piloting balloons and airships, 
  of any sort. 
  Structure and Hull
  Structure and Hull scores are derived from the number of 
  Spaces the vehicle has and its Chassis type. 
  When calculating Structure and Hull Values, always round 
  Structure up and Hull down. 
  So, for example, a 14 Space grav vehicle, which has one point 
  of Structure and Hull per three Spaces, would have a Structure 
  of 5, (14/3 = 4.667, round up) and a Hull of 4 (14/3 = 4.667, 
  round down).
  Crew Sizes
  Non-powered vehicles have crew requirements based on Str, 
  along with a few other factors (see the opposite table).
  
  new vehiCle rules
  5
  Wagon/Rickshaw
  Any wagon or rickshaw requires a crew of 1. 
  Sailboats
  Sailboats require a fairly large crew. Subtract the Tech Level 
  of the sailboat from 10 (minimum 1). Ships with less than 10 
  Spaces require half this amount. Ships with 10 or more Spaces 
  require this amount for every 20 Spaces or part of. 
  So, for example, a Tech Level 3, 100 Space sailboat requires 
  (10 – TL 3 = 7) 7 crew for every 20 Spaces of Hull or 35 crew. In 
  contrast, a Tech Level 15 sailboat requires (10 – TL 15 but with 
  a minimum of 1) 1 crew per 20 Spaces. This 100 Space sailboat 
  requires a crew of 5.
  Powered Vehicles
  Light vehicles never require more than a crew of one, although 
  military vehicles may carry more.
  Heavy vehicles require crew based on type and function. A heavy 
  ground vehicle only requires a crew of one. A heavy ground AFV, 
  however, may require a driver, a gunner and up to two or three 
  more crew, usually depending on weaponry installed.
  Powered Vehicles
  Chassis Type
  Civilian Crew Military Crew
  Light Ground
  1
  1
  Heavy Ground
  1
  2 + 1 per main weapon
  Light Hover
  1
  1
  Heavy Hover
  3
  2 + 1 per main weapon
  Light Grav
  1
  1
  Heavy Grav
  1
  2 + 1 per main weapon
  Airship
  3
  4
  Light Helicopter
  1
  1
  Heavy Helicopter
  2
  2 + 1 per main weapon
  Light Airplane
  1
  1
  Heavy Airplane
  2
  2 + 1 per main weapon
  Light Aerodyne
  1
  1
  Heavy Aerodyne
  2
  2 + 1 per main weapon
  Light Jet
  1
  1
  Heavy Jet
  2
  2 + 1 per main weapon
  Boat
  1
  2
  Light Ship
  5
  20 + 5 per main weapon
  Heavy Ship
  20
  40 + 5 per main weapon
  Train (any)
  2
  4 + 1 per weapon
  Common Animals
  Animal
  Str
  Speed Walk/Run 
  (kilometres per hour)
  End
  Notes
  Horse
  10 (20)
  7 / 28
  12
  Common in Solomani Space, less so elsewhere
  Mule
  11 (22)
  6 / 24
  14
  Same as above 
  Ox
  18 (54)
  5 / 20
  18
  Widespread on primitive worlds Rimward 
  Poni
  20 (60)
  10 / 40
  20
  Common in former Vilani space
  Miniphant
  25 (50)
  5 /20
  12
  Common throughout the Solomani Rim and neighbouring sectors
  Elephant
  30 (120)
  4 / 16
  20
  Rare in Solomani space, virtually unheard of elsewhere
  Bandersnatch
  35 (140)
  6 / 24
  30
  Rare in the Core sectors, unheard of anywhere else
  Vehicle Movement
  The listed Movement rate for any ground vehicle is its on-road 
  Movement. 
  If a ground vehicle goes off-road, it suffers a –2 DM to Agility, 
  Movement rate is reduced to 25% of normal and rough terrain 
  cannot be crossed. 
  A vehicle that is off-road capable does not suffer the –2 DM to 
  Agility and the Movement rate is not reduced. It can cross rough 
  terrain with a –2 DM to Agility.
  Rough terrain comprises heavy forest, very broken ground, rock 
  faces with between 20% to 50% slopes and similar terrain.
  Speed
  The Speed score of vehicles created with this book will denote 
  the maximum speed at which the vehicle can normally travel.  
  Range will show the distance they can travel while at this 
  maximum speed.
  However, most vehicles will not travel permanently at this speed 
  and will instead cruise to maintain a better balance of speed 
  and endurance. The cruising speed of a vehicle is assumed to 
  be 75% of the vehicle’s Speed and if it maintains this rate of 
  Movement, its Range will increase by 50%.
  Animal-powered Vehicles
  An animal-powered vehicle requires an amount of Strength 
  (Str) per Space, as detailed in the relevant Chassis section, 
  to move at the animal’s base walking speed. The Str 
  requirement is lower at higher Tech Levels as lighter but 
  stronger materials are used. 
  However, the vehicle cannot go faster than the maximum speed 
  of the animals pulling it. The listed End value for each animal is 
  how long, in minutes, it can run at the maximum speed. 
  
  new vehiCle rules
  6
  Gait
  Speed Modiier
  Range
  Walk
  Walk x 1
  Endurance x 30 minutes
  Trot
  Walk x 2
  Endurance x 15 minutes
  Canter
  Walk x 3
  Endurance x 2 minutes
  Run
  Walk x 4 
  Endurance x 1 Minutes
  Larger animals modify their Str rating based on their size. A horse 
  or miniphant doubles its effective Str for the purposes of powering 
  a vehicle, while an ox or poni triples it and a full-sized elephant or 
  bandersnatch would quadruple its effective Str rating.
  For each point of Str less than what is required, Speed and 
  Range decrease by 10%. There is no lower limit and Speed can 
  be reduced to 0 so the vehicle cannot move at all.
  So, for example, a TL 3 10-space wagon requires a total of 60 
  points of Str to move at the animals’ base speed. This would 
  require a team of three horses (60/20, = 3) to walk at 7 kilometres 
  per hour. Alternatively, one poni could be used just as effectively 
  and would walk at 10 kilometres per hour.  That same team of 
  three horses could move at 14 kilometres per hour for 3 ½ hours 
  or up to 28 kilometres per hour for 12 minutes. 
  Wind-powered Vehicles
  Wind-powered vehicles have a maximum Speed set as a 
  percentage of the current wind speed, modiied by Tech Level, 
  vehicle size and sailing medium (ground, air, sea). Sailboats are 
  limited by their hull size, with bigger ships able to go faster. Wave 
  skimmers and planning hulls are capable of going faster yet again 
  and this is assumed to be present in higher Tech Level designs.
  TL 
  Speed (Small vehicles)
  Speed(Large Vehicles)
  0–1
  20% of wind
  30% of wind
  2–3
  25% of wind
  35% of wind
  4–5
  30% of wind
  40% of wind
  6–7
  35% of wind
  45% of wind
  8–9
  45% of wind
  55% of wind
  10–11
  55% of wind
  65% of wind
  12+
  65% of wind
  75% of wind
  The Speed listed is for the default sailing medium – water (or 
  similar luids). 
  Ground-based sailing vehicles use this Speed for small vehicles 
  but reduce it by 15% for large vehicles. Air-based sailing 
  vehicles increase the Speed of small vehicles by +15% and 
  large vehicles by +10%.
  When adding the Increased Speed modiication (see Page 35), each 
  10% of Speed increase adds +10% to the scores on this table.
  Aircraft
  All aircraft are designed for a speciic atmosphere and planetary 
  gravity. In game terms, this means that aircraft can only work 
  properly for world size and atmosphere type UWP codes within 
  1 of their homeworld. 
  For example, an aircraft designed on a world with UWP of 
  C772777-9 could function properly on a world with atmosphere 
  codes of 6–8 and size codes of 6–8. 
  It is possible to build an aircraft with a wider operational range, (see 
  page 35) but it will be more expensive and less manoeuvrable.
  Aircraft operating outside of their design codes suffer a –1 to Agility 
  if they are within 1 of their home UWP codes for atmosphere 
  and/or size and cannot ly at all if they are operating beyond this, 
  unless they are designed with a wider operation range.
  In any case, all aircraft require a minimum atmosphere code of 
  1 in order to function. Aircraft descriptions should include the 
  world size and atmosphere codes.
  Mounted Weapons
  Vehicular weapons have ranges vastly longer than man-portable 
  weapons and these increased range bands relect that fact.
  Range Band
  Distance
  Distant
  501–5,000 metres
  Very Distant
  5,001–25,000 metres
  Extreme
  25,001–50,000 metres
  Continental
  50–500 kilometres
  Orbital
  501+ kilometres
  The ability of a vehicle-mounted weapon to hit a target is 
  dependent on range, movement, stabilisation and ire control. 
  Stabilisation and Fire Control are dealt with on a Tech Level-
  based Weapon Range Chart. This DM is in addition to any 
  gained from the actual weapon or circumstances.
  Sensors, Stealth and Electronic Warfare
  Sensors have a listed range, much like weapons. This is the 
  maximum effective range of the sensor system. Use the DMs 
  from the Vehicle-Mounted Weapons table, to determine range-
  based DMs for spotting a target using the Sensors skill. Like 
  weapons, this is Tech Level dependent.
  There are additional DMs for the target size, as noted in the 
  following table.
  
  new vehiCle rules
  7
  Size vs. Sensors
  Hull Rating
  Size DM
  1–10
  +0
  11–25
  +1
  25–50
  +2
  51–150
  +3
  151+
  +4
  Sensors, stealth and electronic warfare, more than any other 
  system, are deined by Tech Level. The difference in Tech Level 
  between vehicles is used as a negative or positive DM for 
  Sensors checks and rolls related to electronic warfare.
  For example, a Tech Level 11 aircraft with +3 Stealth is trying 
  to iniltrate a rebel landing zone. The rebels are Tech Level 14 
  and are using Good (+1) Sensors. The Tech Level difference 
  of 3 gives the rebels another +3 DM on their Sensors check, 
  completely negating the bonus from the aircraft’s Stealth. The 
  rebels thus have a +1 DM to detect the invading aircraft.
  Vehicle Size and Layout
  All vehicles created by the rules in this book have a Shipping 
  Size score, which is the amount of space they take up on a 
  starship. This is not their actual size but an approximation of the 
  room they require, taking into account factors such as wings, 
  rotors and waste space around hulls. Think of it as an invisible 
  box drawn around the vehicle.
  If deck plans of vehicles are desired, there are a couple of things 
  to keep in mind. Spaces in a vehicle represent the inhabited 
  and/or optional parts of a vehicle. They do not include room for 
  the engine, fuel or transmission. 
  For vehicles other than heavy ships and heavy submarines, these 
  parts are roughly one quarter of the volume of the remainder of 
  the vehicle. For heavy ships and heavy submarines, this volume 
  is approximately one half to three quarters of the volume of the 
  inhabited parts of the ship. So a 200 Space heavy ship would 
  have engine and fuel requirements in the region of an additional 
  100 to 150 Spaces.
  For the purpose of making deck plans, one Space is very 
  roughly equal to one and a half metre squared. Note that the 
  deck-to-deck height would be closer to two metres or even less, 
  as opposed to the three metres of a typical starship deck plan. 
   
  Vehicle Hit Locations
  When using the armour allocation rule (see page 30), there is a 
  need to determine where on a vehicle a successful hit will strike.  
  Non-turreted vehicles
  For vehicles with a turret, incoming ire hits the targeted side.
  Turreted vehicles
  If a vehicle has small turrets, incoming ire will hit the targeted 
  side on a roll of 1–5 and the turret on a 6.
  If a vehicle has large turrets, incoming ire will hit the targeted 
  side on a roll of 1–4 and the turret on a 5–6.
  Ring Mounts and Pintle Mounts
  If a vehicle has ring and/or pintle mounts with gun shields, treat 
  them as small turrets.
  Vehicle-Mounted Weapons
  TL
  Personal Close Short Medium Long
  Very 
  Long
  Distant
  V. Distant Extreme
  Continental
  Orbital
  4 or less
  Not 
  Possible
  –2
  0
  0
  –2
  –4
  –6
  Out of 
  Range
  Out of 
  Range
  Out of 
  Range
  Out of 
  Range
  5–6
  Not 
  Possible
  –2
  0
  0
  0
  –2
  –4
  –6
  Out of 
  Range
  Out of 
  Range
  Out of 
  Range
  7–8
  Not 
  Possible
  –2
  0
  0
  0
  0
  –2
  –4
  –6
  Out of 
  Range
  Out of 
  Range
  9–10
  Not 
  Possible
  –2
  0
  0
  0
  0
  0
  –2
  –4
  –6
  Out of 
  Range
  11–12
  Not 
  Possible
  –2
  0
  0
  0
  0
  0
  0
  –2
  –4
  –6
  13–14
  Not 
  Possible
  –2
  0
  0
  0
  0
  0
  0
  0
  –2
  -4
  15 or 
  more
  Not 
  Possible
  –2
  0
  0
  0
  0
  0
  0
  0
  0
  -2
  
  new vehiCle rules
  8
  Vehicle Mass
  This design system does not deal with mass. Mass is effectively 
  built-in to the system as it relates to vehicle performance. However, 
  there may be some situations where the mass of a vehicle is 
  important. In such cases, use the following rule of thumb.
  A Hull score of 1 is roughly equal to 500 kilograms, so a vehicle 
  with Hull 4 would mass 2,000 kilograms. AFVs double this value. 
  Balloons and airships instead use a value of 50 kilograms per 
  Hull number. Ships use a value of 2,000 kilograms per Hull 
  point, while submersible use a value of up to 4,000 kilograms 
  per Hull point.
  Open Vehicles weigh half this amount and those with the Open 
  Frame modiication only 10% of this amount.
  Armour will add another 200-500 kilograms per point, depending 
  on Tech Level; 500 kilograms at TL 2, 450 kilograms at TL 4, 
  400 kilograms at TL 6, 350 kilograms at TL 8, 300 kilograms at 
  TL10, 250 kilograms at TL 12 and 200 kilograms at TL 14. 
  Weapons mass around 100 kilograms per Space. 
  Each passenger adds another 100 kilograms.
  So, for example, a G-Carrier, with Hull 10, masses a base 
  5 tons. This is doubled because it is an AFV, to 10 tons. 40 
  points of armour at TL 14 adds another 8 tons and 4 Spaces of 
  weapons adds another 400 kilograms.  A total of 10 passengers 
  and crew adds 800 kilograms. The G-Carrier’s total mass is 
  therefore 19.2 tons.
  However, these are just guidelines and can be adjusted as 
  needed to achieve the effect desired.
  Modiications
  When applying modiications to a vehicle, you will be asked to 
  use prices based upon the Base Cost.  Note that the Base Cost 
  itself never changes, even if you have added a modiication!
  For example, a large tracked AFV with 100 Spaces would have 
  a Base Cost of Cr. 300,000.
  100% of this Base Cost is added for being an AFV (so, another 
  Cr. 300,000 for a total of Cr. 600,000).
  We then want to make it tracked, which adds 100% of the Base 
  Cost – this will be 100% of the original Cr. 300,000, not the 
  current total of Cr. 600,000.
  So, tracks will cost another Cr. 300,000, for a grand total of 
  Cr. 900,000. 
  Note that Modiications that decrease the cost of a 
  vehicle cannot lower it below 25% of the Base Cost.  
  
  9
  Chassis type: biCyCle, riCkshaw, 
  wagon and Cart
  These vehicles are either animal (or human!) powered, although 
  some rare or unusual types can be wind-powered instead. Use 
  the rules on page 5 to calculate the Speed of these vehicles, 
  whether they use animals or wind for propulsion. 
  The maximum possible Speed listed by Tech Level can be 
  increased using the normal modiication rules but the actual 
  speed depends on the animals doing the pulling. Going over 
  the maximum Speed for the vehicle will result in damage to the 
  vehicle, at the rate of one Structure Point per minute.
  Bicycles and Rickshaws
  At base Str, the Speed of a bicycle or a rickshaw is equal to 
  twice the walking speed of the character peddling the machine. 
  Athletics (co-ordination) can be used to go faster, travelling at 
  twice the Speed a character would move when sprinting (see 
  page 52 of the Traveller Core Rulebook).
  Str Required
  Tech Level
  Str/Space
  Maximum Speed (kilometres 
  per hour)
  5
  6
  20
  6–8
  5
  50
  9–11
  4
  100
  12+
  3
  150
  Bicycle & Rickshaw Construction
  Skill
  Drive (wheeled)
  Number of Spaces
  1–5
  Cost per Space
  200
  Structure
  1 per 5 Spaces
  Hull
  1 per 4 Spaces
  Agility
  –1
  Tech Level
  1
  Shipping Size
  1/10 ton per Space
  Wagons and Carts
  Carts (1–4 spaces), typically have two wheels, while larger 
  wagons will have four. The Speed of a cart or wagon is calculated 
  using the rules on page 5. 
  Str Required
  Tech Level
  Str/Space
  Maximum Speed
  1–3
  6
  10
  4–6
  5
  20
  7+
  4
  30
  Chassis types
  Wagon & Cart Construction
  Skill
  Animals (riding)
  Number of Spaces
  1–20
  Cost per Space
  200
  Structure
  1 per 5 Spaces
  Hull
  1 per 4 Spaces
  Agility
  –1
  Tech Level
  1
  Shipping Size
  1/2 ton per Space
  Rail Wheels (TL3) 
  Human and animal-powered vehicles can also be designed to 
  run on rails rather than roads. This reduces the Str requirement 
  for the vehicle by 50%, although the cost remains the same. A 
  vehicle designed for use on rails cannot be used on roads and 
  vice versa.
  See page 16 for the cost of constructing rails.
  Chassis type: non-powered boat 
  and ship
  Boats and ships ply the waves of most oceans and provide 
  lower tech worlds with the means to travel great distances 
  using man or windpower.
  Boats
  These include small non-powered boats such as rowboats and 
  canoes. 
  Str Required (rowing only)
  Tech Level
  Str/Space
  0–1
  5
  2–4
  5
  5–7
  4
  8–11
  4
  12+
  3
  Boat Construction
  Skill
  Seafarer (sail)
  Number of Spaces
  1–10
  Cost per Space
  200
  Structure
  1 per 6 Spaces
  Hull
  1 per 6 Spaces
  Agility
  –1
  Tech Level
  0
  Shipping Size
  ½ ton per Space
  
  Chassis types
  10
  Chassis type: balloon
  Like a sailing ship, the speed of a balloon is dependent on wind 
  speed. Unlike a ship, although, they have no ability to tack 
  against the wind or really do much at all to alter their course.
  Balloon Construction
  Skill
  Flyer (airship)
  Number of Spaces
  1–6
  Cost per Space
  200
  Structure
  1 per 5 Spaces
  Hull
  1 per 5 Spaces
  Structure (Envelope)
  1 per Space
  Agility
  –2
  Tech Level
  3
  Shipping Size
  1/10 ton per Space
  Speed
  Tech Level
  Speed as % of wind speed
  3–5
  30%
  6–8
  50%
  9+
  80%
  Duration
  Hydrogen and helium ballons can stay aloft almost indeinitely. Hot-
  air balloons have a duration equal to their Tech Level x 2 hours.
  Modifications
  The following modiications are available for boats.
  Outboard Motor (TL 3)
  At higher Tech Levels, more advanced propulsion can be added, 
  in the form of small outboard motors. These have a speed of 10 
  kilometres per hour, a range of 100 kilometres and cost Cr. 100 
  per space.
  Ships
  This is usually a sailing ship, capable of making long ocean 
  voyages. At early Tech Levels, however, they usually stay in 
  sight land.
  Examples: Viking long boat, medieval carrack, modern sailing 
  yacht.
  Str Required (rowing only)
  Tech Level
  Str/Space
  1–2
  5
  3–4
  5
  5–6
  4
  7–8
  4
  9–10
  3
  11+
  3
  Ship Construction
  Skill
  Seafarer (sail)
  Number of Spaces
  10–500
  Cost per Space
  5,000
  Structure
  1 per 5 Spaces
  Hull
  1 per 4 Spaces
  Agility
  –2
  Tech Level
  1
  Shipping Size
  1/2 ton per Space
  Ship Design Example
  The inhabitants of the primitive water world of Finnegan’s Folly 
  regularly raid each other for food and other resources. They 
  use the trunks of kelp trees to manufacture their ships and their 
  loating towns. 
  Folly has a Tech Level of 2. A typical raider has 200 Spaces, 
  which will require a combined Str of 1,000 to row it at a base 
  speed of ive kilometres per hour. The men and women who 
  crew these ships have a minimum Str of 8, having been tested 
  in a series of competitions that decide who will have the honour 
  of taking part in each raiding season.
  The required Str of 1,000 and average crew Str of 8, means the 
  raider will require (1,000 / 8) 125 crew. 
  125 crew take up 125 Spaces, leaving 75 Spaces for cargo 
  (loot), weapons and supplies for their journey. 
  The 200 Space TL 2 hull will have a base Armour of 1 (see page 
  29), a Hull of (200 / 4) 50 and Structure of (200 / 5) 40. Rowing 
  Speed is 5 kilometres per hour, while Speed under sail would be 
  equal to 35% of the prevailing wind. Cost is Mcr. 2.
  
  Chassis types
  11
  Balloon Envelopes
  Envelope Structure measures the amount of damage the lift 
  envelope can sustain before losing integrity. All non-explosive 
  weapons inlict just one point of damage to the envelope for each 
  hit. Automatic weapons inlict damage equal to their Auto Rating.
  Envelope Size
  The lift envelope of a balloon is enormous. Envelope size is a 
  function of world size, world atmosphere and number of Spaces 
  of the airship. 
  Multiply world size by number of Spaces and then multiply by 
  200 for Very Thin atmospheres, 50 for Thin atmospheres, 20 
  for Standard atmospheres and 10 for Dense atmospheres. 
  This is the size of the lift envelope in displacement tons. Hot air 
  balloons must multiply this size by 2.
  For example, a 4 Space hot air balloon on a Size 8 world with a 
  Standard atmosphere would require an envelope of (4 x 8 x 20 
  x 2) 1,280 displacement tons. The lift envelope is approximately 
  16 m across
  In order to transport an airship, the envelope can be drained and 
  delated. This reduces its size to only 1% of the inlated size. The 
  envelope in the example above would be 160 tons delated.
  Envelope Size: The envelope of a balloon is calculated in much 
  the same way as the volume of an airship envelope. 
  Chassis type: light ground 
  vehiCle
  Light ground vehicles are commonly found in individual 
  transportation roles, like family cars. They are extremely 
  common on most industrialised worlds until inexpensive grav 
  vehicles render them obsolete. 
  Examples: Motorcycles, cars, personal ATVs, pickup trucks.
  Light Ground Vehicle Construction
  Skill
  Drive (wheeled)
  Number of Spaces
  1–20
  Cost per Space
  1,200
  Structure
  1 per 2 Spaces
  Hull
  1 per 2 Spaces
  Agility
  0
  Tech Level
  4
  Shipping Size
  ½ ton per Space
  Speed and Range
  Tech Level
  Speed
  Range
  4
  50
  100
  5–6
  100
  200
  7–8
  160
  400
  9–10
  200
  500
  11+
  250
  600
  A basic TL 5 ground car would have 5 Spaces: 1 Driver, 3 
  passengers, 1 remaining Space for cargo. 
  Base Cost is then Cr. 6,000, with a top speed of 100 kilometres 
  per hour, a range of 200 kilometres, Armour 2, Structure 3 Hull 2 
  and Agility 0. It would displace 2.5 tons on a starship. All further 
  options would be based off of these starting scores.
  Motorcycles
  Motorcycles have 1–3 Spaces and two or three wheels. Cost per 
  space is doubled and Agility is +1. Speed is increased by 50%. 
  Motorcycles are Open Frame vehicles with Armour 0, although 
  they can be enclosed at a cost of 25% of the Base Cost. An 
  enclosed motorcycle can be armoured to twice its Base Armour 
  Rating (see page 29).
  A basic TL 8 two-person motorcycle would be 2 Spaces and 
  cost Cr. 4,800. It would have Hull 1, Structure 1, Speed 180 
  kilometres per hour, Agility 1, with a Range of 300 kilometres. 
  Monowheel (TL 9)
  A monowheel would cost four times normal, with a maximum 
  of two spaces. Speed is doubled and Agility is +2 on roads. 
  Off-road Agility is –2. Monowheels are always Open Frame and 
  cannot be enclosed.
  Modifications
  The following modiications are available for light ground 
  vehicles.
  Wheels
  Unless otherwise speciied, all ground vehicles start with four 
  wheels. Additional wheels are required for larger vehicles and 
  can also be added to improve cross-country mobility. Each 
  additional pair of wheels costs 25% of the vehicle’s Base Cost. 
  Each set of additional wheel after the minimum reduces any 
  terrain-based Agility penalties by one. This cannot be used to 
  provide a bonus, only negate a penalty.
  Hull
  Minimum Number of Wheels
  1
  2 (1 at TL 9)
  2–30
  4
  
  Chassis types
  12
  Tracks
  Any ground vehicle with at least two wheels can be equipped 
  with tracks instead. This increases cross-country mobility at 
  the expense of road speed, cost and complexity. Adding tracks 
  costs 100% of the vehicle’s Base Cost, halves Speed and 
  changes the required skill to Drive (tracked). Tracks grant a +3 
  DM for Drive checks when off-road.
  Off-road Capability
  Any ground vehicle can be purpose designed for off-road use. 
  This modiication costs 50% of the Base Cost and Speed is 
  lowered by 10%.
  Towing Limits
  All ground vehicles can be equipped for towing. Towing reduces 
  Agility by Two for light ground vehicles. It is possible to take 
  this modiication more than once. A light ground vehicle has a 
  penalty of –25% to its Speed every time it is taken.
  Towing Capacity
  Spaces *
  1,000 kilograms
  5
  * This is the Spaces available in the trailer being towed, not how 
  many Spaces are used in the vehicle.
  Railed
  Ground vehicles can be designed to run on rails, either as an 
  addition to their normal road movement or instead of it. As a 
  modiication, the ability to perform rail travel takes 1 Space and 
  costs 50% of the Base Cost. This allows rail travel at 75% of the 
  vehicle’s Speed. If the vehicle is designed to run on rails only, 
  it take no Spaces and costs 25% of the Base Cost. A rail-only 
  vehicle adds 50% to its Speed. 
  So, for example, a ground car that can normally do 200 kilometres 
  per hour, if designed as a rail-only vehicle, can instead travel at 
  300 kilometres per hour. 
  They can also be designed to operate on air ilm tracks, which 
  requires 1 Space and costs 100% of the Base Cost. This 
  doubles the vehicle’s Speed. 
  A maglev version would require 2 Spaces and costs 200% of 
  the Base Cost. This triples the vehicle’s Speed.
  Finally, the vehicle can be designed to ride a grav rail. This 
  requires 3 Spaces and costs 300% of the Base Cost. This 
  multiples the vehicle’s Speed by four.
  Airilm, maglev and grav rail systems have to be the only 
  propulsion system on a Light Ground Vehicle and cannot be 
  used as add-ons.
  
  Chassis types
  13
  Chassis type: heavy ground 
  vehiCle
  Heavy ground vehicles are a common sight in mid-Tech Level 
  regions, where they ill the role of both short- and long-range 
  heavy transportation. Most large vehicles have four wheels but 
  six or even eight wheeled designs are common as the size of 
  the vehicle increases. 
  Examples: Trucks, Earthmovers, APCs, Tanks.
  Heavy Ground Vehicle Construction
  Skill
  Drive (wheeled)
  Number of Spaces
  20–200
  Cost per Space
  3,000
  Structure
  1 per 2 Spaces
  Hull
  1 per 2 Spaces
  Agility
  –1
  Tech Level
  4
  Shipping Size
  ½ ton per Space
  Speed and Range
  Tech Level
  Speed
  Range
  4
  50
  200
  5–6
  100
  300
  7–8
  125
  400
  9–10
  150
  500
  11+
  175
  600
  Modifications
  The following modiications are available for heavy ground 
  vehicles.
  Wheels
  Unless otherwise speciied, all ground vehicles start with four 
  wheels. Additional wheels are required for larger vehicles and 
  can also be added to improve cross-country mobility. Each 
  additional pair of wheels costs 25% of the vehicle’s Base Cost. 
  Each set of additional wheel after the minimum reduces any 
  terrain-based Agility penalties by one. This cannot be used to 
  provide a bonus, only negate a penalty.
  Hull
  Minimum Number of Wheels
  1
  2 (1 at TL 9)
  2–30
  4
  31–50
  6
  51+
  8
  So, for example, an 80 Space vehicle (Hull 40) with a Base 
  Cost of Cr. 240,000, would require a minimum of six wheels. 
  This would add another Cr. 60,000, bringing the total cost to 
  Cr. 300,000.
  Tracks
  Any ground vehicle with at least two wheels can be equipped 
  with tracks instead. This increases cross-country mobility at 
  the expense of road speed, cost and complexity. Adding tracks 
  costs 100% of the vehicle’s Base Cost, halves Speed and 
  changes the required skill to Drive (tracked). Tracks grant a +3 
  DM for Drive checks when off-road.
  AFV (Armoured Fighting Vehicle)
  A heavy ground vehicle may be designated an AFV. This costs 100% 
  of the Base Cost and reduces the vehicle’s Spaces by 10% (round 
  up). AFVs use modiied rules for armour (see page 29). In addition, 
  an AFV automatically has the Off-road Capability modiication.
  So, for example, a large tracked AFV with 100 Spaces would 
  have a Base Cost of Cr. 300,000, adding 100% of this for being 
  an AFV and another 100% for being tracked, giving a base 
  cost of Cr. 900,000. It would have a Speed of 50 kilometres per 
  hour, lose 10 Spaces for being an AFV and have a range of 300 
  kilometres. 
  Off-road Capability
  Any ground vehicle can be purpose designed for off-road use. 
  This modiication costs 50% of the Base Cost and Speed is 
  lowered by 10%.
  Towing Limits
  All ground vehicles can be equipped for towing. Towing reduces 
  Agility by 1 for heavy ground vehicles. It is possible to take this 
  modiication more than once. A heavy vehicle has a penalty of 
  –10% to its Speed every time it is taken, to a maximum of –
  70%. Each additional selection of the towing option doubles the 
  towing capacity, including the approximate number of Space in 
  the trailer and increases the Base Price of the vehicle by 10%. 
  Note that the Towing modiication used no Spaces; the Spaces 
  noted below is approximately how much the vehicle can tow.
  All ground vehicles can be equipped for towing. Towing reduces 
  Agility by one for heavy ground vehicles. It is possible to 
  take this modiication more than once. A light ground vehicle 
  has a penalty of –10% to its Speed every time it is taken, to 
  a maximum of –70%. Each additional selection of the towing 
  option after the irst doubles the Towing Capacity, including the 
  approximate number of Spaces in the trailer and costs 10% of 
  the Base Cost.
  Towing Capacity
  Spaces *
  2,000 kilograms
  10
  * This is the Spaces available in the trailer being towed, not how 
  many Spaces are used in the vehicle.
  
  Chassis types
  14
  For example, a heavy vehicle has a base towing capacity of 
  2,000kg. Selecting the towing option once doubles this to 4,000 
  kilograms and 20 Spaces and costs 10% of the Base Cost. 
  Selecting it again doubles it again, to 8,000kg and 40 Spaces, 
  costing 20% of the Base Cost. A third selection of the towing 
  option will double that total again, to 16,000kg and 80 Spaces 
  and cost 30% of the Base Cost.
  Tunnelling Machines
  Any heavy tracked vehicle can be made a tunnelling machine. 
  This costs Cr. 25,000 per Space of vehicle and changes the skill 
  required to Drive (mole). It allows movement through solid earth 
  of TL x 10 metres per hour. Speed through dense rock is only 
  TL x 1 metres per hour.
  Railed
  Ground vehicles can be designed to run on rails, either as an 
  addition to their normal road movement or instead of it. As a 
  modiication, the ability to perform rail travel takes 2 Spaces and 
  costs 50% of the Base Cost. This allows rail travel at 75% of the 
  vehicle’s Speed. If the vehicle is designed to run on rails only, 
  it take no Spaces and costs 25% of the Base Cost. A rail-only 
  vehicle adds 25% to its Speed. 
  So, for example, a truck that can normally do 100 kilometres per 
  hour, if designed as a rail-only vehicle, can instead travel at 125 
  kilometres per hour. 
  They can also be designed to operate on air ilm tracks, which 
  requires 3 Spaces and costs 100% of the Base Cost. This 
  doubles the vehicle’s Speed. 
  A maglev version would require 4 Spaces and costs 200% of 
  the Base Cost. This triples the vehicle’s Speed.
  Finally, the vehicle can be designed to ride a grav rail. This 
  requires 5 Spaces and costs 300% of the Base Cost. This 
  multiples the vehicle’s Speed by four.
  Airilm, maglev and grav rail systems have to be the only 
  propulsion system on a Heavy Ground Vehicle and cannot be 
  used as add-ons.
  
  Chassis types
  15
  Chassis type: train
  Running along ixed tracks, trains have little freedom of 
  movement but are capable of carrying great loads over long 
  distances at fast speeds.  In societies where personal transport 
  is rare, they can be a lifeline but even more advanced civilisations 
  have need for a rail network. 
  Trains are rated by the number of Spaces they can pull behind 
  them, typically in multiple cars. The locomotive itself is mostly 
  engine and transmission and so only has a few internal Spaces. 
  A normal locomotive typically has four internal Spaces to 
  accommodate its crew but that number can be increased. Only 
  a small part of a locomotive is available internal space. The 
  remainder is taken up with the enormous engines, transmissions 
  and other equipment. 
  These rules are intended to create heavy locomotives, yard 
  engines and similar type vehicles. They are not intended for 
  smaller tram cars or Light Rail systems where every car is 
  powered. These are more appropriately designed using the 
  Ground Vehicle system, with the Rail Option and the External 
  Power Universal Option.
  The number of Spaces that can be pulled by a single engine is 
  limited by Tech Level and so many trains will also have more 
  than one locomotive. When designing the train, allocate Spaces 
  to the locomotive as desired, although four is standard. 
  Locomotive Construction
  Skill
  Drive (wheeled)
  Number of Spaces
  34-4,500
  Cost per Space
  Cr4000 per Space Pulled
  Structure
  1 per 10 Spaces Pulled 
  Hull
  1 per 10 Spaces Pulled
  Agility
  –4
  Tech Level
  3
  Shipping Size
  1 ton per 10 Spaces Pulled
  The engine itself can have up to 30 Spaces, which is taken from 
  the total being pulled.
  Engines can have any applicable vehicle modiication.
  Speed and Range
  Tech Level
  Speed
  Range
  Max. Spaces
  3
  40
  200
  600
  4–5
  80
  400
  1,200
  6–7
  120
  600
  2,400
  8–9
  140
  800
  3,600
  10+
  160
  1,000
  4,500
  Range Increases
  Increased range for trains usually comes in the form of extra 
  fuel, which can be stored in towed rail cars. Each doubling of 
  range requires an extra 30 Spaces dedicated to fuel storage. 
  Fuel cars cost the same as train cars, below.
  Train Cars
  Train cars can be any size but are usually between 20 and 40 
  Spaces.  Cars cost Cr2,000 per space. Any applicable vehicle 
  modiication can be added to train cars, like life support, hostile 
  environment protection, armour and weapons. Cargo cars can 
  be designed with Open Cargo Beds.
  Airilm Train (TL 9)
  First available at TL 9, the airilm train uses a high-pressure 
  cushion of air to achieve very high loads on its monorail track. It 
  is unable to handle steep gradients, however. Power is obtained 
  from a turbine or compact fusion plant on the locomotive, which 
  feeds high pressure air to the attached cars. Airilm cars have 
  to be enclosed.
  Airilm trains are faster than conventional trains but pull fewer 
  cars. Double Speed and halve the number of Spaces. Cost is 
  50% higher for the locomotive and 100% higher for the cars. 
  MagLev Train (TL 8)
  The maglev train uses electromagnets to support the train 
  above its monorail track. Power is provided by induction via the 
  track and so range is effectively unlimited. Due to the speed of 
  a maglev, the cars have to be enclosed.
  Maglev trains are faster than conventional trains and they triple 
  Speed. Range, however, is unlimited so long as the monorail 
  can continue to supply power. Cost is 100% higher for the 
  locomotive and 100% higher for the cars. 
  Grav Rail Train (TL 13)
  Grav rail uses weak grav modules to support the train at high 
  speed along the power and guide rail. At high Tech Levels, 
  the grav train loats clear of the rail, supported and guided by 
  repulsors along its length. The front and rear cars, generally 
  labelled ‘the locomotives’ have both gravitic lift and thrust, while 
  the intervening cars have only lift modules. Power is supplied 
  via the rail for effectively unlimited range.
  Grav rail trains are faster than any other train type and can pull 
  as many cars as a conventional engine. Multiply Speed by ive. 
  Range is unlimited so long as the monorail can continue to 
  supply power. Cost is three times higher for the locomotive and 
  double the price for the cars. 
  
  Chassis types
  16
  Track Costs
  Conventional train track costs Cr. 100,000 per kilometre on lat, 
  open land. In heavy, mountainous terrain it can rise up to MCr. 
  1 per kilometre.
  Airilm track is twice this cost.
  Maglev and Grav Rail track is three times this cost.
  Light Duty Rails (TL 2) 
  These rails are designed to support the relatively light loading 
  common in muscle-powered rail systems. That cannot support 
  the weight of conventional powered locomotives and rail cars. 
  They can also support Light Ground Vehicles but not Heavy 
  vehicles. These rails cost Cr. 5,000 per 100 metres. 
  Modifications
  The following modiications are available for trains.
  Additional Spaces
  Locomotives can add space, at a cost of 10% of the Base Cost 
  per added Space. Up to 4 Spaces can be added this way.
  Subways
  Subways are simply conventional trains operating underground. 
  Track cost is MCr. 1 extra per kilometre.
  Tube Trains
  Tube trains are airilm, maglev or grav rail trains that travel 
  underground in excavated tunnels. The trains and cars must 
  have the Vacuum Environment Protection and Life Support 
  modiications. The tunnels cost MCr. 10 extra per kilometre and 
  are only available at TL 12 and higher. Speed is multiplied by 
  10, however.
  Chassis type: light hoverCraft
  Hovercraft generate a cushion of air, which allows the vehicle to 
  move easily over most terrain. 
  Examples: Hover Bike, Hover jeep.
  Light Hovercraft Construction
  Skill
  Drive (hover)
  Number of Spaces
  1–10
  Cost per Space
  20,000
  Structure
  1 per 4 Spaces
  Hull
  1 per 4 Spaces
  Agility
  +1
  Tech Level
  5
  Shipping Size
  1/2 ton per Space
  Range and Speed
  Tech Level
  Speed
  Range
  5
  100
  300
  6–7
  150
  400
  8–9
  200
  500
  10–11
  250
  600
  12+
  300
  700
  Modifications
  The following modiications are available for light hovercraft.
  Jump Jets
  Hovercraft can be equipped with jump jets, which adds a 
  boost to the lift fans, greatly increasing lift at the expense of 
  fuel consumption and range. Jump jets are used for crossing 
  
  Chassis types
  17
  Chassis type: heavy hoverCraft
  Hovercraft generate a cushion of air, which allows the vehicle to 
  move easily over most terrain. These larger designs are capable 
  of carrying large loads over both water and land.
  Examples: Marine hovercraft, military hovercraft, hover tank.
  Heavy Hovercraft Construction
  Skill
  Drive (hover)
  Number of Spaces
  10–400
  Cost per Space
  40,000
  Structure
  1 per 3 Spaces
  Hull
  1 per 3 Spaces
  Agility
  +1
  Tech Level
  5
  Shipping Size
  ½  ton per Space
  Range and Speed
  Tech Level
  Speed
  Range
  5
  100
  600
  6–7
  150
  800
  8–9
  200
  1,000
  10–11
  250
  1,200
  12+
  300
  1,400
  Modifications
  The following modiications are available for heavy hovercraft.
  AFV (Armoured Fighting Vehicle)
  Large hover vehicles may be designated as AFVs at time of 
  construction. This doubles the Base Cost and complexity and takes 
  up 10% (round up) of the vehicle’s Spaces. Range and Speed are 
  reduced by 25%. AFVs use modiied rules for armour (see page 
  29).
  Jump Jets
  Hovercraft can be equipped with jump jets, which adds a 
  boost to the lift fans, greatly increasing lift at the expense of 
  fuel consumption and range. Jump jets are used for crossing 
  obstacles but can be used to allow the hovercraft to ly, albeit 
  no higher than 100 metres. Operating the hovercraft in this way 
  would require Flyer (aerodyne), rather than Drive (hovercraft). 
  Just using it to cross small obstacles, less than ive metres tall, 
  only requires the Drive (hovercraft) skill. Jump jets cost 50% of 
  the Base Cost and each 100 metres travelled in jump jet mode 
  uses 500 metres (0.5 kilometres) of range, with Speed reduced 
  to 25% of normal.
  obstacles but can be used to allow the hovercraft to ly, albeit 
  no higher than 100 metres. Operating the hovercraft in this way 
  would require Flyer (aerodyne), rather than Drive (hovercraft). 
  Just using it to cross small obstacles, less than ive metres tall, 
  only requires the Drive (hovercraft) skill. Jump jets cost 50% of 
  the Base Cost and each 100 metres travelled in jump jet mode 
  uses 500 metres (0.5 kilometres) of range, with Speed reduced 
  to 25% of normal.
  Chassis type: light grav vehiCle
  Once grav technology becomes widely available, societies 
  rapidly replace their original ground-based vehicles.  Grav 
  vehicles are superior in just about every way, being faster, 
  smoother and safer.
  Light grav vehicles are closed constructions. An Open Frame 
  grav vehicle would be something like a grav bike.
  Examples: Air/raft, grav car.
  Light Grav Vehicle Construction
  Skill
  Flyer (grav)
  Number of Spaces
  1–10
  Cost per Space
  50,000
  Structure
  1 per 2 Spaces
  Hull
  1 per 2 Spaces
  Agility
  +1
  Tech Level
  8
  Shipping Size
  ½ ton per Space
  Speed and Range
  Tech Level
  Speed
  Range
  8
  300
  1,000
  9–10
  400
  2,000
  11–12
  500
  3,000
  13–14
  600
  4,000
  15+
  700
  5,000
  For example, a TL 8 Air/raft would be 4 Spaces (driver, 3 
  passengers), costing Cr. 300,000. With a 10% discount for 
  being Open Topped (see page 35), Cr. 270,000.
  It would have Speed 300 kilometres per hour, Range 1,000 
  km, 2 Structure, 2 Hull, Armour 5. It would displace 2 tons on 
  a starship.
  Streamlined
  Any closed grav vehicle can be designed with a high-speed 
  Streamlined hull. This costs 300% of the Base Cost, loses 10% 
  of the vehicle’s Spaces and multiplies Speed by ive. 
  
  Chassis types
  18
  Chassis type: heavy grav vehiCle
  Heavy grav vehicles use ultra-heavy duty grav modules to 
  support the vehicle and provide forward thrust.
  Example: G-Carrier, grav tank, grav transport.
  Heavy Grav Vehicle Construction
  Skill
  Flyer (grav)
  Number of Spaces
  10–100
  Cost per Space
  100,000
  Structure
  1 per 2 Spaces
  Hull
  1 per 2 Spaces
  Agility
  +1
  Tech Level
  8
  Shipping Size
  ½ ton per Space
  Speed and Range
  Tech Level
  Speed
  Range
  8
  300
  1,000
  9–10
  350
  2,000
  11–12
  400
  3,000
  13–14
  500
  4,000
  15+
  600
  5,000
  AFV (Armoured Fighting Vehicle)
  A heavy grav vehicle may be designated an AFV at time of 
  construction. This costs 100% of the Base Cost and takes up 
  10% (round up) of a vehicle’s Spaces. It also decreases the 
  grav vehicle’s Range by 50%. AFVs use modiied rules for 
  armour (see page 29).
  Streamlined
  Any closed grav vehicle can be designed with a high-speed 
  Streamlined hull. This costs 300% of the Base Cost, loses 10% 
  of the vehicle’s Spaces and multiplies Speed by ive. 
  Chassis type: light heliCopter
  Helicopters use large-diameter rotors, either singly or in pairs, 
  to provide lift and forward thrust. Helicopters usually start to be 
  phased out in most areas by early TL 9, due to the introduction 
  of grav vehicles. 
  Due to inherent issues in rotary wing aircraft, helicopters have a 
  maximum speed limited by Tech Level that cannot be exceeded. 
  Examples: Scout helicopter, small passenger helicopter, trafic 
  helicopter.
  Light Helicopter Construction
  Skill
  Flyer (rotor)
  Number of Spaces
  1–10
  Cost per Space
  25,000
  Structure
  1 per 4 Spaces
  Hull
  1 per 4 Spaces
  Agility
  +1
  Tech Level
  5
  Shipping Size
  1 ton per Space
  Take-off Radius is the minimum safe clear space for a helicopter 
  to take-off and land. The listed Maximum Speed can never be 
  exceeded.
  Speed and Range
  Tech Level
  Speed
  Max 
  Speed
  Range
  Take-off 
  Radius
  5–6
  100
  300
  1,000
  30m
  7–8
  150
  400
  2,000
  26m
  9–10
  200
  500
  3,000
  22m
  11–12
  250
  600
  4,000
  20m
  13+
  300
  700
  5,000
  18m
  Modifications
  The following modiications are available for light helicopters.
  Extended Operational Environment Range
  It is possible to design aircraft with a wider operational 
  environment range. This costs 100% of the Base Cost of the 
  aircraft but allows it to be used within two digits of the UPP size 
  and atmosphere values instead of just one. These aircraft also 
  suffer a –1 to Agility in all environments.
  Water Landing Ability
  This allows the aircraft the ability to land and take-off from water, 
  usually by adding loats or pontoons. This is a removable option 
  and can be added at any time. It costs 10% of the Base Cost, 
  reduces Speed by 10% and reduces Agility by one.
  
  Chassis types
  19
  Folding Wings/Rotors
  Aircraft can be designed with folding wings and/or rotors to allow 
  them to be stored more eficiently. Cost is 25% of the Base Cost. 
  The Shipping Size of the aircraft is reduced by 25%.
  Chassis type: heavy heliCopter
  These aircraft can be massive, straining the limits of their rotors.
  Examples: Transport helicopter, search and rescue, gunship.
  Heavy Helicopter Construction
  Skill
  Flyer (rotor)
  Number of Spaces
  11–80
  Cost per Space
  50,000
  Structure
  1 per 3 Spaces
  Hull
  1 per 3 Spaces
  Agility
  –1
  Tech Level
  6
  Shipping Size
  2 tons per Space
  Take-off Radius is the minimum safe clear space for a helicopter 
  to take-off and land. The listed Maximum Speed can never be 
  exceeded.
  Speed and Range
  Tech Level
  Speed
  Max 
  Speed
  Range
  Take-off 
  Radius
  6
  80
  300
  1,000
  80m
  7–8
  120
  400
  2,000
  70m
  9–10
  160
  500
  3,000
  60m
  11+
  200
  600
  4,000
  50m
  Modifications
  The following modiications are available for heavy helicopters.
  Extended Operational Environment Range
  It is possible to design aircraft with a wider operational 
  environment range. This costs 100% of the Base Cost of the 
  aircraft but allows it to be used within two digits of the UPP size 
  and atmosphere values instead of just one. These aircraft also 
  suffer a –1 to Agility in all environments.
  Water Landing Ability
  This allows the aircraft the ability to land and take-off from water, 
  usually by adding loats or pontoons. This is a removable option 
  and can be added at any time. It costs 10% of the Base Cost, 
  reduces Speed by 10% and reduces Agility by one.
  Folding Wings/Rotors
  Aircraft can be designed with folding wings and/or rotors to allow 
  them to be stored more eficiently. Cost is 25% of the Base Cost. 
  The Shipping Size of the aircraft is reduced by 25%.
  Chassis type: airship
  Utilising a lift envelope containing a huge volume of lighter-
  than-air gas, such as hydrogen or helium, the airship is most 
  common on medium-technology worlds or cultures that have 
  not developed anti-gravity.
  Airship Construction
  Skill
  Flyer (airship)
  Number of Spaces
  10–1,000
  Cost per Space
  20,000
  Structure (Gondola)
  1 per 5 Spaces
  Hull
  1 per 5 Spaces
  Structure (Envelope)
  1 per Space
  Agility
  –4
  Tech Level
  4
  Shipping Size
  1/2 ton per Space + Envelope
  Speed and Range
  Tech Level
  Speed
  Range
  3
  80
  2,000
  4–5
  100
  4,000
  6–7
  120
  6,000
  8–9
  140
  8,000
  10-11
  160
  10,000
  12+
  180
  12,000
  Airship Envelopes
  Envelope Structure measures the amount of damage the lift 
  envelope can sustain before losing integrity. All non-explosive 
  weapons inlict only one point of damage to the envelope for each 
  hit. Automatic weapons inlict damage equal to their Auto Rating.
  Envelope Size
  The lift envelope of an airship is enormous. The working part of 
  the vehicle, like crew quarters, cockpit, passenger space and 
  cargo, is often partly within the volume of the envelope.
  Envelope size is a function of world size, world atmosphere and 
  number of Spaces of the airship. 
  Multiply world size by number of Spaces and then multiply by 
  200 for Very Thin atmospheres, 50 for Thin atmospheres, 20 for 
  Standard atmospheres and 10 for Dense atmospheres. This is 
  the size of the lift envelope in displacement tons. 
  For example, a 100 Space airship on a Size 8 world with a 
  Standard atmosphere would require an envelope of (100 x 8 x 
  20) 16,000 displacement tons. This is approximately the same 
  size as the ill-fated Hindenburg.
  
  Chassis types
  20
  In order to transport an airship, the envelope can be drained and 
  delated. This reduces its size to only 1% of the inlated size. The 
  envelope in the example above would be 160 tons delated.
  Weathervaning
  In high winds, conventional airships are subject to weathervaning, 
  caused by differential pressure on the forward and aft sections 
  of the lift envelope. This can result in a loss of stability and may 
  even damage the airship. 
  Avoiding drifting and possible damage will require a Flyer 
  (airship) check. Failure causes Structural damage to the 
  envelope, as shown in the following table.
  Wind Speed km/h
  Agility Penalty
  Skill Check/Damage
  20–40
  –1
  —
  41–60
  –2
  Routine, 2
  61–80
  –3
  Hard, 4
  81–100
  –4
  Dificult, 8
  101+
  –5
  Impossible, 16
  There is a bonus of +1 per 2 Tech Levels above TL 3 on the 
  check to avoid damage. So +1 at TL 5, +2 at TL 7, +3 at TL 9 
  and +4 at TL 11
  Modifications
  The following modiications are available for airships.
  Lifting Body Hull
  The semi-rigid Lifting Body Hull is a type of hybrid aircraft, 
  using the volume of gas contained to fully offset the weight of 
  the aircraft, with some to spare. The lifting-body shape of the 
  hull provides extra lift. Fully loaded, the lifting body requires an 
  extremely short take-off and landing run and can carry a huge 
  amount of cargo.
  This modiication costs 300% of Base Cost and doubles Speed. 
  Lifting body designs need twice their internal Spaces (in metres) 
  to take-off and land when fully-loaded. Lifting body designs 
  reduce Weathervaning Agility penalties by two (minimum zero) 
  and add +2 DM to the Flyer (airship) check to avoid damage.
  Magnus Effect
  A Magnus Effect airship is a sphere, with a gondola hanging 
  underneath. The sphere rotates backwards as the airship moves 
  forward, generating lift. It is a compact design not subject to 
  weathervaning like large, cigar-shaped airships. Magnus Effect 
  airships cost and additional 50% of the Base Cost, have Agility 
  +2 and add 30 kilometres per hour to their Speed.
  Cyclo-crane
  The Cyclo-crane is designed to carry all of its cargo externally 
  and is little more than a rigid envelope, a cruciform set of airfoils 
  midship and lines extending down from the nose and stern to 
  the slung cargo below. Like the lifting body, the Cyclo-crane’s 
  envelope can support the entire weight of the crane. The 
  spinning airfoils provide additional lift to hoist cargo. A Cyclo-
  crane design can lift an additional 5 Spaces of external cargo 
  (500 kilograms) per internal design Space not used for crew, 
  amenities or internal cargo. Cyclo-cranes cost 50% of the Base 
  Cost and reduce Speed by 90%. 
  For example, a 10 Space Cyclo-crane, with 2 Spaces used for 
  crew, would be able to lift 40 Spaces (20 tons). 
  Vacustat (TL 12)
  The lift envelope can be replaced with a much smaller rigid 
  shell, which is constructed of a very light-weight but extremely 
  strong, material like a fullerene. Instead of being illed with a 
  gas, the shell contains pockets of pure vacuum, held by the 
  super-strong material of the shell. This virtually eliminates the 
  envelope. The vacustat is only possible at TL 12 and higher. 
  Vacustats are much smaller and faster than other airships. A 
  vacustat costs 400% of the Base Cost, doubles its Speed and 
  the shell size, in displacement tons, is equal to the number of 
  internal Spaces. Unlike other airships, although, the rigid shell 
  of a vacustat is not collapsible for transport.
  Chassis type: light aeroplane
  Light aeroplanes are used for short-range transportation in 
  pre-gravitic societies. They can go places where large aircraft 
  typically cannot and are far cheaper to operate and maintain 
  than helicopters.
  Aeroplanes are propeller-driven aircraft, which limits their top 
  speed to a maximum speed of 900 kilometres per hour in a 
  standard atmosphere. In a Thin Atmosphere the top speed is 
  1,100 kilometres per hour while in a Dense Atmosphere, top 
  speed is limited to 700 kilometres per hour.
  At lower Tech Levels power comes from fossil-fuel piston 
  engines and then later gas turbines. More advanced versions 
  see the use of light-weight fuel cells and superdense batteries 
  driving high-torque electric motors. In societies that do not 
  develop grav technology but do develop compact fusion cells, 
  they become the most common source of power for propeller-
  driven aircraft.
  Example: Small Passenger Plane, Early ighter aircraft.
  
  Chassis types
  21
  Light Aeroplane Construction
  Skill
  Flyer (wing)
  Number of Spaces
  1–10
  Cost per Space
  20,000
  Structure
  1 per 4 Spaces
  Hull
  1 per 4 Spaces
  Agility
  +1
  Tech Level
  4
  Shipping Size
  1 ton per Space
  Speed and Range
  Tech Level
  Speed
  Range
  Take-off/Landing
  4
  150
  300
  400m/500m
  5–6
  250
  600
  300m/500m
  7–8
  350
  1,200
  300m/400m
  9–10
  450
  2,400
  200m/400m
  11+
  550
  4,800
  200m/300m
  Modifications
  The following modiications are available for light aeroplanes.
  Tilt Rotor
  When the Tilt Rotor modiication is added to an aircraft, it gains 
  the ability to takeoff vertically and hover like a helicopter. Once 
  the rotors rotate forward to become propellers, the aircraft lies 
  normally. As the technology becomes more advanced, the prop 
  sizes become smaller, transitioning to ducted fans. 
  TL
  Take-off  Radius
  Cost
  Agility
  8–9
  32m
  +300%
  +0
  10–11
  26m
  +300%
  +1
  12–13
  15m
  +200%
  +2
  14+
  9m
  +200%
  +3
  STOL
  STOL (Short Take-Off and Landing) can be added to any 
  aeroplane or jet and allows the aircraft to take off and land in only 
  50% of the normal distance. STOL costs 50% of Base Cost.
  Extended Operational Environment Range
  It is possible to design aircraft with a wider operational 
  environment range. This costs 100% of the Base Cost of the 
  aircraft but allows it to be used within two digits of the UPP size 
  and atmosphere values instead of just one. These aircraft also 
  suffer a –1 to Agility in all environments.
  Water Landing Ability
  This allows the aircraft the ability to land and take-off from water, 
  usually by adding loats or pontoons. This is a removable option 
  and can be added at any time. It costs 10% of the Base Cost, 
  reduces Speed by 10% and reduces Agility by one.
  Folding Wings/Rotors
  Aircraft can be designed with folding wings and/or rotors to allow 
  them to be stored more eficiently. Cost is 25% of the Base Cost. 
  The Shipping Size of the aircraft is reduced by 25%.
  Chassis type: heavy aeroplane
  Heavy aircraft are found in workhorse roles all over known 
  space and at early Tech Levels are used as military bombers 
  and heavy ighters. Even at higher Tech Levels they see a great 
  deal of use due to their low costs and maintenance, although 
  their military life is limited.
  Examples: Cargo plane, passenger aircraft.
  Heavy Aeroplane Construction
  Skill
  Flyer (wing)
  Number of Spaces
  10–200
  Cost per Space
  30,000
  Structure
  1 per 3 Spaces
  Hull
  1 per 3 Spaces
  Agility
  –1
  Tech Level
  4
  Shipping Size
  2 tons per Space
  Speed and Range
  Tech Level
  Speed
  Range
  Take-off/Landing
  4
  100
  1,000
  3,000/1,500
  5–6
  200
  2,000
  2,500/1,250
  7–8
  300
  3,000
  2,000/1,000
  9–10
  400
  4,000
  1,500/750
  11+
  600
  5,000
  1,000/500
  
  Chassis types
  22
  Modifications
  The following modiications are available for heavy aeroplanes.
  Tilt Rotor
  When the Tilt Rotor modiication is added to an aircraft, it gains 
  the ability to takeoff vertically and hover like a helicopter. Once 
  the rotors rotate forward to become propellers, the aircraft lies 
  normally. As the technology becomes more advanced, the prop 
  sizes become smaller, transitioning to ducted fans. 
  TL
  Take-off  Radius
  Cost
  Agility
  8–9
  88m
  +300%
  +0
  10–11
  60m
  +300%
  +1
  12–13
  33m
  +200%
  +2
  14+
  20m
  +200%
  +3
  STOL
  STOL (Short Take-Off and Landing) can be added to any 
  aeroplane or jet and allows the aircraft to take off and land in only 
  50% of the normal distance. STOL costs 50% of Base Cost .
  Extended Operational Environment Range
  It is possible to design aircraft with a wider operational 
  environment range. This costs 100% of the Base Cost of the 
  aircraft but allows it to be used within two digits of the UPP size 
  and atmosphere values instead of just one. These aircraft also 
  suffer a –1 to Agility in all environments.
  Water Landing Ability
  This allows the aircraft the ability to land and take-off from water, 
  usually by adding loats or pontoons. This is a removable option 
  and can be added at any time. It costs 10% of the Base Cost, 
  reduces Speed by 10% and reduces Agility by one.
  Folding Wings/Rotors
  Aircraft can be designed with folding wings and/or rotors to allow 
  them to be stored more eficiently. Cost is 25% of the Base Cost. 
  The Shipping Size of the aircraft is reduced by 25%.
  Chassis type: light Jet
  Jet aircraft are distinct from other aircraft in the use of a jet 
  engine as propulsion. At lower speeds this may be something 
  like a turbojet or high-bypass turbofan, while higher speeds 
  require something like hydrogen-fuelled waveriders.
  Light jets are small and fast and within the budget of wealthy 
  individuals and small corporations to own them. 
  Examples: Business jet, light ighter jet.
  Light Jet Construction
  Skill
  Flyer (wing)
  Number of Spaces
  2–20
  Cost per Space
  100,000
  Structure
  1 per 4 Spaces
  Hull
  1 per 4 Spaces
  Agility
  +1
  Tech Level
  5
  Shipping Size
  1 ton per Space
  Speed and Range
  Tech Level
  Speed
  Range
  Take-off/Landing
  5
  300
  1,000
  3,000/1,500
  6–8
  500
  2,000
  2,500/1,250
  9–11
  700
  4,000
  2,000/1,000
  12+
  900
  7,000
  1,500/750
  Modifications
  The following modiications are available for light jets.
  Supersonic
  Jets can be designed as supersonic aircraft. This multiples 
  Speed by 4 and costs 300% of the Base Cost.
  Tilt Jet
  When the Tilt Jet modiication is added to an aircraft, it gains the 
  ability to takeoff vertically and hover like a helicopter. Once the 
  jets rotate forward the aircraft lies normally. Tilt-jets are much 
  more compact than tilt-rotors
  This is distinct from VTOL aircraft, which are jet aircraft with 
  variable thrust nozzles to achieve VTOL and forward light. 
  TL
  Cost
  Agility
  8–9
  +300%
  +0
  10–11
  +300%
  +1
  12–13
  +200%
  +2
  14+
  +200%
  +3
  Take-off Radius is based on that of a helicopter in the same size 
  category (light or heavy) as the aircraft.
  VTOL
  VTOL (Vertical Take-Off and Landing) is a modiication to a 
  jet aircraft to enable vertical take-off and landing by vectored 
  thrust. The use of vectored thrust also makes these aircraft 
  very manoeuvrable. However, VTOL aircraft have a decreased 
  Range when compared to a similar non-VTOL aircraft and are 
  more complex and expensive
  VTOL
  TL
  Cost
  Agility
  Range
  6
  +100%
  +1
  –50%
  7–8
  +100%
  +2
  –40%
  9–10
  +100%
  +3
  –30%
  11–12
  +100%
  +4
  –20%
  13+
  +100%
  +5
  –10%
  
  Chassis types
  23
  STOL
  STOL (Short Take-Off and Landing) can be added to any 
  aeroplane or jet and allows the aircraft to take off and land in only 
  50% of the normal distance. STOL costs 50% of Base Cost .
  Extended Operational Environment Range
  It is possible to design aircraft with a wider operational 
  environment range. This costs 100% of the Base Cost of the 
  aircraft but allows it to be used within two digits of the UPP size 
  and atmosphere values instead of just one. These aircraft also 
  suffer a –1 to Agility in all environments.
  Water Landing Ability
  This allows the aircraft the ability to land and take-off from water, 
  usually by adding loats or pontoons. This is a removable option 
  and can be added at any time. It costs 10% of the Base Cost, 
  reduces Speed by 10% and reduces Agility by one.
  Folding Wings/Rotors
  Aircraft can be designed with folding wings and/or rotors to allow 
  them to be stored more eficiently. Cost is 25% of the Base Cost. 
  The Shipping Size of the aircraft is reduced by 25%.
  Chassis type: heavy Jet
  Heavy jets are a very common sight in pre-gravitic societies 
  and dominate the skies in cultures that never develop gravitic 
  technology.
  Examples: Heavy attack ighter, cargo aircraft, jumbo jet, super-
  sonic passenger plane.
  Skill
  Flyer (wing)
  Number of Spaces
  20–800
  Cost per Space
  200,000
  Structure
  3 per 4 Spaces
  Hull
  3 per 4 Spaces
  Agility
  –1
  Tech Level
  5
  Shipping Size
  2 ton per Space
  Tech Level
  Speed
  Range
  Take-off/Landing
  5
  300
  1,000
  5,000/4,000
  6–8
  400
  4,000
  4,500/3,500
  9–11
  600
  7,000
  4,000/3,000
  12+
  800
  10,000
  3,500/2,000
  Modifications
  The following modiications are available for heavy jets.
  Supersonic
  Jets can be designed as supersonic aircraft. This multiples 
  Speed by 4 and costs 300% of the Base Cost.
  Tilt Jet
  When the Tilt Jet modiication is added to an aircraft, it gains the 
  ability to takeoff vertically and hover like a helicopter. Once the 
  jets rotate forward the aircraft lies normally. Tilt-jets are much 
  more compact than tilt-rotors.
  This is distinct from VTOL aircraft, which are jet aircraft with 
  variable thrust nozzles to achieve VTOL and forward light. 
  TL
  Cost
  Agility
  8–9
  +300%
  +0
  10–11
  +300%
  +1
  12–13
  +200%
  +2
  14+
  +200%
  +3
  VTOL
  VTOL (Vertical Take-Off and Landing) is a modiication to a 
  jet aircraft to enable vertical take-off and landing by vectored 
  thrust. The use of vectored thrust also makes these aircraft 
  very manoeuvrable. However, VTOL aircraft have a decreased 
  Range when compared to a similar non-VTOL aircraft and are 
  more complex and expensive.
  TL
  Cost
  Agility
  Range
  6
  +100%
  +1
  –50%
  7–8
  +100%
  +2
  –40%
  9–10
  +100%
  +3
  –30%
  11–12
  +100%
  +4
  –20%
  13+
  +100%
  +5
  –10%
  Jet Engines
  Jet engines evolve as the technology behind them changes 
  and the following is a good guide as to what is possible.
  TL
  Engine Type
  5
  Turbojet, Ramjet
  6
  High Bypass Turbofan
  7
  Scramjet
  8
  Air-Breathing Rocket
  9
  Waverider
  10
  MHD Electrojet
  
  Chassis types
  24
  Chassis type: light aerodyne
  An aerodyne is a type of wingless VTOL jet aircraft, which stays 
  aloft solely through the power of its engine(s). In societies that 
  develop gravitic technologies, it sees very little use. They have 
  no aerodynamic surfaces at all, with all lift and control through 
  the array of vectored thrust nozzles around the aircraft. 
  Examples: Urban police vehicle, taxi, light attack aircraft.
  Light Aerodyne Construction
  Skill
  Flyer (rotor)
  Number of Spaces
  2–10
  Cost per Space
  30,000
  Structure
  1 per 4 Spaces
  Hull
  1 per 4 Spaces
  Agility
  +2
  Tech Level
  7
  Shipping Size
  1 ton per Space
  Speed and Range
  Tech Level
  Speed
  Range
  7
  200
  300
  8–9
  300
  450
  10–11
  400
  600
  12+
  500
  750
  Chassis type: heavy aerodyne
  Heavy aerodynes are comparatively rare but the largest make 
  for an impressive sight as the come in to land. Like their smaller 
  cousins, they keep aloft solely through the power of their engines 
  and have no aerodynamic lift or control surfaces.
  Examples: Search and rescue, military transport, research 
  aircraft.
  Heavy Aerodyne Construction
  Skill
  Flyer (aerodyne)
  Number of Spaces
  10–50
  Cost per Space
  60,000
  Structure
  1 per 3 Space
  Hull
  1 per 3 Space
  Agility
  +1
  Tech Level
  7
  Shipping Size
  1 ton per Space
  Speed and Range
  Tech Level
  Speed
  Range
  7
  200
  400
  8–9
  300
  600
  10–11
  400
  800
  12+
  500
  1,000
  Modifications
  The following modiications are available for heavy aerodynes.
  Extended Operational Environment Range
  It is possible to design aircraft with a wider operational 
  environment range. For aerodynes this costs 200% of the 
  Base Cost of the aircraft but allows it to be used within two 
  digits of the UPP size and atmosphere values instead of just 
  one. Aerodynes do not suffer Agility penalties for the Extended 
  Operational Range Modiication.
  STOL
  STOL (Short Take-Off and Landing) can be added to any 
  aeroplane or jet and allows the aircraft to take off and land in only 
  50% of the normal distance. STOL costs 50% of Base Cost .
  Extended Operational Environment Range
  It is possible to design aircraft with a wider operational 
  environment range. This costs 100% of the Base Cost of the 
  aircraft but allows it to be used within two digits of the UPP size 
  and atmosphere values instead of just one. These aircraft also 
  suffer a –1 to Agility in all environments.
  Water Landing Ability
  This allows the aircraft the ability to land and take-off from water, 
  usually by adding loats or pontoons. This is a removable option 
  and can be added at any time. It costs 10% of the Base Cost, 
  reduces Speed by 10% and reduces Agility by one.
  Folding Wings/Rotors
  Aircraft can be designed with folding wings and/or rotors to allow 
  them to be stored more eficiently. Cost is 25% of the Base Cost. 
  The Shipping Size of the aircraft is reduced by 25%.
  Modifications
  The following modiications are available for light aerodynes.
  Extended Operational Environment Range
  It is possible to design aircraft with a wider operational 
  environment range. For aerodynes this costs 200% of the 
  Base Cost of the aircraft but allows it to be used within two 
  digits of the UPP size and atmosphere values instead of just 
  one. Aerodynes do not suffer Agility penalties for the Extended 
  Operational Range Modiication.
  
  Chassis types
  25
  Legs
  All walkers are assumed to have two legs. The addition of 
  extra legs improves their cross-country mobility and stability, at 
  greater cost. A walker can have up to eight legs, although four 
  to six is more common. Legs have to be added in pairs.
  Each extra pair of legs costs 50% of the Base Cost of the vehicle 
  and consumes 10% of available Spaces (minimum of 1 Space). 
  Each set of additional legs add a +1 DM for manoeuvres on 
  Rough or Uneven ground. Having four of more legs also grants 
  a +1 DM on To Hit rolls conducted by that vehicles weapons.
  Walker Height
  Two-legged walkers are one and a half metres tall per point 
  of Hull. So a 10 Space walker, with 3 points of Hull, is four 
  and a half metres tall. Each additional set of legs subtracts 1 
  metre from that height, with a minimum height equal to the Hull 
  Rating.
  Chassis type: light walker
  Walking vehicles use computer-controlled legs to negotiate 
  rough or uneven terrain. While not controlled with an exoskeleton 
  (as with powered armour), a walking vehicle can be itted with 
  an exocontrol system or even a neural link system to provide 
  iner control and greater Agility. Exo systems can only be used 
  with two-legged walkers while a neural link can be used with 
  any number of legs.
  Examples: Industrial load lifter, scout walker.
  Light Walker Construction
  Skill
  Drive (walker)
  Number of Spaces
  2–10
  Cost per Space
  10,000
  Structure
  1 per 4 Spaces
  Hull
  1 per 4 Spaces
  Agility
  +1
  Tech Level
  8
  Shipping Size
  1 ton per Space
  Speed and Range
  Tech Level
  Speed
  Range
  8
  50
  150
  9–10
  100
  300
  11–12
  150
  450
  13–14
  200
  600
  15+
  250
  750
  Chassis type: heavy walker
  Heavy walkers are often built as technological experiments and 
  tend to be rare, as a very speciic purpose is usually required to 
  prefer a walker of this size over another vehicle.
  Examples: WarMek, All terrain attack transports, gladiatorial 
  bot.
  Heavy Walker Construction
  Skill
  Drive (walker)
  Number of Spaces
  10–50
  Cost per Space
  20,000
  Structure
  1 per 3 Spaces
  Hull
  1 per 3 Spaces
  Agility
  –1
  Tech Level
  10
  Shipping Size
  1.5 tons per Space
  Speed and Range
  Tech Level
  Speed
  Range
  8
  50
  150
  9–10
  100
  300
  11–12
  150
  450
  13–14
  200
  600
  15+
  250
  750
  Legs
  All walkers are assumed to have two legs. The addition of 
  extra legs improves their cross-country mobility and stability, at 
  greater cost. A walker can have up to eight legs, although four 
  to six is more common. Legs have to be added in pairs.
  Each extra pair of legs costs 50% of the Base Cost of the vehicle 
  and consumes 10% of available Spaces (minimum of 1 Space ) 
  
  Chassis types
  26
  Chassis type: boat
  A common sight on rivers and in harbours on any civilised world, 
  small boats form a lifeline for many communities and make up 
  the livelihoods of those who live on shores.
  Examples: Small yacht, ishing boat, speed boat.
  Skill
  Seafarer (motorboats)
  Number of Spaces
  1–20
  Cost per Space
  2,000
  Structure
  1 per 3 Spaces
  Hull
  1 per 3 Spaces
  Agility
  0
  Tech Level
  4
  Shipping Size
  ½ ton per Space
  Tech Level
  Speed
  Range
  4–5
  40
  200
  6–8
  60
  400
  9–11
  90
  800
  12+
  120
  1,200
  Modifications
  The following modiications are available for boats. Only one of 
  these may be chosen for a boat.
  Hydrofoil
  Adding Hydrofoils to a surface vessel triples its Speed. The 
  Hydrofoil will rise up out of the water on its foils at the vehicle’s 
  normal top Speed and can then go up to three times faster. Cost 
  is 300% of Base Cost.
  Wave-piercing Hull
  The Wave-piercing Hull puts the payload on streamlined pillars 
  above the water that connect to power/fuel modules that run 
  underwater. Interface friction is much reduced, allowing the 
  Wave-piercing Hull to be much more eficient and stable. This 
  increases its Speed by 10% and Range by 50%. It uses 5% of a 
  vehicle’s Spaces (round up) and costs 200% of the Base Cost.
  Each set of additional legs add a +1 DM for manoeuvres on Rough 
  or Uneven ground. Having four of more legs also grants a +1 DM 
  on To Hit rolls conducted by that vehicles weapons.
  Walker Height
  Two-legged walkers are one and a half metres tall per point 
  of Hull. So a 10 Space walker, with 3 points of Hull, is four 
  and a half metres tall. Each additional set of legs subtracts 1 
  metre from that height, with a minimum height equal to the Hull 
  Rating.
  A 50 Space Walker, for example, with 17 Hull, would be 25.5 
  metres tall.
  Multi-hull
  A catamaran or trimaran hull increases speed and stability. 
  The cost is 50% of the Base Cost. Multi-hull vessels grant a 
  +1 DM to checks made to land aircraft and other vehicles upon 
  them. They also negate up to a –2 penalty to weapon ire due to 
  Speed and/or rough seas.
  Chassis type: small ship
  Tiny specs on the surface of immense oceans, small ships 
  are nonetheless extremely hardy and can cross the distance 
  between continents with ease.
  Example: Private yacht, deep-sea trawler, landing craft.
  Small Ship Construction
  Skill
  Seafarer (ocean ships)
  Number of Spaces
  20–200
  Cost per Space
  4,000
  Structure
  1 per 2 Spaces
  Hull
  1 per 2 Spaces
  Agility
  –3
  Tech Level
  3
  Shipping Size
  ½ ton per Space
  Speed and Range
  Tech Level
  Speed
  Range
  3–4
  20
  1,000
  5–6
  40
  2,000
  7–8
  60
  3,000
  9–10
  80
  4,000
  11–12
  100
  5,000
  Modifications
  The following modiications are available for small ships. Only 
  one of these may be chosen for a ship.
  Hydrofoil
  Adding Hydrofoils to a surface vessel triples its Speed. The 
  Hydrofoil will rise up out of the water on its foils at the vehicle’s 
  normal top Speed and can then go up to three times faster. Cost 
  is 300% of Base Cost.
  Wave-piercing Hull
  The Wave-piercing Hull puts the payload on streamlined 
  pillars above the water that connect to power/fuel modules 
  that run underwater. Interface friction is much reduced, 
  allowing the Wave-piercing Hull to be much more eficient 
  and stable. This increases its Speed by 10% and Range by 
  50%. It uses 5% of a vehicle’s Spaces (round up) and costs 
  200% of the Base Cost.
  
  Chassis types
  27
  Chassis type: large ship
  Large Ships are among the biggest types of vehicle to be 
  commonly encountered planetside and are responsible for 
  hauling goods across the sea lanes and providing military 
  assistance form the water.
  Examples: Naval frigate, destroyer, assault ship, cargo ship.
  Large Ship Construction
  Skill
  Seafarer (ocean ships)
  Number of Spaces
  200–1,000
  Cost per Space
  8,000
  Structure
  1 per 2 Spaces
  Hull
  1 per 2 Spaces
  Agility
  –6
  Tech Level
  3
  Shipping Size
  1 ton per Space
  Speed and Range
  Tech Level
  Speed
  Range
  3–4
  20
  2,000
  5–6
  40
  4,000
  7–8
  60
  6,000
  9–10
  80
  8,000
  11–12
  100
  10,000
  Modifications
  The following modiications are available for large ships. Only 
  one of these may be chosen for a ship.
  Hydrofoil
  Adding Hydrofoils to a surface vessel triples its Speed. The 
  Hydrofoil will rise up out of the water on its foils at the vehicle’s 
  normal top Speed and can then go up to three times faster. Cost 
  is 300% of Base Cost.
  Wave-piercing Hull
  The Wave-piercing Hull puts the payload on streamlined pillars 
  above the water that connect to power/fuel modules that run 
  underwater. Interface friction is much reduced, allowing the 
  Wave-piercing Hull to be much more eficient and stable. This 
  Multi-hull
  A catamaran or trimaran hull increases speed and stability. 
  The cost is 50% of the Base Cost. Multi-hull vessels grant a 
  +1 DM to checks made to land aircraft and other vehicles upon 
  them. They also negate up to a –2 penalty to weapon ire due to 
  Speed and/or rough seas.
  increases its Speed by 10% and Range by 50%. It uses 5% of a 
  vehicle’s Spaces (round up) and costs 200% of the Base Cost.
  Multi-hull
  A catamaran or trimaran hull increases speed and stability. 
  The cost is 50% of the Base Cost. Multi-hull vessels grant a 
  +1 DM to checks made to land aircraft and other vehicles upon 
  them. They also negate up to a –2 penalty to weapon ire due to 
  Speed and/or rough seas.
  Chassis type: light submersible
  Commonly used for recreation and research, small submersibles 
  can be expensive and slow but fulil obvious functions that other 
  water-going craft cannot.
  Examples: Sport submersible, research submersible, smuggler’s 
  submersible.
  Skill
  Seafarer (submarine)
  Number of Spaces
  1–10
  Cost per Space
  50,000
  Structure
  1 per 2 Spaces
  Hull
  1 per 2 Spaces
  Agility
  –2
  Tech Level
  4
  Shipping Size
  2 tons per Space
  Tech Level
  Speed
  Range
  Safe 
  Dive 
  Depth
  Crush 
  Depth
  Life 
  Support
  4–5
  15
  50
  50
  150
  50
  6–8
  25
  100
  200
  600
  100
  9–11
  60
  150
  600
  1,800
  200
  12–14
  80
  200
  2,000
  6,000
  400
  15+
  120
  250
  4,000
  12,000
  Indeinite
  In addition to the information used by other vehicles, 
  submersibles are rated by their Safe Dive Depth and Crush 
  Depth, which are listed in metres and derived from Tech Level. 
  Submersible Safe Dive and Crush Depth scores are calculated 
  for a size 8 world, like Earth. For each point of size difference, 
  up or down, add or subtract (respectively) 10% from the Safe 
  Dive and Crush Depth scores.
  Life Support lists the number of days a submersible can support 
  its crew without resurfacing for air. 
  An Open light submersible is a vehicle like a dive sled, un-
  pressurised, with a place for divers and air connections for long-
  distance travel.
  
  Chassis types
  28
  Modifications
  The following modiications are available for light submersibles.
  superCavitating drive
  The Supercavitating Drive consists of a blower to surround 
  the submersible with a bubble of atmosphere and a rocket to 
  propel it. Supercavitating Drives can power a submersible to up 
  to 1,000 kilometres per hour under water, depending on Tech 
  Level.
  Increased Safe Depth/Crush Depth
  Each 50% increase in both Safe Depth/Crush Depth costs 
  100% of the Base Cost of the submersible.
  All submersibles already have the Life Support and Hostile 
  Environment Protection options. Extended or Advanced Life 
  Support must be purchased separately.
  Supercaviting Drive
  TL
  % of Spaces Used
  Min # of Spaces
  Speed
  Range
  Cost
  8–9
  40%
  10
  700 
  700 
  800% of Base
  10–11
  30%
  7
  800 
  1,600 
  600% of Base
  12–13
  20%
  5
  900 
  1,800 
  400% of Base
  14+
  10%
  2
  1,000 
  2,000 
  200% of Base
  Chassis type: heavy submersible
  Larger submersibles are sometimes used to carry cargo across 
  seas that are too dangerous on the surface but usually have 
  military applications, where their stealth and inaccessibility 
  becomes their main defence.
  Examples: Attack submersible, transport submersible, missile 
  submersible
  Skill
  Seafarer (submarine)
  Number of Spaces
  11–500
  Cost per Space
  100,000
  Structure
  1 per Space
  Hull
  1 per Space
  Agility
  –4
  Tech Level
  4
  Shipping Size
  3 tons per Space
  Tech Level
  Speed Range
  Safe Dive 
  Depth
  Crush 
  Depth
  Life 
  Support
  4–5
  10
  500
  50
  150
  50
  6–8
  20
  1,000
  200
  600
  200
  9–11
  50
  1,500
  600
  1,800
  500
  12–14
  70
  2,000
  2,000
  6,000
  1,200
  15+
  100
  2,500
  4,000
  12,000 Indeinite
  In addition to the information used by other vehicles, submersibles 
  are rated by their Safe Dive Depth and Crush Depth, which are 
  derived from Tech Level. Submersible Safe Dive and Crush Depth 
  scores are calculated for a size 8 world, like Earth. For each point 
  of size difference, up or down, add or subtract (respectively) 10% 
  from the Safe Dive and Crush Depth scores.
  Life Support lists the number of days a submersible can support 
  its crew without resurfacing for air. 
  An Open light submersible is a vehicle like a dive sled, un-
  pressurised, with a place for divers and air connections for long-
  distance travel.
  Modifications
  The following modiications are available for heavy submersibles.
  superCavitating drive
  The Supercavitating Drive consists of a blower to surround the 
  submersible with a bubble of atmosphere and a rocket to propel 
  it. Supercavitating Drives can power a submersible to up to 1,000 
  kilometres per hour under water, depending on Tech Level.
  Increased Safe Depth/Crush Depth
  Each 50% increase in both Safe Depth/Crush Depth costs 
  100% of the Base Cost of the submersible.
  All submersibles already have the Life Support and Hostile 
  Environment Protection options. Extended or Advanced Life 
  Support must be purchased separately.
  
  29
  adding armour and weapons
  Tech Level
  Base Armour Rating
  Typical Material
  Alternative Material
  0–2
  1
  Wood
  —
  3–5
  2
  Iron
  Steel
  6–8
  3
  Steel
  Composites
  9–11
  4
  Crystaliron Steel
  Synthetics, fullerenes
  12–14
  5
  Superdense
  Advanced Composites, cast diamond
  15–17
  6
  Bonded Superdense
  Cerametals, spun diamond
  18+
  7
  Coherent Superdense
  —
  Once you have created your vehicle and added a few chassis-
  speciic modiications, it is time to tool up your new creation!  All 
  vehicles have a small amount of armour, due to their construction 
  but more can be added and then weapons mounted if desired.
  base armour ratings
  All vehicles have a Base Armour Rating based on their Tech 
  Level. This is the Armour the vehicle comes with as standard, 
  as part of its construction.
  While the exact material used for the armour is not important for 
  the purposes of this design system, some options are given for 
  descriptive purposes.
  Adding Armour to Vehicles
  It costs 10% of the Base Cost of a vehicle to increase its Armour 
  by an amount equal to its Base Armour Rating.
  The maximum Armour score for a vehicle is ive times its Base 
  Armour Rating.
  For every increase in Armour equal to the Base Armour Rating, 
  the Speed of the vehicle is reduced by 10 kilometres per hour for 
  ground and sea vehicles, 25 kilometres per hour for hover craft 
  and grav vehicles and 100 kilometres per hour for all aircraft, 
  including helicopters and aerodynes. For sailing vehicles, speed 
  is reduced by 10% for every increase.
  For example, a TL 12, 10 Space light grav vehicle costs Cr. 
  500,000 and its Base Armour Rating is 5. By paying 10% of the 
  Base Cost (Cr. 50,000), the Armour is increased to 10. Speed 
  would be reduced by 25 kilometres per hour
  A Tech Level 2 sailing ship, however, has a Base Armour Rating 
  of 2. To increase that Armour to 10 (2 x 5), would cost 40% (10% 
  x 4) of the Base Cost. Speed is likewise decreased by 40%.
  Retro-itting Armour
  If Armour is added after construction, each increase in Armour 
  equal to the Base Armour Rating for the Tech Level of the world 
  doing the retroitting costs an additional 100% of the Base Cost. 
  Each increase in armour equal to the Base Armour Rating, the 
  Speed of the vehicle is reduced by 20 kilometres per hour for 
  ground and sea vehicles, 50 kilometres per hour for hover craft and 
  grav vehicles and 200 kilometres per hour for all aircraft, including 
  helicopters and aerodynes. Agility is also decreased by one for each 
  increase equal to the base armour rating.
  The maximum Armour added in this way can be no more than 
  three times the Base Armour Rating.
  Armoured Fighting Vehicles
  AFVs (Armoured Fighting Vehicles) are designed a little 
  differently. As they are designed for combat, their chassis 
  incorporates composite armours, cavity armour, sloped hulls 
  and whatever else is appropriate for their Tech Level. 
  The Base Armour Rating for AFVs is doubled and they can have 
  a maximum amount of Armour equal to 15 times their Base 
  Armour Rating. AFVs reduce their top speed by ive kilometres 
  per hour per increase for ground vehicles, 15 kilometres per 
  hour per increase for hover craft and 20 kilometres per hour per 
  increase for grav vehicles.
  For example, the Base Armour Rating for a TL14 vehicle is 5. If 
  it is designed instead as an AFV, then the Armour becomes 10. 
  Doubling the Armour to 20 costs 10% of the Base Cost. If it is 
  not designed as an AFV, then the Base Armour Rating remains 
  at 5 and doubling it to 10 likewise costs 10% of the Base Cost. 
  Increasing a non-AFV to 20 points of Armour would instead cost 
  30% of the Base Cost.
  
  adding armour and weapons
  30
  Armour Allocation (Optional Rule)
  This rule is applied in the Hammer’s Slammers and 2300AD 
  settings but is optional in others. 
  AFVs can allocate Armour to separate locations. There are six 
  separate locations: Front, Rear, Right, Left, Top and Bottom. 
  Vehicles with turrets have additional faces of Turret Front and 
  Turret Side/Rear. 
  Armour can be reallocated from one location to another, with 
  the only caveat that Right and Left Armour have to be equal. 
  Any location can have its Armour changed by no more than +/– 
  50%  So, a hovertank created with 100 Armour could increase 
  the Front Armour to 150 by reducing the rear Armour to 75 and 
  Bottom Armour to 75. 
  Turrets will either have the Base Armour Rating for both locations 
  or else the Turret Front will equal the Front Armour and Turret 
  Side/Rear will equal the Side Armour scores.
  The TL maximum for Base Armour Ratings does not apply to 
  Armour allocated in this way.
  weapon mounts
  Weapons cannot just be plastered all over a vehicle.  Each must 
  have a speciic mounting point.
  A variety of weapons commonly used on vehicles across all Tech 
  Levels is given at the end of this chapter for your convenience.  
  However, the Central Supply Catalogue is a rich source of 
  weapons that could be mounted on a vehicle and many more 
  appear in other Traveller supplements. To use other weaponry 
  with this design system, simply divide a weapon’s Mass by 250 
  and round up to determine the number of Spaces it requires.
  Fixed Mount
  A ixed mount has no cost and must simply be noted at time of 
  construction. The weapon cannot traverse in this mount and will 
  always ire in a straight line from its mounting point. Normally 
  this is straight ahead but ixed mounts can also be created for 
  weapons to ire to the rear, sides, up or down.
  A ixed mount can be made to be modular, allowing a suitably 
  equipped garage or hangar to change weapons according to 
  mission proiles.  A modular ixed mount will cost Cr. 5,000 per 
  Space of the largest weapon that can be mounted upon it.
  Pintle Mount and Ring Mount
  A pintle mount is a simple post with a weapon ixed upon it, 
  often mounted in what would otherwise be a cargo area. Ring 
  mounts are rings around hatches that can hold a weapon and 
  pivot around. 
  Ring mounts and Pintle mounts can both hold weapons up to 
  half a Space in size. Neither type is stabilised or offers any sort 
  of ire control. 
  Both pintle and ring mounts can be equipped with gun shields, 
  which provide protection equal to 2 x the Tech Level of the 
  vehicle, in the direction the weapon is facing. So a TL 12 vehicle 
  would have an Armour 24 gunshield
  Weapon mounts do not add any Spaces to a vehicle. Weapons 
  in a mount still count against the available Spaces in a vehicle. A 
  weapon mount itself doesn’t take up any extra space, although 
  there has to be Space for the crewmember at the mount. 
  A vehicle can have one Ring or Pintle mount per 5 points of Hull 
  Value, with minimum of one.
  Pintle mounts cost Cr. 500, while ring mounts are Cr. 750. 
  Gunshields for both cost Cr. 200 per point of armour.
  Powered Pintle Mount and Ring Mount (TL7)
  Pintle and ring mounts are also available in powered versions at 
  TL7, which can hold up to one Space worth of weapons and are 
  stabilised so that there is no penalty to ire while moving. 
  Powered versions cost Cr. 1,500 for the pintle mount and Cr. 
  2,150 for the ring mount. A Gunshield can be added to either 
  as normal.
  Gun Ports
  Gun ports are mounts for small arms. Gun ports cost Cr. 250 
  each and require no Spaces. Gun Ports are used at Personal 
  Weapon Ranges only and do not beneit from stabilisation or 
  ire control.
  Missile Bay/Bomb Bay/Torpedo Bay
  Bays are internal structures designed to hold and release 
  missiles, torpedoes and deadfall ordnance. In most vehicles, 
  a missile bay is dedicated to a speciic weapon and cannot be 
  used for anything else. On aircraft and grav vehicles, the bay is 
  more generic, able to hold whatever types of weapons desired 
  up to the available Space. 
  Dedicated bays that carry just one type of weapon cost Cr. 5,000 
  per Space of weapon that they are designed to hold. Rate-of-
  ire is equal to the number of weapons in the bay and bays can 
  be reloaded. So, for example, an attack submersible with a six 
  tube torpedo bay could ire up to six torpedoes in one round.
  General purpose bays able to hold different types of weapon 
  cost Cr. 10,000 per Space of weapon they are designed to hold. 
  They can launch one missile or torpedo per round or drop up to 
  half their Space capacity in bombs.
  
  adding armour and weapons
  31
  Hard Points
  Hard points are external mounting racks for bombs, missiles 
  and other weapons (such as guns mounted in pods). Weapons 
  on hard points are not protected by armour and diminish the 
  effectiveness of the vehicle’s Stealth. 
  The maximum amount of external ordnance that can be 
  carried is equal to half of the vehicle’s Spaces. The number of 
  hard points and capacity per hard point has to be declared at 
  time of construction. Weapons on external hard points lower 
  the vehicle’s Stealth by one class (Class I goes to no Stealth, 
  class II goes to class I).
  Hard points cost Cr. 5,000 per Space of weapon that can be 
  mounted. 
  Turrets
  Turrets are pods that can traverse through 360o, giving them a 
  free angle of ire at any attacker.
  A small turret is only big enough to it the weapons installed 
  within it and is remotely controlled. Large turrets hold their 
  installed weapons along with one or two operators.
  Small turrets cost Cr. 25,000 per Space of installed weaponry, 
  plus the cost of the actual weapon. Small turrets can only hold 
  up to ive Spaces worth of weapons at TL 5, 6 Spaces at TL 
  7 and 7 Spaces at TL 9. At Tl 10 and higher they can hold 
  10 Spaces of weapons. A small turret takes up one additional 
  Space itself.
  Large Turrets cost Cr. 50,000 per Space of installed weaponry, 
  plus Cr. 20,000 per crew member. They take up 4 Spaces plus 
  the number of Spaces used by weapons, along with 2 Spaces 
  for every crew member.
  All turrets can be made into pop-up turrets. This doubles 
  their cost and Space requirements and gives a –2 penalty 
  to any Recon or Investigate checks to determine if a vehicle 
  is armed.
  Pop-up Turrets
  A turret can be concealed within a vehicle until required. A pop-
  up turret can be small or large, requires a number of Spaces 
  equal to the size of the turret and costs Cr. 10,000 per Space, in 
  addition to the price of the turret.
  Increased Ammunition
  A vehicle can carry extra ammunition for its weapons.  
  The extra ammunition itself must be purchased separately but 
  the vehicle itself need only set aside one Space for every extra 
  ‘magazine/clip’ of ammunition.
  Improved Fire Control
  Improved Fire Control can represent anything from gyro-
  stabilisation to laser-rangeinders and enhanced targeting 
  sensors.  Improved Fire Control provides a DM to hit when 
  attacking with the weapon.
  Fire Control DM
  Cost
  Minimum TL
  +1
  Cr. 10,000
  6
  +2
  Cr. 25,000
  8
  +3
  Cr. 50,000
  10
  +4
  Cr. 100,000
  12
  Weapons
  Weapon
  TL
  Cost
  Damage
  Auto
  Spaces
  Range
  Ammo /Space
  120mm Cannon
  8
  Cr. 400,000
  10d6 Super-AP
  No
  10
  Distant
  30
  12mm Light Gauss 
  Cannon
  12
  MCr. 3
  10d6 Mega-AP
  No
  4
  Very  Distant
  300
  22mm Heavy Gauss 
  Cannon
  12
  MCr. 10
  14d6 Mega-AP
  No
  18
  Very Distant
  100
  35mm Rail Gun
  9
  Cr. 100,000
  12d6 Super-AP
  No
  28
  Very  Distant
  200
  60mm Antitank Gun
  6
  Cr. 56,000
  7d6 Super-AP
  No
  4
  Distant
  80
  70mm Straing Rocket Pod 
  (7pack)
  6
  Cr. 4,000
  8d6
  14
  1.5
  Very  Long
  7
  75mm Cannon
  7
  Cr. 160,000
  8d6 Super-AP
  No
  6
  Distant
  40
  9lb Cannon
  3
  Cr. 2,600
  9d6
  No
  2
  Very  Long 
  60
  Advanced Flamethrower
  8
  Cr. 2,500
  3d6+6 Flame
  N/A
  ½
  Medium
  20
  Advanced Light 
  Autocannon
  10
  Cr. 10,000
  6d6+4 SAP
  8
  1
  Very  Long
  5,000
  Advanced Support 
  Weapon
  10
  Cr. 2,750
  4d6SAP
  4
  ½
  Rile
  10,000
  
  adding armour and weapons
  32
  Artillery Rocket Pod
  5
  Cr. 52,000
  16d6
  12
  1.5
  Distant
  12
  Blue-green Laser Cannon
  10
  MCr. 1.2
  7d6
  No
  1
  Very Long
  N/A
  Disposable MLR Pod
  10
  Cr. 15,000
  16d6
  6
  1
  Distant
  6
  Fusion Z Gun
  14
  MCr. 8
  28d6
  No
  16
  Distant
  N/A
  Gatling Laser
  8
  Cr. 750,000
  6d6
  2
  8
  Distant
  N/A
  Gatling Laser
  12
  MCr. 1.25
  6d6
  6
  12
  Distant
  N/A
  Heavy Autocannon
  6
  Cr. 95,000
  8d6 SAP
  No
  3
  Distant
  3,000
  Heavy Bomb
  5
  Cr. 4,000
  14d6 AP
  No
  ½
  Very  Distant
  Heavy Hypervelocity 
  Cannon
  13
  MCr. 26
  18d6 Ultimate AP
  No
  72
  Very Distant
  100
  Heavy Machinegun
  5
  Cr. 10,000
  5d6 AP
  6
  1
  Rile
  7,000
  Heavy Rotary Machinegun
  8
  Cr. 25,000
  5d6 AP
  10
  1.5
  Very Long
  7,000
  Heavy Torpedo
  6
  Cr. 2,200
  14d6
  No
  8
  Very  Distant
  N/A
  Hypervelocity Orbital 
  Defence
  14
  MCr. 40
  20d6 Ultimate AP
  No
  140
  Orbital
  50
  Improved Flamethrower
  6
  Cr. 1,400
  4d6 Flame
  N/A
  ½
  Medium
  20
  Laser Cannon
  9
  MCr. 1
  8d6
  No
  24
  Distant
  N/A
  Light Autocannon
  6
  Cr. 7,500
  6d6 SAP
  6
  1
  Very  Long
  5,000
  Light Hypervelocity Gun
  13
  MCr. 14
  16d6 Ultimate AP
  No
  40
  Very Distant
  200
  Light Machinegun
  5
  Cr. 3,000
  3d6 SAP
  6
  ½
  Rile
  12,000
  Light Rotary Autocannon
  7
  Cr. 65,000
  6d6 SAP
  10
  1
  Very  Long
  5,000
  Light Tac Missile (Anti-Air)
  9
  Cr. 3,000
  9d6
  No
  ½
  Extreme
  Light Tac Missile (Anti-
  Armour)
  9
  Cr. 4,000
  9d6 Super AP
  No
  ½
  Very  Distant
  Light Tac Missile (Anti-
  Personnel)
  9
  Cr. 1,800
  9d6
  No
  ½
  Very  Distant
  Medium Bomb
  4
  Cr. 1,200
  12d6
  No
  ½
  Very  Distant
  Medium Machinegun
  6
  Cr. 2,500
  3d6+3 SAP
  6
  ½
  Rile
  10,000
  Medium Missile
  7
  Cr. 2,000
  8d6+4 AP
  No
  1
  Extreme
  Medium Mortar
  5
  Cr. 5,000
  4d6
  No
  ½
  Distant
  10
  Medium Rotary 
  Machinegun
  6
  Cr. 5,000
  3d6
  10
  ½
  Rile
  10,000
  Meson Accelerator
  14
  MCr. 20
  18d6
  No
  240
  Very  Distant
  N/A 
  Plasma A Gun
  10
  MCr. 1
  14d6 Destructive
  No
  16
  Very Long
  N/A
  Plasma Missile
  12
  Cr. 3,200
  8d6 Mega-AP
  No
  ½
  Extreme
  RF Plasma B Gun
  12
  MCr. 1.5
  14d6 Ultra 
  Destructive
  4
  16
  Distant
  N/A
  Smart Torpedo
  8
  Cr. 2,800
  12d6
  No
  5
  Very  Distant
  N/A
  Sonic Cannon
  10
  Cr. 20,000
  Stun
  No
  5
  Long
  N/A
  Super Heavy Bomb
  6
  Cr. 10,000
  16d6 Super-AP
  No
  6
  Very  Distant
  VRF Gauss Gun
  12
  Cr. 200,000
  5d6 AP
  12
  4
  Distant
  20,000
  
  adding armour and weapons
  33
  120mm cannon: A large-calibre gun that arms many mid-tech 
  heavy tanks and armoured vehicles.
  35mm Rail Gun: A powerful vehicle-mounted cannon using 
  relatively crude electromagnetic propulsion to ling a projectile 
  in a lat trajectory.
  60mm Anti-tank Gun: A towed antitank gun intended for the 
  direct-ire role, it can be found mounted in light tank hunters of 
  early Tech Levels.
  75mm cannon: A light vehicle-mounted direct-ire weapon, 
  often used in light armoured vehicles and scouts. At TL9 a 
  rapid-ire version is available for double the price, with an Auto 
  score of 2.
  9 lb. Cannon: A simple smoothbore black-powder cannon 
  capable of delivering solid ball shot out to a distance of a 
  kilometre without any real degree of accuracy.
  Advanced Flamethrower: Light and eficient, this is the most 
  advanced hydrocarbon-spraying lame weapon available. It 
  uses jellied hydrocarbon fuel as ammunition, loaded with lakes 
  of white phosphorous and other lammable metals.
  Advanced Machineguns: Firing the same 7mm ammunition 
  as an ACR, the AMG is a more reined representative of a 
  medium machinegun.
  Artillery Rocket Pod: This pod contains 12 large rockets with 
  high-explosive warheads. Alternative warheads are sometimes 
  used, including incendiaries and chemical weapons. Rockets 
  can be ired one at a time or ‘rippled’ off in a rolling salvo.
  Blue-Green Laser Cannon: A laser cannon speciically tuned 
  to reduce ‘blooming’ underwater. When ired out of water, it 
  has the listed range. When ired in water, range is reduced to 
  Long.
  Bombs: Deadfall ordnance is normally unpowered and 
  unguided, although at higher Tech Levels (TL 8+) it can be 
  guided. Guided bombs are twice the price and have a +2 DM 
  to hit.
  Fusion Z Gun: One of the most powerful weapons ever made, 
  the fusion Z gun can blast through just about any armour or 
  material. Aside from its more limited range, it is fully the equal 
  of any starship weapon. Damage is full in a 10 metre radius, 
  halved within 20 metres.
  Gatling Laser: At early Tech Levels this multi-barrelled weapon 
  cycles through the various barrels simply to avoid over-heating. 
  At higher Tech Levels, it becomes a high-rate-of-ire automatic 
  weapon.
  Gauss Cannons: These are advanced coilguns that accelerate 
  a dart of dense metal to extremely high speeds. 
  Heavy Autocannon: A heavy (50–60mm) rapid-ire belt- or 
  cassette-fed weapon capable of engaging light armoured 
  vehicles and aircraft. 
  Heavy Machinegun: These heavy machineguns are just shy 
  of being light cannons and are usually found in calibres from 
  12mm–15mm.
  Heavy Rotary Machinegun: These three barrelled guns ire 
  heavy rounds at a Very high rate of ire. Although large and 
  bulky, they are often used in aircraft and in anti-aircraft roles.
  Heavy Torpedo: Large and deadly, heavy torpedoes carry Very 
  large warheads. 
  Hypervelocity Guns: Using an even more advanced version 
  of the electromagnetic coilgun, the hypervelocity cannon 
  accelerates dense cobalt-tungsten darts to astronomical 
  velocities. 
  Improved Flamethrower: More eficient than earlier lame 
  weapons but still hazardous to use. It sprays a stream of jellied 
  hydrocarbon fuel that sticks and burns to practically everything. 
  It will not stick to vehicles or battle dress with an Insidious 
  Atmosphere Hull.
  Laser Cannon: A single barrel laser main gun for a vehicle 
  mount, the laser cannon is the irst really effective vehicle 
  energy weapon.
  Light Autocannon: This covers 20–25mm single-barrelled 
  conventional autocannons.
  Light Machinegun: A typical light machinegun in 5mm–6mm 
  calibre.
  Medium Machinegun: One of the more common infantry 
  support weapons, the medium machinegun is usually found in 
  7mm–9mm calibre rounds.
  Medium Mortar: This is a man-portable or vehicle-mounted 
  mortar of 70–90mm calibre. In a vehicle it requires a crew of 
  two and is capable of delivering a HE/fragmentation bomb or 
  similar Very light artillery payload out to about three kilometres, 
  although without a great degree of accuracy. Burst radius is 
  nine metres.
  Medium Rotary Machinegun: This machinegun ires medium 
  calibre rounds from six rotating barrels at an extremely high rate 
  of ire. Often used in aircraft for ground attack roles.
  
  adding armour and weapons
  34
  Medium Rotary Machineguns: A multi-barrelled machinegun 
  iring ammunition in the 7mm–9mm range.
  Meson Gun: A battleield meson gun accelerates particles that 
  do not interact with matter until they decay, allowing the weapon 
  to effectively shoot through any obstruction so long as the 
  target’s location is known. A meson gun delivers 18D6 damage 
  in a 10 metre radius and 9d6 damage in a 20 metre radius. All 
  armour the target may have is ignored since a ‘hit’ implies that 
  the accelerator’s particles have decayed within the target.
  Missiles and Tac Missiles: Tac (for ‘tactical’) missiles are 
  relatively small weapons designed to be carried by infantry 
  and light vehicles. They are cheap, easy to carry and use and 
  Very common. They are homing weapons and can be thrown 
  off by countermeasures or simply shot down by an anti-missile 
  system. All missiles have a +2 DM to hit.
  Multiple Launch Rocket Pod, Disposable: A lightweight pod 
  containing six 240mm inertial-guided bombardment rockets. 
  Pods of this sort are designed to be placed by engineers or 
  airdropped across a potential combat zone, to be called upon 
  where necessary.
  Plasma A Gun: First introduced at TL 10, the plasma A gun is the 
  irst practical battleield high energy weapon. At TL 10, a vehicle 
  mounting a plasma A gun cannot move and ire in the same round 
  and grav vehicles must land before iring. At TL 11 it becomes a 
  rapid-ire weapon that no longer has energy constraints, so a TL 
  11 vehicle with a plasma A gun can move and ire. Full damage is 
  delivered to all targets within a two and a half metre radius, with 
  half damage to targets within ive metres.
  Plasma B Gun: More powerful than the plasma A gun. At TL 
  11, vehicles equipped with the plasma B gun cannot move and 
  ire in the same round and grav vehicles must land. At TL 12 
  it becomes a rapid-ire weapon that no longer has the energy 
  constraints, so a TL 12 vehicle with a plasma B gun can move 
  and ire. Damage is full within a four metre radius, with half 
  damage to targets within eight metres.
  Smart Torpedo: The smart torpedo is an active-homing weapon 
  that contains its own sonar array. It receives a +2 DM to hit.
  Sonic Cannon: A large-barrelled stunner weapon designed for 
  crowd control. It is also an effective military weapon against 
  unprotected opponents. Functions as a stunner with the listed 
  Auto score and an area of effect of four square metres.
  Straing Rocket Pod: A small pod containing seven small 
  rockets with high-explosive warheads. They can be ired singly 
  or ‘rippled-ired’ all at once. A common weapon for ground-
  support aircraft. 
  VRF Gauss Gun: Although iring the same 5.5mm needle 
  round as other heavy gauss weapons, the VRF gauss gun has 
  an extremely high muzzle velocity combined with a rate of ire 
  considerably higher than any rotary cannon. It is the ultimate 
  slug-throwing machinegun.
  Anti-Armour Effects
  As with small arms, some artillery weapons perform better 
  against armour than others. Area effects such as fragmentation 
  from a shell burst usually have no intrinsic armour-piercing 
  capability. Anti-Armour munitions can have several possible 
  effects:
  Semi Armour-Piercing (SAP) – This effect is uncommon 
  with artillery weapons. The round ignores a number of points 
  of armour equal to half the number of dice it rolls for damage, 
  rounding down. Example: a weapon doing 9d6 SAP damage 
  ignores 4 points of armour. If the target has less armour than 
  this value, the excess is wasted.
  Armour-Piercing (Full-AP or AP) – The round ignores a 
  number of points of armour equal to the number of dice it 
  rolls for damage. Example: a weapon doing 9d6 AP damage 
  ignores 9 points of armour. If the target has less armour than 
  this value, the excess is wasted.
  Super Armour-Piercing (Super-AP) – The round ignores a 
  number of points of armour equal to twice the number of dice 
  it rolls for damage. Example: a weapon doing 9d6 AP damage 
  ignores 18 points of armour. If the target has less armour than 
  this value, the excess is wasted.
  Ultra Armour-Piercing (Ultra-AP) – The round ignores a 
  number of points of armour equal to three times the number 
  of dice it rolls for damage. Example: a weapon doing 9d6 AP 
  damage ignores 27 points of armour. If the target has less 
  armour than this value, the excess is wasted.
  Mega Armour-Piercing (Mega-AP) – The round ignores a 
  number of points of armour equal to four times the number 
  of dice it rolls for damage. Example: a weapon doing 9d6 AP 
  damage ignores 36 points of armour. If the target has less 
  armour than this value, the excess is wasted.
  Ultimate Armour-Piercing (Ultimate-AP) – The round 
  ignores a number of points of armour equal to ive times the 
  number of dice it rolls for damage. Example: a weapon doing 
  9d6 AP damage ignores 45 points of armour. If the target has 
  less armour than this value, the excess is wasted.
  
  35
  While many chassis types have their own unique modiications 
  that can only be applied to themselves, this chapter features 
  universal modiications – those that can be applied to any 
  vehicle for the listed cost.
  Universal Chassis Modifications
  Increased Speed
  Each 10% increase in a vehicle’s Speed costs 10% of the Base 
  Cost and uses 1 Space. The maximum Speed increase possible 
  is 200% and requires 20 Spaces.
  Decreased Speed
  Each 10% decrease in a vehicle’s Speed reduces the cost of 
  the vehicle by 10% of its Base Cost and adds 1 Space to the 
  design. The maximum Speed decrease is 30% for aeroplanes 
  and jets and 50% for everything else.
  Increased Agility
  Each +1 to Agility costs 50% of the Base Cost. The maximum 
  increase to a vehicle’s Agility is +3.
  Decreased Agility
  Vehicles can also be built with lowered Agility, normally done 
  for reasons of cost. Each reduction of –1 Agility reduces the 
  inal cost of the vehicle by 25% of its Base Cost. The maximum 
  decrease to a vehicle’s Agility is –2.
  Increased Structure
  This involves reinforcing the vehicle’s structure with roll cages 
  and strengthened beams. Each additional point of structure 
  costs 20% of the Base Cost, with a maximum increase possible 
  of 10% of the vehicle’s Structure. 
  Decreased Structure
  This represents cheaper materials or poorer construction. Each 
  point of Structure removed reduces the inal cost of the vehicle 
  by 10%. 
  Increased Hull
  This involves reinforcing the vehicle’s outer skin through 
  stronger materials and superior design. Each additional point 
  of Hull costs 20% of the Base Cost, with a maximum increase 
  possible of 3 points. 
  Decreased Hull
  This represents cheaper materials or poorer construction. Each 
  point of Hull removed reduces the inal vehicle cost by 10%. The 
  maximum decrease possible is 3 points, with a minimum of one. 
  Increased Range
  There are two methods of increasing vehicle range. One is to 
  simply carry more fuel, while the other is to make the vehicle 
  more fuel-eficient.
  • 
  Greater Fuel Capacity: Every 33% added to a vehicle’s 
  original Range subtracts 10% of original spaces with a 
  minimum of one.
  • 
  More Fuel Eficient: Every 10% added to a vehicle’s 
  original Range costs 20% of the Base Cost.
  Decreased Range
  Reducing fuel capacity of eficiency can make for a cheaper 
  vehicle or one with more space for cargo and equipment.
  • 
  Lower Fuel Capacity: Smaller fuel tanks will free up 
  Space at the cost of Range. Each 10% reduction in a 
  vehicle’s original Range frees up half a Space.
  • 
  Reduced Fuel Eficiency: Reduced fuel eficiency, from 
  lower technology or less eficient engines, reduces the 
  inal cost of the vehicle. Each 25% reduction in a vehicle’s 
  original Range lowers the vehicle’s cost by 10%. 
  Open Top
  This is an open passenger area, which reduces the inal cost 
  by 10% of the Base Cost. Aeroplanes and jets cannot have an 
  Open Top.
  Open Cargo Bed
  Reduces the inal cost by 20% of the Base Cost. Aeroplanes 
  and jets cannot have Open Cargo Beds. 
  Open Top and Open Cargo Bed combined reduce the base 
  price by 25%.
  Open Frame
  Selecting Open Frame means that no Armour can be itted 
  aside from sheets of cloth armour (Armour 1). However, this 
  reduces the inal cost by 50% of the Base Cost. 
  Note that boats and balloons may both be designed as Open 
  Frame, which represents a light-weight framework covered with 
  animal skin, cloth or other light-weight material.
  Universal Control Modifications
  Primitive Controls (TL 2)
  Primitive controls give a –1 penalty to Agility. Primitive controls 
  subtract 20% from the base cost of the vehicle. Vehicles with 
  primitive controls can go no faster then 50 kilometres per hour.
  universal modifiCations
  
  universal modifiCations
  36
  Basic Controls (TL 4)
  This is the default control set-up, with no modiiers. 
  Advanced Controls (TL 8)
  This is usually advanced drive-by-wire systems with heads-up 
  displays. Costs Cr. 10,000 plus 10% of Base Cost. Adds +1 to 
  Agility.
  Exo-skeleton Linkage (TL 10)
  The exo-link is a system for translating body movements into vehicle 
  actions. Exo-controls cost Cr. 100,000, plus 50% of the Base Cost. 
  Exo-rigs add +1 to Agility and +1 DM to Initiative checks.
  Neural Link (TL 12)
  The neural link is a true mind-machine linkage and allows an 
  operator to control the vehicle with their mind alone. This gives 
  a +2 DM to Initiative and a +2 bonus to Agility. A Neural Link 
  costs Cr. 50,000, plus 100% of the Base Cost.
  Autopilot
  Autopilots are available for aircraft and sea vessels starting at 
  TL 5 and other vehicles at TL 9. Autopilot systems are at skill 
  level 0 at their Tech Level of introduction and increase their skill 
  level by 1 for every two Tech Levels thereafter, to a maximum of 
  3. Autopilots cost Cr. 2,000 + Cr. 5,000 per skill level.
  power modifiCations
  Most vehicles come with their own power and motive source but 
  this can still be enhanced or even replaced for speciic design 
  requirements.
  Additional Drive System Modifications
  This adds a secondary drive system or an alternate environment 
  capability to the vehicle. Improvements can be made to 
  secondary drive systems as normal although Speed can only 
  be doubled and Agility can only be increased by +1 maximum. 
  Cost multiples for performance improvements are based on the 
  Base Cost as normal.
  Aquatic Drive: This includes such things as a water-tight 
  hull, props or water-jets for propulsion and a snorkel. This 
  modiication can be added to ground vehicles, helicopters, grav 
  vehicles, airships, aircraft and jet aircraft. It cannot be used with 
  tilt-jet, VTOL jet or aerodyne aircraft, hovercraft or vehicles that 
  can already traverse water. It costs 100% of the Base Cost. 
  A vehicle with Aquatic Drive has the base same movement as 
  an equivalent sea vehicle (Boat, Light Ship or Heavy Ship) of 
  the same TL. Agility has an additional –1 penalty and Range in 
  Aquatic mode is 10% of the equivalent sea vehicle.
  Ground Drive: This is more than just a set of wheels for 
  operating at an airport. It is a modiication that makes an aerial 
  vehicle properly road-worthy. At higher Tech Levels this includes 
  an interface to local trafic control systems. It can be added 
  to any Light Aeroplane, Light Helicopter, Light Grav Vehicle or 
  Light Aerodyne. It costs 50% of the Base Cost. 
  A vehicle with Ground Drive has the base same movement as 
  an equivalent Ground Vehicle (Light or Heavy) of the same TL. 
  Agility has an additional –1 penalty and range in Ground Drive 
  mode is half that of the equivalent ground vehicle.
  Wind Power: Any vehicle can also be designed to use wind 
  power. This costs 10% of the Base Cost and lowers the Agility by 
  –1 for Light vehicles and –2 for Heavy vehicles. While under sail, 
  the vehicle uses the rules for wind-powered vehicles on page 5.
  Grav Drive: Any vehicle can have a secondary grav drive 
  added to it. This costs 150% of the Base Cost.
  A vehicle with Grav Drive has the same movement as an 
  equivalent Grav Vehicle (Light or Heavy) of the same TL. Agility 
  has an additional –1 penalty and range in Grav Drive mode is 
  half that of an equivalent grav vehicle. 
  External Power
  The External Power modiication provides power to a vehicle 
  from an external source, like a third rail in a train, overhead 
  wires for trams, buried induction plates for cars and trucks and 
  beamed microwaves for aircraft.
  Stacking Modiications
  When designing vehicles, you may begin to wonder whether 
  various bonuses and penalties stack. For example, can you 
  Decrease the Agility of a vehicle and then cancel the penalty 
  out with Advanced Controls?
  The answer is… it is up to you!  In general, we would not 
  suggest allowing everything to stack but there may be very 
  good reasons to do so. In the example above, you might have 
  created a grav skimmer used in racing that is notoriously hard 
  to control because of its exterior design (which is mandated 
  by the rules of the racing championship). The advanced 
  controls might be the only way a normal human might have of 
  controlling it without crashing during a race!
  So, our advice is be careful of stacking modiications but don’t 
  be afraid to allow it if it is justiied by the type of vehicle you 
  are trying to create.
  
  universal modifiCations
  37
  External power provides virtually unlimited range, although the 
  vehicle in question either has to remain along the powered road 
  or track or within line-of-sight of the transmitter. 
  Vehicle Type
  TL
  Spaces
  Cost (Cr.)
  Trains, Ground 
  Vehicles on Rails
  4
  1 per 10 hull
  5,000 per Hull
  Ground Vehicles
  8
  1 per 10 hull
  2,000 per Hull
  Light Aircraft and 
  Light Helicopters
  9
  1 per 5 Hull
  10,000 per 
  Hull
  Light Grav 
  Vehicles
  11
  1 per 5 Hull
  10,000 per 
  Hull
  External power is already included in maglev and grav rail 
  vehicles.
  Fission Plants (TL 6)
  The triumph of nuclear power, in an almost safe, self-contained 
  form, a small Fission Plant can allow a vehicle to run for greatly 
  extended periods of time.
  A Fission Plant uses ½ of a vehicle’s Spaces, with a minimum 
  requirement of 10 Spaces.  It costs Cr. 100,000 per space. A 
  vehicle itted with a Fission Plant requires no fuel for a year, 
  has unlimited Range but also requires the Hostile Environment 
  Protection modiication.
  Fusion Plants (TL 9)
  A development of the Fission Plant, the Fusion Plant can allow 
  a vehicle to run for greatly extended periods of time with none 
  of the drawbacks.
  A Fusion Plant uses ¼ of a vehicle’s Spaces, with a minimum 
  requirement of 10 Spaces.  It costs Cr. 125,000 per space. A 
  vehicle itted with a Fusion Plant requires no fuel for a year and 
  has unlimited Range.
  Armour and Defensive Modifications
  Explosive Reactive Armour (ERA)
  Reactive armour is a set of explosive charges that detonate 
  in opposition to shaped-charge warheads and high energy 
  weapons. It has no effect on lasers or heavy kinetic weapons 
  like mass drivers and railguns. ERA adds Armour to each 
  face of the vehicle. When the vehicle is hit by HEAP, plasma 
  or fusion gun ire, the ERA will completely absorb the hit on a 
  2D roll of 2+. Every time the ERA system detonates to protect 
  the vehicle, a cumulative DM of –1 is applied to subsequent 
  checks. Replacing expended charges costs Cr. 5,000 for every 
  –1 DM applied to the ERA check.
  ERA Type
  Tech Level
  Armour
  Cost (Cr.)
  I
  7
  +7
  50,000
  II
  9
  +9
  75,000
  III
  11
  +11
  100,000
  IV
  13
  +13
  125,000
  Electrostatic Armour (TL 9)
  Electrostatic armour protects a vehicle or aircraft with a low-
  power static ield linked to a fully charged high-energy capacitor. 
  When an object enters the ield, the system discharges, in 
  theory vaporising the object. 
  In practice, the system only provides its full defence against 
  low-mass projectiles, like HEAP rounds or plasma and fusion 
  weapons. It does provide some protection against other kinetic 
  weapons but none against other energy weapons. 
  Note that a person or animal entering the ield will likewise 
  trigger a discharge from the armour, suffering 6d6 damage.
  Power Plants
  This design system does not go into speciics of Power 
  plants. However, this is information that some people like to 
  have and it can lesh out vehicle descriptions. 
  At TL 3–5, engines are fossil-fuel powered steam engines, 
  either pistons or towards the end of the period, steam-driven 
  turbine. 
  With TL 5–6, Power plants are generally fossil-fuel or alcohol-
  powered internal combustion engines, either piston or gas 
  turbine, although fuel cells are available towards the end of 
  the period. 
  From TL 7–9, Power plants are improved internal combustion 
  engines and high-eficiency gas turbines, with fuel cells and 
  high-density batteries coming into common use in the latter 
  days of the time period. 
  AT TL 9–12, fuel cells are very common but at TL 10 they start 
  becoming supplanted in larger vehicles by fusion Power plants. 
  After TL 12, fusion power is ubiquitous, although ultra-dense 
  batteries are also found in many places. 
  By TL 16, anti-matter is in experimental use on the largest 
  of vehicles. 
  In settings where compact fusion power is not developed, fuel 
  cells, high-density batteries and MHD turbines are the most 
  common high-tech powerplants, typically hydrogen-fuelled.
  
  universal modifiCations
  38
  This system provides additional Armour equal to twice the 
  vehicle’s TL against HEAP rounds and high energy weapons and 
  Armour equal to the vehicle’s TL versus other kinetic rounds. 
  Electrostatic Armour can be overwhelmed. They will protect 
  against two attacks every round at TL 9 and one additional 
  attack per TL thereafter. So, a TL 14 system can protect against 
  seven attacks per round.
  ESA systems consume one Space per 10 Hull points of the 
  vehicle and cost Cr. 10,000 per Space.
  Nuclear Damper (TL 12)
  The nuclear damper projects a wave that modiies the strong 
  nuclear force and can thus either prevent nuclear weapons 
  from operating or else detonate them prematurely. They cannot 
  detonate weapons stored in damper boxes, however. It takes 
  up 12 Spaces and costs Cr. 500,000. 
  Anti-missile Systems
  Missiles, rockets and launched grenades are a signiicant 
  threat to combat vehicles, being capable of taking out the most 
  heavily-protected vehicles.
  To combat this threat, a variety of anti-missile systems have 
  been developed. They are often used in concert.
  These systems will negate an incoming missile, rocket, launched 
  grenade or mortar round on the roll of 8+. Some systems have 
  Target DMs that modify this and every system will suffer a –1 DM 
  for every additional target it is forced to engage in each round.
  Explosive Belt (TL 8)
  An Explosive Belt system is an array of explosive mine blocks 
  attached to the exterior of the vehicle. They require no Spaces. 
  This system uses the vehicle’s sensor system to detect 
  incoming warheads. They detonate an outward-facing charge 
  loaded with hundreds of small steel and ceramic buck shot. 
  The explosive belt can also be detonated manually, often for 
  defence against infantry in close quarters. In such cases, the 
  Explosive Belt causes 4D damage up to Short Range and is 
  treated like a giant shotgun. The belt can target any threat ired 
  from Short Range or longer. Each facing has enough mines to 
  defend against 10 attacks each.
  The Explosive Belt costs Cr. 15,000 and reloads cost Cr. 800 
  per shot.
  Damage
  Shots
  Target DM
  4D
  10/facing
  +0
  Laser Anti-Missile System (TL10)
  Laser-based anti-missile systems come in two varieties, based 
  on Tech Level. The irst, available at TL 10, uses a relatively 
  low-powered laser to damage or destroy the seeker heads of 
  missiles, sending them off-course. It is only effective against 
  guided weapons and smart weapons. The second is available 
  at TL 13 and uses a high-powered laser to damage or destroy 
  missiles in light. It cannot engage anything ired from Short 
  Range or closer. The Laser Anti-Missile System takes up 4 
  Spaces and costs Cr. 250,000.
  Weapon
  DAM
  DM
  TL10
  —
  +1
  TL13
  2D
  +2
  Projectile-Anti-Missile System (TL8)
  This system uses a small-calibre, very high rate of ire minigun 
  to intercept and destroy incoming projectiles. It is irst available 
  at TL 8, with a gauss version available at TL 11. These systems 
  cannot target anything ired from Short Range or closer. This 
  system takes up 3 Spaces and costs Cr. 200,000.
  Weapon
  TL
  DAM
  Shots
  DM
  Minigun
  8
  1D
  10
  +0
  VRF gauss
  11
  4D
  15
  +1
  Decoy Systems
  Each decoy system takes up half a Space and has six uses.
   
  Smoke Dischargers (TL 3)
  Smoke Dischargers render the vehicle dificult to see, giving 
  a –2 DM all to hit rolls. At TL 7, radar-based targeting renders 
  smoke dischargers largely ineffective. They remain effective 
  against laser weapons, reducing damage by 3d6. 
  Flares (TL 6)
  These blind thermal-seeking weapons with intensely-hot lares, 
  giving a –2 DM on to hit rolls for TL 6-9 missiles.
  Chaff Dispensers (TL 4)
  These use dozens of relective strips to confuse radar-seeking 
  weapons, giving a –2 DM on to hit rolls for all radar-guided 
  missiles.
  Prismatic Aerosols (TL 9)
  Prismatic Aerosols use hundreds of ine crystal spheres, iner 
  than sand, to refract and delect laser light. They have the effect of 
  attenuating laser ire to a certain amount, reducing damage by 2D.
  
  universal modifiCations
  39
  Decoys (TL 7)
  This is an acoustic/optical decoy that is designed to confuse 
  smart weapons that home in on silhouettes or shapes or, for 
  underwater weapons, acoustic signatures.
  Environmental Modifications
  Life Support, Short Term (TL 4)
  Life Support supplies a breathable atmosphere no matter the 
  exterior conditions. Short Term Life Support is good for one day. 
  Maximum duration is four days before the system needs new 
  air and ilters.
  Life Support uses one Space for every 20 people on the Vehicle. 
  The system costs Cr. 10,000 per Space.
  Life Support, Long Term (TL 7)
  Advanced life Support provides comfortable life support for an 
  extended period of time. 
  Long Term Life Support requires one Space per ive people on 
  the vehicle, round up and costs Cr. 50,000 per Space used. 
  Long Term Life Support is good for 90 days.
  Air Lock (TL 6)
  An Air Lock uses two Spaces and costs Cr. 2,000.
  Hostile Environment Protection (TL 7)
  Hostile Environment Protection will safeguard the vehicle 
  and its crew in dangerous but still marginally-habitable, 
  environments. This includes protection against very hot or 
  very cold environments, radiation, poisons and bacteriological 
  threats. Hostile Environment Protection costs Cr5000 x Spaces 
  and uses one Space.
  Corrosive Environment Protection (TL 9)
  This includes the use of ceramic and other corrosion-resistant 
  materials integrated into the hull and control systems of 
  the vehicle. Some form of Life Support must be purchased 
  separately, although this modiication includes the beneits of 
  Hostile Environment Protection. This costs Cr. 10,000 x Hull 
  Rating and uses two Spaces.
  Insidious Environment Protection (TL 11)
  Insidious atmospheres will eventually ind their way through any 
  protection. The Insidious Environment Protection provides time; 
  the vehicle and its occupants will be kept safe for a number of 
  days equal to the TL of the vehicle, minus six, plus the Hull 
  Value of the vehicle. After this has elapsed, the vehicle will 
  start taking Hull and then Structure damage at the rate of one 
  point per day. Some form of Life Support must be purchased 
  separately, although this modiication includes the beneits of 
  Hostile Environment Protection. This costs Cr 50,000 x Hull 
  Rating and uses two Spaces.
  Vacuum Environment Protection (TL 6)
  Vacuum Environment Protection provides complete protection 
  against vacuum conditions. It requires some sort of Life Support 
  Modiication and includes the beneits of Hostile Environment 
  protection. Vacuum Protection costs Cr. 10,000 x Spaces..
  Electronic Modifications
  Computers
  Computers use the rules from page 92 of the Traveller Core 
  Rulebook. Double costs for vehicular use but they take no Spaces.
  Navigation
  Navigation equipment helps a vehicle’s occupants ind their 
  way around. Lack of navigation equipment simply means they 
  have to make do with hand held equipment and maps.
  Headlights are included within the chassis cost and all 
  appropriate vehicles above TL 3 are assumed to have them.
  There are three different categories of navigation systems: 
  Basic, Standard and Advanced. 
  Type
  TL
  Navigation 
  Cost (Cr.)
  Basic
  5
  +1 DM
  2,000
  Standard
  9
  +2 DM
  10,000
  Advanced
  13
  +3 DM
  50,000
  Communications
  Most communications use electromagnetic radiation, whether in 
  the form of radio, lasers or masers. At high Tech Levels, meson 
  communicators are also available. 
  Communicators are irst available at TL 4, with a maximum 
  range of Distant. Range increases by one range band per two 
  Tech Levels. Additional features are also available at higher 
  Tech Levels.
  Decoy Systems
  Decoy System
  Spaces
  Cost (Cr.)
  Reload Cost
  Effect
  Smoke
  ½
  1,000
  100
  –2 DM vs. visual attacks
  Flares
  ½
  1,200
  150
  –2 DM vs. thermal-guided attacks
  Chaff
  ½
  2,000
  200
  –2 DM vs. radar-guided attacks
  Prismatic Aerosol
  ½
  4,000
  500
  –2 DM vs. laser-guided attacks
  Decoy
  2
  8,000
  1,000
  –2 DM vs. smart missile attacks
  
  universal modifiCations
  40
  Tech 
  Level
  Base Range
  Base Cost 
  (Cr.)
  Spaces
  Features 
  4
  Distant
  500
  0
  Boosted range 
  6
  V. Distant
  1,000
  0
  Satellite uplink
  8
  Extreme
  2,000
  0.5
  Tight beam
  10
  Continental
  4,000
  1.0
  Encryption
  Meson Communicators (TL 10)
  Beyond conventional EM communication, the meson comm 
  system uses the same technology found in meson weapons to 
  create a virtually unstoppable communications system. While a 
  meson screen can stop a meson comm, the odds of being able to 
  erect one in exactly the right location to block a communication 
  is unlikely in the extreme. Meson communicators can support 
  boosted range, satellite uplink and encryption. 
  Meson comms require two Spaces for a system with a range 
  of Distant and a cost of Cr. 50,000. Each range band increase 
  adds an additional Space and doubles the base cost.
  Boosted Range
  Each additional range band doubles the cost of the communicator.
  Tightbeam 
  Tightbeam uses a laser or maser instead of a radio to precisely 
  aim the signal so it cannot be intercepted.
  Satellite Uplink
  This allows a communications system to communicate with 
  a satellite or ship in orbit. It includes the necessary tracking 
  equipment to stay locked on and is often combined with a tight-
  beam system.
  Encrypted
  At the same Tech Level, Encrypted Communications are 
  almost impossible to crack, requiring an Formidable penalty 
  on all Comms checks to try. A Tech Level difference between 
  broadcaster and interceptor represents a bonus or penalty. 
  So, for example, if invading TL 15 marines intercept a TL 12 
  encrypted communiqué from insurgent forces, they gain a DM 
  of +3 to decode it. If those insurgents managed to intercept an 
  encrypted TL 15 transmission, they would have a –3 DM on 
  their roll to decode it. 
  Electronic Countermeasures 
  Like most electronics and their counter-measures, relative 
  Tech Levels are critically important. Basic communications 
  and sensors are relatively easy to intercept and/or jam, while 
  Standard and Advanced become increasingly more dificult. 
  Tightbeam communications cannot be intercepted, save by pure 
  luck but they can be jammed, with dificulty. The TL difference 
  is a negative or positive DM in all attempts to intercept, decrypt 
  or jam communications
  Countermeasures Tasks
  Type
  TL
  Range
  Bonus
  Cost (Cr.)
  Basic
  5
  Distant
  +1
  10,000
  Standard
  8
  Very Distant
  +2
  20,000
  Advanced 11
  Continental
  +3
  40,000
  Sensor/Comm Class Basic
  Standard
  Advanced
  Task
  Dificult
  Hard
  Formidable
  Sensors
  Class
  Bonus
  Space
  Range
  Cost (Cr.)
  Basic
  0
  0
  Very Long
  5,000
  Standard
  +1
  ½
  Distant
  15,000
  Advanced
  +2
  1
  Very Distant
  25,000
  The base Tech Level for all sensors is TL 5. For every three 
  levels beyond that, cost increases by 50%.
  Sensors are rated within their Tech Level. The difference in Tech 
  Levels is a negative or positive DM for Sensor rolls.
  So, for example, a TL 7 Advanced Sensor is trying to get a 
  lock on a TL 10 stealth grav vehicle. It has a +2 DM for having 
  Advanced Sensors but a –3 DM for the difference in Tech Level 
  and a further –2 for the Stealth II on the grav vehicle for a total 
  DM of –3
  Conversely, a TL 13 gunship with Basic Sensors (+0) is trying to 
  locate a TL 9 stealth ighter. The ighter has Stealth II, for a –2 
  DM. The gunship is a higher Tech Level and the difference is 4, 
  for a further +4 DM. Total DM then is (–2+4) for a total of +2.
  Range Increase
  Sensor range can be increased. Double the cost per extra range 
  band and it uses half a Space per range band.
  Communications Modiications
  Modiication
  TL
  Range
  Spaces
  Cost
  Boosted Range
  4
  +1 range band
  x2 per range band
  Tightbeam
  8
  —
  +1
  x3
  Uplink
  6
  Orbital
  +1
  x3
  Encrypted
  10
  —
  —
  x2
  
  universal modifiCations
  41
  Underwater Sensors
  Bonus
  Space
  Range
  Cost (Cr.)
  Basic
  +1
  1
  Long
  5,000
  Standard
  +2
  1 ½
  Very Long
  15,000
  Advanced
  +3
  2
  Distant
  25,000
  The Tech Level for underwater sensors is also 5 and they have 
  the same modiications as standard sensors. Surface sensors 
  cannot be used underwater and vice versa.
  Range Increase
  Underwater Sensor range can be increased. Double the cost 
  per extra range band and it uses one Space per range band.
  Stealth Modifications
  Stealth is the science of rendering a vehicle undetectable to 
  sensors. Tech Level is critically important in the game between 
  stealth and detection. The Tech Level difference between the 
  stealth vehicle and the detector is a DM on detection rolls, 
  positive if the detector is a higher Tech Level, negative if is 
  lower Tech Level.
  The listed bonus is applied as a DM against sensors of the 
  same Tech Level. Cost is based on the Base Cost.
  Stealth Class
  Stealth Bonus
  Cost (Cr.)
  I
  –1
  50,000 x Hull
  II
  –2
  100,000 x Hull
  III
  –3
  200,000 x Hull
  Stealth is irst available at TL 7. 
  Camoulage
  Camoulage is distinct from stealth. Stealth is all about hiding a 
  vehicle electronically. Camoulage, however, is about hiding it 
  visually. In this context, that includes its infrared signature. It is less 
  dependent on Tech Level differences, although all the camoulage 
  in the world will not help you if you can be spotted by radar.  
  Infrared Masking
  IR Mask Class
  TL
  Bonus
  Cost (Cr.)
  I
  7
  +1
  25,000 x Hull
  II
  9
  +2
  50,000 x Hull
  III
  11
  +3
  100,000 x Hull
  Visual Camoulage
  Stealth Class
  TL
  Stealth Bonus
  Cost (Cr.)
  I
  7
  +1
  50,000 x Hull
  II
  11
  +2
  150,000 x Hull 
  III
  15
  +3
  300,000 x Hull
  Ejection Seat (TL 5)
  The ejection seat takes up two Spaces and is designed to blast 
  the occupant clear. At lower Tech Level this means a suitable 
  height to open a parachute but at higher Tech Levels it is merely 
  suficient to get clear of the vehicle until a grav chute can deploy. 
  This costs Cr. 5,000. 
  Ejection Cocoon (TL8)
  The cocoon is a lightly-armoured shell that also provides a 
  limited, pressurised environment. It is used in high-speed aircraft 
  and grav vehicles, where ejection could be very dangerous. It is 
  also used in hostile environment situations.
  The cocoon takes up three Spaces and seats one (included 
  within the Space requirement). It costs Cr. 30,000. 
  High Capacity Seating
  The normal standard of one Space per passenger or crew 
  allows some elbow-room and limited room to move about. High-
  capacity seating greatly increases the seating density but takes 
  away from room to move. High-capacity seating can be either 
  double or triple. High-capacity seating cannot be used for troop 
  seating or for control areas. Frequent lyers will be well aware of 
  what it entails. Double capacity costs Cr. 2,000 per Space of the 
  vehicle, while triple capacity costs Cr. 5,000 per Space
  Accommodation Modiications
  Item
  TL
  Spaces
  Cost (Cr.)
  Ejection Seat
  5
  2
  5,000
  Ejection Cocoon
  9
  3
  30,000
  Double Capacity seating
  2
  —
  2,000 per Space
  Triple Capacity Seating
  2
  —
  5,000 per Space
  Bunks
  3
  1
  200
  Galley, mini
  5
  2
  1,000
  Galley, full
  4
  6+1/10 catered for
  2,000+500/person
  Fresher
  4
  2
  1,500
  GP Lab
  7
  2 per person
  5,000 per Space
  Lab Space
  9
  1 Space per level per person
  10,000 per Space
  Living Space
  3
  Varies
  1,000 per space
  Rappelling Gear
  5
  —
  500
  
  universal modifiCations
  42
  Bunks
  Bunks can accommodate up to two people, take up one Space 
  and cost Cr. 200.
  Galley
  A Mini-galley takes up two Spaces, serves up to ive people 
  and costs Cr. 1,000. A Full Galley take up six Spaces, plus one 
  Space per 10 people served. It costs Cr. 2,000 + Cr. 500 per 
  person served.
  Fresher (TL 7)
  A Fresher, complete with toilet, sink and shower, takes up two 
  Spaces and costs Cr. 1,500.
  General Purpose Lab (TL 7)
  A General Purpose Lab provides no bonuses but allows tasks 
  to be performed with no penalty for missing tools/equipment. 
  General Purpose Labs consume two Spaces per researcher 
  using the lab and cost Cr. 5,000 per Space.
  Lab Space (TL 9)
  Lab Space includes analytic equipment, computer workstations 
  and equipment appropriate to the discipline it is focussed 
  on, deined during construction. Lab Space grants a skill DM 
  equal to +1, +2 or +3 and take up one Spaces per bonus per 
  researcher using it. A +3 DM lab, used by three researchers, 
  would take up 9 Spaces. Cost is Cr. 10,000 per Space used.
  Types of lab include: Physics, chemistry, biology, psychology, 
  structures and materials. Other types are possible.
  Additional Equipment and Tools
  Autodoc
  The Autodoc is a whole-body automated treatment system. At 
  TL 10, the Autodoc has Medic 1, which increases by 1 at TL 
  12 and TL 14. Its effective Edu for diagnostic purposes is 10, 
  while Dex for surgical treatment is 8. The Autodoc takes up two 
  Spaces and costs Cr. 10,000.
  Operating Theatre
  An Operating Theatre is a room equipped for use as an 
  emergency medical clinic. Until TL 10, the vehicle must remain 
  stationary in order for the Operating Theatre to be used. After 
  that, the theatre can be built on a stabilised bed that allows it to 
  be used while the vehicle is in motion.
  TL
  Spaces
  Cost
  7-10
  4+3 per patient
  Cr. 20,000 + Cr. 10,000 per 
  patient capacity
  11+
  8+5 per patient
  Cr. 50,000 + Cr. 20,000 per 
  patient capacity
  Low Berth (TL 10)
  The Low Berth is a standard hibernation unit, common for 
  steerage-class interstellar transport. In vehicles, they are often part 
  of an emergency response system, where accident victims can be 
  placed into hibernation to prevent their condition from getting even 
  worse. A Low Berth takes 4 Spaces and costs Cr. 50,000.
  Emergency Low Berth (TL 12)
  A conventional Low Berth takes several minutes to induce 
  hibernation and lower core temperature. The Emergency Low 
  Berth can do a ‘crash’ induction, plunging a person into deep 
  hibernation in a fraction of the time. It takes up 6 Spaces and 
  costs Cr. 100,000.
  Fire Extinguishers
  Fire Extinguishers are designed to put out ires internal to the 
  vehicle. They take up no space and cost Cr. 500.
  Water Cannon
  Water Cannon are used for ire suppression, riot control and 
  dispersal of chemicals. A water cannon costs Cr. 2,000, takes 
  up one Space and requires one Space per minute’s iring 
  duration of liquid carried. Water Cannon have a maximum 
  range of Medium.
  Survey Sampling Equipment
  This covers several different types of equipment that act to 
  sample atmosphere, ground and any water or other luids.
  Atmosphere Samplers
  A system of collectors, pipes and ilters for atmosphere sampling, 
  including any particulates, taints and organic matter. It takes up 
  3 Spaces and costs Cr. 10,000.
  Geology Samplers 
  An array of scooping devices for shallow ground testing along with 
  a hollow-core drills capable of drilling down one kilometre. It takes 
  up 15 Spaces and costs Cr. 100,000. Geology Samplers add a +1 
  DM to all geology-based checks at TL 10 and a +2 DM at TL 14.
  Hydrology Sampler
  This is a set of liquid sampling equipment, holding tanks and 
  testing equipment. It costs Cr. 10,000 and takes up 5 Spaces. 
  Hydrology Samplers add a +1 DM to all hydology-based checks 
  at TL 10 and a +2 DM at TL 14.
  Holding Tank (TL 8)
  A holding tank is a sealed enclosure equipped with long-
  duration life support system. The holding tank can recreate 
  many atmospheric mixes and can draw in, compress and store 
  a local planetary atmospheric sample in order to sustain any 
  lifeforms held in the tank. 
  
  universal modifiCations
  43
  Holding tanks can be built to any size, at the cost of Cr. 5,000 
  per Space. 
  Digging Equipment (TL 5)
  External digging and scooping equipment, costing Cr. 25,000 
  and taking up 10 Spaces.
  Cutting Equipment (TL 5)
  External heavy duty saws, water knives or plasma cutters, 
  depending on Tech Level.  These cost Cr. 10,000 and take up 
  5 Spaces.
  Manipulator Arms
  Manipulator Arms are remote appendages with claws or hands. 
  Manipulator arms vary in Strength and Dexterity. Arms have a 
  Str of 2 and a Dex of 1, with a cost of Cr 10,000. Increasing Str 
  or Dex costs Cr. 5,000 per point, to the maximum indicated in 
  the table below.
  TL
  Max. Str
  Max. Dex
  5
  6
  4
  8
  12
  8
  11
  18
  12
  14
  24
  16
  Light Crane
  Light Cranes can lift up to 400 kilograms and can be used as 
  rescue equipment. Light cranes cost Cr. 2,500 and take up 1 
  Space.
  Medium Crane
  Medium Cranes can lift up to 2,000 kilograms. They cost Cr. 
  40,000 and take up four Spaces.
  Heavy Crane
  Heavy Cranes can lift up to 10,000 kilograms. They cost Cr. 
  100,000 and take up eight Spaces.
  Cargo Arm
  This is a heavy-duty manipulator arm used for lifting cargo in 
  conined spaces. Cargo Arms have a base Str of 30 and a Dex 
  of 0 and cost Cr. 50,000.
  Internal Vehicle Bays
  These take up a number of Spaces equal to the Shipping 
  Size, multiplied by 10. This allows a small amount of room for 
  maintenance purposes. Tighter stowage can be had for ive 
  Spaces per ton but the carried vehicles have to be removed by 
  a crane or similar apparatus before use or maintenance. 
  Refrigeration (TL 5)
  Takes up one space for every 10 Spaces that are to be 
  refrigerated. This costs Cr. 1,500 per space.
  Wet Bar (TL 2)
  A basic wet bar, usually species-speciic. It takes up half a 
  Space and costs Cr. 2,000.
  Entertainment System (TL 5)
  Both audio and visual, this takes up no Space and costs at least 
  Cr. 200. Players intending to impress may want to spend more.  
  Much more.
  Holo-suite (TL10)
  This is advanced holographic projection suite. Often used on 
  exploration vehicles as a large display unit, it has other, less 
  wholesome, uses. It takes up 1 Space and costs Cr. 15,000.
  Hot tub/pool (TL 6)
  This takes up 1–3 Spaces per person capacity, depending on 
  the luxury sought after and costs Cr. 3,000 per Space.
  Refuelling Station (TL 9)
  The refuelling station is designed to turn water into hydrogen 
  fuel, using the sun as a power source. It requires a signiicant 
  amount of space and access to both water and sun. At TL 9, it 
  requires a vehicle’s Hull value multiplied by three hours to crack 
  suficient fuel to completely refuel the vehicle. At TL 12 this is 
  reduced to the vehicle’s Hull score alone in hours. Refuelling 
  stations require 4 Spaces plus 1 Space per 10 points of Hull (of 
  the vehicle to be refuelled). They cost Cr. 15,000 per Space.
  Aliens
  Humans of all types require one Space per person, whether they 
  are passenger or crew. Alien races, however, may require more.
  Species
  Space Required
  Human
  1
  Aslan
  1 ½
  Vargr
  1
  K’kree
  3
  Hiver
  2 
  Droyne
  1 
  
  44
  Representing the ultimate in individual protection, battle dress 
  is an advanced and powered version of combat armour, 
  although it is constructed very differently. Battle dress enhances 
  the strength and senses of the wearer with variable feedback 
  personal controls, servo-powered limbs and various kinds of 
  electronic assistance.
  Characteristics
  Characters wearing battle dress are treated as having enhanced 
  characteristics for the purposes of carrying and combat but not 
  for taking damage.  Battle dress protects against environmental 
  hazards in the same way as a Hostile Environment Vacc Suit.  
  All battle dress provides effectively unlimited Endurance for 
  purposes of determining fatigue. They are limited only by the 
  duration of their power cells and their operators.
  battle dress design 
  Battle dress design follows a simple process, much like vehicle 
  design
  • 
  Choose a chassis type and Tech Level
  • 
  Add Armour
  • 
  The cost of the chassis plus Armour is the Base Cost, used 
  for all other modiications
  • 
  Add Modiications
  • 
  Add weapons
  • 
  Add utility packs
  Each chassis has a table, showing performance by Tech Level.
  Slots: Amount of space available in the suit for weapons and 
  options. The increasing Slots per Tech Level more relects 
  miniaturisation and increased carrying capacity than actual 
  space in the suit. A Slot represents an approximately pistol-
  sized piece of gear.
  Str Modiier: This is the DM added to the user’s Strength while 
  wearing the suit.
  Dex Modiier: This is a DM applied to Dex while wearing the 
  suit, representing the speed and stability of the suit, especially 
  when used as a iring platform.
  Base Damage: The damage caused by unarmed attacks made 
  by the battle dress, before being modiied for Strength.
  Max. Armour: This is the maximum Armour the suit can support, 
  by Tech Level. The base Armour for any suit is 0.
  Duration: Hours the suit can operate at full combat power. 
  Cost: Cost in Credits.
  Speed: This is the walk and running speed, in metres per 
  round.
  Shipping Size: This is the volume, in starship tons, that one 
  suit takes up as cargo.
  battle dress
  ultra-light Chassis
  The ultralight chassis is little more than a light-weight powered exoskeleton. It is primarily used at lower Tech Levels to provide 
  mobility to paralysed and otherwise incapacitated people before the advent of nerve fusion. It is sometimes used by soldiers and 
  hikers as a load-bearing system, allowing them to carry a large-than-normal allotment of gear for long periods of time.
  TL 9–10
  TL 11–12
  TL 13–14
  TL 15–16
  Slots
  4
  6
  8
  10
  Str Modiier
  +0
  +1
  +2
  +3
  Dex Modiier
  +0
  +2
  +4
  +6
  Base Damage
  1d6
  1d6
  1d6
  1d6
  Max. Armour
  10
  12
  14
  16
  Duration
  12 hours
  24 hours
  36 hours
  48 hours
  Cost (Cr.)
  10,000
  20,000
  30,000
  40,000
  Speed (Walk/Run)
  6/30
  12/60
  25/125
  50/250
  Shipping Size
  0.05
  0.05
  0.05
  0.05
  
  battle dress
  45
  light Chassis
  Light battle dress is used in more specialised roles, often either fast recon units or protection for rear-echelon troops.
  TL 9–10
  TL 11–12
  TL 13–14
  TL 15–16
  Slots
  8
  10
  12
  14
  Str Modiier
  +1
  +2
  +3
  +4
  Dex Modiier
  +0
  +2
  +4
  +6
  Base Damage
  1d6+2
  1d6+2
  1d6+2
  1d6+2
  Max Armour
  14
  16
  18
  20
  Cost (Cr.)
  50,000
  80,000
  110,000
  140,000
  Speed (Walk/Run)
  5/25
  10/50
  20/100
  40/200
  Duration
  8 hours
  16 hours
  24 hours
  32 hours
  Shipping Size
  0.07
  0.07
  0.07
  0.07
  medium Chassis
  The medium chassis is the basis of standard Imperial Marine battle dress and is used for most frontline powered armours.
  TL 9–10
  TL 11–12
  TL 13–14
  TL 15–16
  Slots
  12
  14
  16
  18
  Str Modiier
  +2
  +3
  +4
  +5
  Dex Modiier
  +0
  +2
  +4
  +6
  Base Damage
  2d6
  2d6
  2d6
  2d6
  Max Armour
  18
  20
  22
  24
  Cost (Cr.)
  200,000
  250,000
  300,000
  350,000
  Speed (Walk/Run)
  3/15
  6/30
  12/60
  24/120
  Duration
  6 hours
  12 hours
  18 hours
  24 hours
  Shipping Size
  0.1
  0.1
  0.1
  0.1
  heavy Chassis
  Heavy suits are used in assault and support roles. Many are found spearheading attacks, often with mobility boosts, while similar-
  sized suits can be found toiling behind the lines, building entrenchments and loading heavy guns.
  TL 9–10
  TL 11–12
  TL 13–14
  TL 15–16
  Slots
  16
  18
  20
  22
  Str Modiier
  +3
  +4
  +5
  +6
  Dex Modiier
  –2
  0
  +2
  +4
  Base Damage
  3d6
  3d6
  3d6
  3d6
  Max Armour
  22
  24
  26
  28
  Cost (Cr.)
  500,000
  600,000
  700,000
  800,000
  Speed (Walk/Run)
  2/10
  4/20
  8/40
  16/80
  Duration
  3 hours
  6 hours
  12 hours
  24 hours
  Shipping Size
  0.15
  0.15
  0.15
  0.15
  
  battle dress
  46
  ultra-heavy
  Ultra-heavy battle dress blurs the line between armour and walking vehicles. They are used in heavy support roles, where their 
  ability to carry heavy battlepacks allows them to bring considerable irepower to bear.
  TL 9–10
  TL 11–12
  TL 13–14
  TL 15–16
  Slots
  20
  22
  24
  26
  Str Modiier
  +4
  +5
  +6
  +7
  Dex Modiier
  –4
  –2
  0
  +2
  Base Damage
  4D
  4D
  4D
  4D
  Max Armour
  26
  28
  30
  32
  Cost (Cr.)
  1,000,000
  1,250,000
  1,500,000
  1,750,000
  Speed (Walk/Run)
  1/5
  2/10
  4/20
  8/40
  Duration
  2 hours
  4 hours
  8 hours
  16 hours
  Shipping Size
  0.25
  0.25
  0.25
  0.25
  Battle Dress in Vehicles
  While based on the human frame, battle dress is bulkier than an 
  un-armoured person.
  Ultra-light exoskeletons, without Armour, can be used in double-
  capacity seating but not triple-capacity. With Armour, they 
  require normal seating.
  Light battle dress, whether a bare exoskeleton or an armoured 
  suit, requires regular seating at one Space per suit. Any heavy 
  weapons have to have cargo space allocated.
  Medium battle dress is quite bulky and requires two Spaces per 
  suit, plus space for heavy weapons.
  Heavy battle dress requires three Spaces per suit.
  Ultra-heavy battle dress requires four Spaces per suit.
  Armour
  Each point of Armour costs Cr. 50,000, up to the maximum 
  supported by the chassis. This represents not just the armour 
  itself but the systems required to support the armour.
  Heavy Armour
  It is possible for battle dress to have more Armour than the listed 
  maximum for its chassis but it will be a heavy and ponderous 
  piece of equipment.
  For every additional –1 DM to Dex the battle dress is given, a further 
  two points of Armour can be added.  This may be done three times, 
  for a maximum Dex DM of –3 and 6 extra points of Armour.
  Base Cost
  The total spent on the chassis and Armour is the Base Cost 
  of battle dress, a igure used to calculate the cost of a lot of 
  equipment and modiications that can now be added.
  
  battle dress
  47
  Slots
  Equipment slots are available space for mounting modiications, 
  equipment and small arms. Heavy weapons have to be either 
  carried or on mount points.
  mount points
  In addition to Slots, battle dress may also mount heavy 
  weapons in Mount Points. Mount Points are areas of a suit that 
  can be locked and stabilised to withstand the recoil of a heavy 
  weapon.
  Mount Points allow vehicle-scale heavy weapons to be used 
  with battle dress. Each Space of heavy weapons on a vehicle 
  requires eight Slots on battle dress. A 1 Space weapon can 
  be arm-mounted, taking up the entire arm. A 2 Space weapon 
  can be shoulder mounted, while 3 Space weapons have to be 
  back-mounted.
  Battle dress up TL 12 and lower cannot move and ire Mount 
  Point weapons in the same round. At TL13 gravitic stabilisation 
  of the weapon becomes possible, allowing these armour to 
  move and ire with these heavy weapons.
  Carried Weapons
  In addition to weapons in Slots or on Mount Points, battle 
  dress can also carry weapons, much like a soldier carries an 
  assault rile. Conventionally-sized small arms can be used with 
  no penalty by ultra-light and light chassis. Medium chassis can 
  use riles but cannot use pistols unless the weapons have been 
  modiied for use by the larger ingers of the suit. Heavy chassis 
  have a –1 DM to their use, will ultra-heavy chassis have a –2 
  DM to their use. This only applies to riles, as pistols and SMGs 
  are simply too small to be used.
  Weapons purpose-built for battle dress do not suffer these 
  penalties. Heavy chassis can carry a one Space weapon, while 
  ultra-heavy chassis can carry a two Space weapon.
  Using other weapons on Battle Dress
  An equipment slot is approximately the same size as a large pistol. 
  Pistols take one Slot, SMGs and carbines 2 Slots and riles 3 Slots. 
  Slot Mounts
  Slot weapons are interchangeable but it requires the services of 
  an armourer (with Mechanic1) to do the change. Normal weapons 
  cannot be placed into a Slot without an extensive amount of work, 
  typically costing up to twice the value of the weapon.
  battledress weapons
  Hand carried
  TL
  Cost (Cr.)
  Damage
  Auto
  STR
  Range
  Ammo
  Heavy Machinegun
  6
  8,000
  5d6 SAP
  6
  12
  Rile
  100
  Light Autocannon
  7
  9500
  6d6 SAP
  6
  14
  Rile
  50
  PGMP-13
  13
  65,000
  12d6
  No
  12
  Rile
  10
  FGMP-14
  14
  100,000
  16d6
  No
  14
  Rile
  12
  Gauss Rile
  12
  2,000
  4d6
  4
  8
  Rile
  100
  RF Gauss Rile
  13
  16,000
  4d6 AP
  8
  9
  Rile
  500
  MagRail Rile
  13
  2,500
  4d6+2
  4
  10
  Rile
  10
  Gauss Shotgun
  12
  4,500
  8d6
  No
  8
  Shotgun
  12
  Gauss Flamer
  13
  10,000
  6d6+6
  No
  9
  Rile
  40
  Slotted
  TL
  Cost (Cr.)
  Damage
  Auto
  Slots
  Range
  Ammo
  Gauss Pistol
  12
  500
  3d6 AP
  4
  1
  Rile
  40
  Gauss SMG
  13
  1,200
  3d6+1 AP
  4
  1
  Rile
  500
  Seeker Gun
  13
  1,200
  4d6
  No
  1
  Rile
  6
  Hand Flamer
  10
  1,400
  3d6+6
  No
  2
  Pistol
  6
  Laser Carbine
  11
  3,200
  4d6
  No
  2
  Rile
  50
  
  battle dress
  48
  Mount Point Weapons
  TL
  Cost (Cr.)
  Damage
  Auto
  Spaces
  Range
  Ammo
  Plasma Bazooka
  11
  15,000
  10d6
  No
  1
  Rile
  5
  Recoilless Rile
  5
  8,000
  10d6 AP
  No
  2
  Rile
  3
  Medium Autocannon
  6
  6,000
  7d6 SAP
  6
  2
  Dist
  400
  Rocket Pod
  6
  10,000
  6d6
  6
  2
  Dist
  24
  Heavy Plasma Gun
  12
  250,000
  14d6
  No
  2
  V. Long
  12
  Advanced Anti-Armour Gun
  14
  50,000
  14d6 Super-
  AP
  3
  Dist
  50
  Heavy Fusion Gun
  14
  200,000
  18d6 AP
  No
  3
  V. Dist
  10
  Mass Driver Cannon
  13
  250,000
  16d6 Super-
  Ap
  2
  3
  V. Dist
  20
  Tac Missile Pack
  10
  22,000
  Varies
  0
  3
  Varies
  4
  Stealth (TL9)
  Stealth is the art of rendering a suit of armour undetectable to 
  sensors. See page 46 for more details.
   
  The listed bonus is applied against sensors of the same Tech 
  Level. Cost is based on the Base Cost.
  Stealth Class
  Stealth Bonus
  Cost
  I
  +1
  200%
  II
  +2
  400%
  III
  +3
  600%
  Extended Life Support
  Extended Life Support provides complete life support, including 
  food, water, waste collection and recycling for up to 72 hours. 
  Extended Life Support uses two Slots and costs 10% of the 
  Base Cost.
  Corrosive Environment Protection
  This coating provides effectively unlimited protection in a 
  corrosive environment. It integral costs 25% of the Base Cost 
  and requires no Spaces. 
  Insidious Environment Protection
  Suits can be designed to be resistant to Insidious atmospheres. 
  Insidious Environment Protection will provide protection for 72 
  hours before it starts to degrade, at the rate of one point of Armour 
  per hour. Insidious Environment Protection costs 100% of the 
  Base Cost of the suit, as every component has to be protected. 
  Medikit (TL9)
  This internal medikit provides support and assistance to the 
  wearer. It can diagnose medical emergencies as if it had Medic2 
  and can heal up to four points of damage instantly, although the 
  effects only last for 1d6 hours. It takes up one Slot and costs 
  Cr. 25,000.
  modifiCations
  The following items are modiications used with battle dress.
  Strength Increase
  Strength can be increased by +1, at a cost of 10% of the Base 
  Cost. This may be done up to 10 times.
  Extended Duration
  This adds additional power cells to the suit. Every 50% increase 
  in duration costs Cr. 10,000 and uses one Slot. This cannot be 
  used on the same battle dress as Decreased Duration.
  Decreased Duration
  Decreased duration uses smaller or lower-powered power cells 
  to save cost. Each 10% decrease in Duration reduces the Base 
  Cost by Cr. 5,000. This cannot be used on the same battle dress 
  as Extended Duration.
  Increased Speed
  Battle dress maximum speeds can be increased. For every 10% 
  increase in Speed, increase the cost by 25% of Base Cost.
  Decreased Speed
  Speed can also be decreased. For each 33% decrease in 
  Speed, decrease Base Cost by 25%.
  Enhanced Manoeuvrability
  Each point of Dex penalty can be removed at a cost of 50% of 
  the Base Cost. This can reduce the Dex penalty but cannot add 
  a bonus. 
  Lowered Manoeuvrability
  Lowering manoeuvrability can either increase the Maximum 
  Armour permitted (see page 40) or, as here, reduce the price of 
  the battle dress. Each point of Dex penalty taken, to a maximum 
  of -3, will reduce the Base Cost of the suit by 10%.
  
  battle dress
  49
  Advanced Medikit (TL12)
  This internal medikit is more effective than the standard model. 
  It can repair up to six points of damage instantly, although the 
  effects only last for 1d6 hours. It also has the equivalent of 
  Medic3 for treatment and diagnostic purposes. It takes up one 
  Slot and costs Cr. 50,000.
  Camouflage
  Camoulage provides bonuses to Stealth rolls.
  Basic Camo
  Shatter-pattern paint scheme in colours designed to help blend 
  into the local environment. This adds a +1 DM to Stealth checks 
  and costs Cr. 500.
  IR Camo (TL8)
  IR camo selectively bleeds the suit’s temperature to match 
  background levels. It does not work in vacuum environments. 
  This adds a +2 DM to Stealth checks vs. heat-seeking and IR 
  sensors and costs Cr. 25,000.
  Active Camo (TL10)
  Active camo allows a choice of camo patterns and colours and 
  instantly changes the suit’s surface to match. This adds a +2 
  DM to Stealth checks and costs Cr. 50,000.
  Looking Glass (TL15)
  Looking Glass is an expensive system that uses quantum 
  waveguides to bend light around the suit, resulting in near-
  invisibility from all angles. It uses one Slot, costs Cr. 200,000 
  and adds a +4 DM to Stealth checks.
  Sonic Suppresser (TL10)
  An active system that constantly monitors the sounds being 
  made by the suit and broadcasts sound waves in direct 
  opposition, in order to cancel them out. Takes up one Space. It 
  costs Cr. 20,000 and adds a +2 DM to Stealth checks. 
  IR Camo and the Sonic Suppressor can be combined with either 
  the Basic, Active or Looking Glass systems. 
  eleCtroniCs
  Computer
  All battle dress has a computer to run the suit itself. They 
  can also be equipped with a computer to perform ancillary 
  functions. The primary value of a computer is to interface with 
  other systems on the suit and run applications to support and 
  enhance these functions.
  Computers use one Slot and use the rules from page 92 of the 
  Traveller Core Rulebook.
  Typical Expert System skills includes Sensors and Recon, 
  to assist in spotting targets. At TL 12 and higher, an Expert 
  system on an onboard computer can take control of the suit 
  even if the operator is dead or incapacitated. It generally is not 
  so well-known that such an Expert system can potentially also 
  take control of the suit even if the operator is conscious and 
  resisting.
  Navigation
  Enhanced tools for making your way through the world.
  There are three different categories of navigation systems: 
  Basic, Standard and Advanced.
  Type
  TL
  Slots
  Navigation DM Cost (Cr.)
  Basic
  5
  1
  +1
  2,000
  Standard
  9
  2
  +2
  10,000
  Advanced
  13
  4
  +3
  50,000
  Communications
  Most communications use electromagnetic radiation, whether 
  in the form of radio, lasers or masers. 
  Basic communicators are irst available at TL 4, have a range of 
  Distant and cost Cr. 1,000. They can support Boosted Range.
  Standard communicators are irst available at TL7, have a range 
  of Very Distant and cost Cr. 2,000. They can support Boosted 
  Range, Satellite Uplink and Encryption.
  Advanced communicators are irst available at TL 10, have a range 
  of Extreme and cost Cr. 4,000. They can support all options.
  Type
  TL
  Range
  Slots
  Cost (Cr.)
  Basic
  4
  Dist
  1
  1,000
  Standard
  7
  V.Distant
  2
  2,000
  Advanced 10
  Continental
  3
  4,000
  Communications modiications
  Modiication
  TL
  Range
  Slots
  Cost
  Boosted Range
  4
  +1 Range 
  band
  +1
  x2 per Range 
  band
  Tightbeam
  9
  —
  +1
  x3
  Uplink
  7
  Orbital
  +2
  x3
  Encrypted
  9
  —
  —
  x2
  
  battle dress
  50
  Boosted Range
  Each additional range band desired doubles the cost of the 
  communicator.
  Tightbeam 
  Tightbeam uses a laser or maser to precisely aim the signal so 
  it cannot be intercepted.
  Satellite Uplink
  This allows a communications system to communicate with 
  a satellite or ship in orbit. It includes the necessary tracking 
  equipment to stay locked on and is often combined with a tight-
  beam system.
  Encrypted
  At the same Tech Level, Encrypted communications are 
  Formidable to crack. Tech Level difference represents a DM, 
  depending on whether the reading equipment is from a higher 
  or lower tech. So, if invading TL 15 Imperial marines intercept 
  a TL12 encrypted communiqué from insurgent forces, they 
  have a DM of +3 to decode it. If those insurgents managed to 
  intercept an encrypted TL15 transmission, they would be at –3 
  on their roll to decode it.
  Electronic Countermeasures 
  Like most electronics and their counter-measures, the relative 
  Tech Levels are critically important. Basic communications 
  and sensors are relatively easy to intercept and/or jam, while 
  Standard and Advanced become increasingly more dificult. 
  Tightbeam communications cannot be intercepted, save by pure 
  luck but they can be jammed with dificulty. TL difference is a 
  negative or positive DM in all attempts to jam communications.
  Countermeasures Tasks
  Type
  TL
  Range
  Slots
  Bonus
  Cost (Cr.)
  Basic
  8
  Long
  1
  +1
  10,000
  Standard
  11
  Distant
  2
  +2
  20,000
  Advanced
  14
  Very Distant
  4
  +3
  40,000
  Sensor/Comm Class
  Basic
  Standard
  Advanced
  Task
  Dificult
  Hard
  Impossible
  sensors
  The base Tech Level for all sensors is TL8. 
  Sensors are rated within their Tech Level. The difference in TL 
  is used as a positive or negative DM. This is in addition to any 
  effects from Stealth (see page 44).
  Class
  Bonus
  Slots
  Range
  Cost (Cr.)
  Basic
  +0
  1
  Long
  10,000
  Standard
  +1
  3
  Very Long
  20,000
  Advanced
  +1
  5
  Distant
  35,000
  Underwater Sensors
  Class
  Bonus
  Slots
  Range
  Cost (Cr.)
  Basic
  +1
  1
  Long
  5,000
  Standard
  +2
  2
  Very Long
  15,000
  Advanced
  +3
  4
  Distant
  25,000
  The basic Tech Level for underwater sensors is also 8 and they 
  have the same modiications as standard sensors. Surface 
  sensors cannot be used underwater and vice versa.
  Modifying Sensors
  The following items can be used to modify sensors.
  Range Increase
  Sensor range can be increased at a cost of doubling the sensor’s 
  cost for every additional Range band desired.
  Sensory Extensions
  A boom mount for video and audio sensors, allowing the suit to 
  peek around corners without exposing itself to ire. Uses one 
  Slot, costs Cr. 1,000.
  Enhanced Visual Sensors
  These sensors add low-light, telescopic optics and thermal 
  imaging to a suit’s capabilities. They take up no Slots and cost 
  Cr. 15,000.
  Enhanced Audio Sensors
  These sensors add high and low-frequency hearings, audio 
  enhancement and, when required, audio dampening to a suit. 
  They take up no Slots and cost Cr. 7,000.
  defenCes
  Static Armour (TL13)
  Similar to the electrostatic armour found on vehicles, Static 
  Armour can dissipate the energy of incoming plasma, fusion and 
  HEAP weapons. Static Armour can also damage unprotected 
  infantry forces if they attempt to move within Personal range of 
  the battle dress. Unlike the more powerful systems on vehicles, 
  Static Armour has no effect on kinetic weapons. Static Armour 
  adds its TL to the battle dress Armour against fusion, plasma 
  and HEAP warheads. It will causes 3D damage to infantry who 
  get into Personal range.
  
  battle dress
  51
  Static Armour
  Slots
  Cost (Cr.)
  Effect
  Attacks per round
  3
  20,000 
  +TL vs. HEAP 
  & high-energy
  2, +1 per TL after 13
  Anti-missile Systems
  Missiles, rockets and launched grenades are a nightmare to 
  battle dress. While the suits have enough armour to withstand 
  small-arms attacks, the concentrated irepower of explosive 
  weapons can often crack many suits, making them an effective 
  equaliser.
  To combat this threat, a variety of anti-missile systems have 
  been developed. They are often used in concert.
  These systems will negate an incoming missile, rocket, launched 
  grenade or mortar round on a roll of 8+. Some systems have 
  Target DMs that modify this and every system will suffer a –1 DM 
  for every additional target it is forced to engage in each round.
  Explosive Belt (TL 8)
  An Explosive Belt system is an array of explosive mine blocks 
  attached to the exterior of the battle dress. They require no 
  Spaces. This system uses the battle dress’ sensor system to 
  detect incoming warheads. They detonate an outward-facing 
  charge loaded with hundreds of small steel and ceramic buck 
  shot. The explosive belt can also be detonated manually, often 
  for defence against infantry in close quarters. In such cases, the 
  Explosive Belt causes 4d6 damage up to Short Range and is 
  treated like a giant shotgun. The belt can target any threat ired 
  from Short Range or longer.
  The Explosive Belt costs Cr. 5,000 and reloads cost Cr. 400 per 
  shot.  It uses 1 Slot.
  Damage
  Shots
  Target DM
  4D
  5
  +0
  Laser Anti-Missile System (TL10)
  Laser-based anti-missile systems come in two varieties, based 
  on Tech Level. The irst, available at TL 10, uses a relatively 
  low-powered laser to damage or destroy the seeker heads of 
  missiles, sending them off-course. It is only effective against 
  guided weapons and smart weapons. The second is available 
  at TL 13 and uses a high-powered laser to damage or destroy 
  missiles in light. It cannot engage anything ired from Short 
  Range or closer. The Laser Anti-Missile System takes up 2 
  Slots and costs Cr. 150,000.
  Weapon
  DAM
  DM
  TL10
  —
  +1
  TL13
  2d6
  +2
  Projectile-Anti-Missile System (TL8)
  This system uses a small-calibre, very high rate of ire minigun 
  to intercept and destroy incoming projectiles. It is irst available 
  at TL 8, with a gauss version available at TL 11. These systems 
  cannot target anything ired from Short Range or closer. This 
  system takes up 1 Mount Point and costs Cr. 80,000.
  Weapon
  TL
  DAM
  Shots
  DM
  Minigun
  8
  1d6
  10
  +0
  VRF gauss
  11
  4d6
  15
  +1
  Swarm Hive (TL13)
  This swarm is a cloud of insect-sized robots, used primarily 
  for recon purposes, although they can also be used to attack 
  unarmoured or lightly-armoured opponents. Swarms can 
  survive for up to one hour outside of their battle dress.
  A swarm can penetrate any unsealed vehicle or building. A 
  swarm pack is TL 13, uses two Slots and costs Cr. 45,000. 
  In attack mode, a swarm can do 2d6 damage per round to 
  opponents. As reconnaissance units, Swarms add a +2 DM to 
  Recon skill checks.
  mobility options
  Powered Wheels
  This is a set of pop-down powered wheels that give battle dress 
  high mobility on smooth roadways. Powered wheels consume 2 
  Slots and cost Cr. 10,000. They double the suit’s movement on 
  roads but are unusable off-road.
   
  Air Cushion System
  The Air Cushion system uses a high-speed blower and a set of 
  inlatable skirts on each foot to lift and propel the battle dress 
  over the ground. The system can handle just about any terrain 
  save for dense forest and undergrowth. The air cushion uses 2 
  Slots and costs Cr. 25,000. Maximum speed is 100km/h.
  Flight Pack
  The light pack, available at TL 9, is a small jet engine and a set 
  of wings and can only be used with ultra-light suits. It uses 4 
  Slots and costs Cr. 50,000. A suit in light mode has a maximum 
  speed of 300 kilometres per hour, with a maximum range of 200 
  kilometres.
  Grav Pack (TL12)
  This is the ultimate mobility enhancement for powered armour 
  and allows free light for any suit so equipped. The Grav Pack 
  uses 2 Slots and costs Cr. 100,000. The Grav Pack gives the 
  suit free light with a maximum speed of 200 kilometres per hour 
  and Agility +1. This increases to 400 kilometres per hour and 
  Agility +2 at TL 14.
  
  battle dress
  52
  Parachute (TL4)
  Available from TL4 on, the Parachute is a simple harness and 
  deployment system for a large canopy capable of supporting 
  the weight of a suit of battle dress. It takes 3 Slots. Cr. 4,000.
  Grav Chute (TL9)
  A Grav Chute uses a low-powered grav lifter and shielded 
  power cell to give the suit limited light abilities. The Grav 
  Chute module usually supports the suit, in a manner similar to 
  conventional parachutes, so that it can be cut away when the 
  suit lands, sparing the extra weight and bulk. A Grav Chute uses 
  2 Slots and costs Cr. 10,000. 
  Swimmer System
  The swimmer system allows battle dress to move around 
  unrestricted under water, at speeds up to the suit’s running 
  speed. Life support must be purchased separately. The 
  Swimmer System uses 2 Slots and costs Cr. 15,000. 
  Safe depth for battle dress is 100 metres, while crush depth 
  is 250 metres. Safe and crush depths can be improved: Each 
  50% increase in Safe Depth/Crush Depth costs 100% of the 
  Base Cost of the battle dress.
  misCellaneous
  Armoured Coveralls
  Armoured coveralls provide some additional protection to the 
  suit but their main role is to keep contaminants and debris out 
  of the complex joints of a powered suit. Coveralls provide an 
  additional two points of Armour (which can take the battle dress 
  above its normal maximum Armour) and cost Cr. 10,000. They 
  use no Slots.
  Tool Kit
  A set of basic mechanic tools, powered off the suit’s own power 
  supply. This includes screwdrivers, drill, wrench and saw. Uses 
  2 Slots and costs Cr. 1,800.
  Med Pack
  The med pack is an advanced ‘smart’ medical diagnostic and 
  dispensary. It contains up to ive doses of a variety of drugs and 
  is equipped with an expert system that either gives a +1 DM on 
  all Medic skill checks or else can operate on its own as if it had 
  Medic1. It costs Cr. 5,000.
  Smoke Discharger
  This pack include three smoke dispensers, which can lay down 
  a cloud of thermally-opaque smoke giving a –2 DM all to hit rolls. 
  At TL 7, radar-based targeting renders smoke dischargers largely 
  ineffective. They remain effective against laser weapons, reducing 
  damage by 3D.  They use 1 Slot and cost Cr. 500 per pack.
  Prismatic Aerosol Dispenser
  Similar to the smoke discharger, the prismatic aerosol dispenser 
  ires a cloud of diamonoid dust, which refracts and breaks up 
  laser ire, including laser designators for smart weapons. This 
  provides a –2 DM for to hit rolls for all laser weapons, including 
  designators.  It uses 1 Slot and costs Cr. 1,000 per pack.
  Chaff Dispenser
  The Chaff dispenser ires a cloud of radar-relective strips, which 
  confuse active sensors systems and missile guidance systems, 
  giving a –2 DM on to hit rolls for all radar-guided missiles. It 
  uses 1 Slot and costs Cr. 1,000 per pack.
  
  53
  vehiCle design examples
  ground Car
  A TL 10 Ground car, capable of holding ive people, plus cargo. 
  It should be faster and handle better than a stock car.
  Five Spaces for crew and passengers, plus two Spaces for 
  cargo, seven Spaces. At Cr. 1,200 per space, the base price 
  of the Ground Car is Cr. 8,400. This is used as the basis for all 
  other calculations.
  Structure is equal to Spaces/2, rounded down. Hull is equal to 
  Spaces/2, round up. So Structure is 3 (7/2, rounding down), while 
  Hull is 4.
  Base Agility is 0, while Base Speed and Range are 150 
  kilometres per hour and 400 km respectively. 
  We are going to boost both Speed and Agility.
  Each 10% increase in Base Speed costs 10% of the Base 
  Vehicle Cost and uses 1 Space. So we are going to boost 
  Speed by 20%, which will costs us 20% of the Base Cost of Cr. 
  8,400. However the number of Spaces needs to be increased 
  irst to allow for the additional speed. 
  So we return to the start and opt for nine Spaces, costing Cr. 
  10,800 (Cr. 1,200 x9), with a Structure of 4(9/2, rounding down) 
  and a Hull of 5 (9/2 rounding up).
  Increasing speed twice now costs Cr. 2,120. A 20% increase in 
  speed brings us an increase up to 220 kilometres per hour.
  Each extra point of Agility increases the cost of the vehicle by 
  50%. 50% of Cr. 10,800 is Cr. 5,800.
  A Basic Navigation system at Cr. 2,000 and an entertainment 
  system at Cr. 200 round out the design. 
  Shipping size is the number of Spaces divided by two, in tons 
  (1/2 ton per Space). 9 divided by 2 is 4.5 so it takes 4.5 tons to 
  ship a Ground Car in a starship.
  Total price is Cr. 18,720.
  The Stat block looks like this:
  Vehicle
  TL
  Skill 
  Agility Speed Range Crew and 
  Passengers
  Cargo
  Open?
  Hull 
  Structure Cost (Cr.) Shipping 
  Size
  Car
  10
  Drive
  (wheeled)
  +1
  220
  500
  1/4
  0.5 tons No
  5
  4
  18,720
  4.5
  Armour
  Location
  Armour
  Front
  4
  Right
  4
  Left
  4
  Rear
  4
  Top
  4
  Bottom
  4
  Other Equipment
  Navigation (Basic), Entertainment System (Cr. 200)
  
  vehiCle design examples
  54
  the g-Carrier
  The next example is a G-Carrier, which is designed as a Heavy 
  Grav Vehicle. It is not a full combat vehicle, more of a light patrol 
  and scout vehicle. 
  First step is to determine how many passengers, crew and 
  weapons we want to carry. Eight passengers makes a decent 
  light infantry squad and two people should be able to handle 
  the vehicle and weapons. Primary weapon will be a VRF gauss 
  gun, with two Light TAC missiles (anti-air) for added punch. 
  So far that is 10 Spaces for crew, ive Spaces for weapons. 
  Other systems will take up additional Spaces, so we will call the 
  G-Carrier an even 20 Spaces.
  A 20 Space TL 14 Heavy Grav vehicle costs MCr. 2, has 10 hull 
  and 10 structure, Agility +1, a top speed of 500km/h and a range 
  of 4,000 km. Base armour is 5.
  Making it an AFV costs an additional 100%, doubling the price. 
  New base price is now MCr. 5. Range is halved and base armour 
  is doubled to 10. All other stats stay the same. This uses two 
  Spaces (10% of total).
  We are going to add 30 points of armour to the hull. That is 
  three times the base armour value, which will cost 30% of the 
  vehicle’s base cost (an additional Cr. 300,000), it also reduces 
  speed by 20 kilometres per hour. This gives us a total armour of 
  40. We can allocate 50% of the armour as we choose instead 
  of simply raising every area. We will increase the front armour 
  to 70 and decrease both sides and rear to 30. We will leave top 
  and bottom at 40. The turret, when installed, will have armour 
  60 for the turret front and 20 for side/rear.
  The G-carrier Carries a VRF gauss gun and two TAC missiles in 
  a remote turret. These ive Spaces of weapons cost Cr 125,000 
  for the turret (5 x 25,000), plus Cr 206,000 for the weapons.
  The Turret system itself takes an additional space.
  Life support is one Space and Cr. 10,000.
  Hostile Environment Protection is one space and Cr. 100,000 
  (Cr. 5,000 x spaces).
  Standard Nav is Cr. 10,000.
  A Tech Level 8 Com with extreme range with a tight beam 
  feature costs Cr. 2,000 and requires ½ a space.
  Standard Sensors are ½ space and Cr. 15,000.
  Finally, the shipping size of the g-Carrier is ½ ton per Space, so 
  the 20 Space vehicle takes up 10 tons on a starship.
  Vehicle
  TL
  Skill 
  Agility Speed
  Range
  Crew and 
  Passengers
  Cargo
  Open?
  Hull Structure Cost (Cr.)
  Shipping 
  Size
  G-
  Carrier
  14
  Flyer 
  (grav)
  +1
  440
  2,000
  2/8
  No
  No
  10
  10
  4, 858, 
  000
  10 tons
  Location
  Armour
  Front Hull
  70
  Right Side
  30
  Left Side
  30
  Rear
  30
  Dorsal
  40
  Ventral
  40
  Turret Front
  60
  Turret side/rear
  20
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  VRF Gauss
  Top Turret
  5d6 AP
  Dist
  12
  20,000
  Light Tac Missile 
  (anti-air) x2
  Top Turret
  9d6
  Extreme
  No
  Other Equipment:
  Standard Nav (+1), Standard Sensors (+1), Standard, Communications (TL 8), 
  hostile environment protection, Short Term Life Support
  
  55
  Civilian aeroplanes
  bi-plane
  One of the earliest powered light vehicles to be found on many worlds. Using a propeller engine to pull and funnel air back over 
  two stacked pairs of wings.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew/ 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Bi-Plane 4
  Flyer 
  (wing)
  +1
  150
  300
  1/1
  0.27
  No
  1
  2
  60, 500 3 tons
  Take-off/Landing: 400m/500m
  Armour
  Location
  Armour
  Front
  2
  Right
  2
  Left
  2
  Rear
  2
  Top
  2
  Bottom
  2
  Other Equipment/Modiications:
  Communications (TL 4)
  heavy plane
  Designed to carry large quantities of cargo over long distances, these lumbering aircraft require four propellers to ly. Despite this 
  immense power, the speed of this aircraft is much less then others of the Tech Level.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Heavy 
  plane
  6
  Flyer 
  (wing)
  –1
  200
  2000
  2/6
  4.75 
  tons
  No
  9
  10
  868, 
  000
  56 tons
  Take-off/Landing: 2,500m/1,500m
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
  Other Equipment/Modiications:
  Communications (TL 6), Navigation (basic), Sensors (advanced)
  
  Civilian aeroplanes
  56
  sky Car
  The sky car is a small, personal aircraft roughly the size of standard road vehicles. Designed with four vectored propellers and two 
  small wings, this VTOL aircraft is an excellent choice for those who wish to travel by air but without the inconveniences. 
  Vehicle
  TL
  Skill 
  Agility Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure 
  Cost
  (Cr.)
  Shipping 
  Size
  Sky Car
  8
  Flyer 
  (wing)
  +1
  350
  1, 200
  1/1
  —
  No
  1
  1
  168, 
  000
  2
  Take-off Radius: 32m
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
   
  Other Equipment/Modiications:
  Communications (TL 6), Entertainment System Cr. 200, Navigation (basic), Sensors 
  (basic)
  survey plane
  The survey plane is a favoured vehicle for the exploration, mapping and surveillance of an area. Used by scientists and some law 
  enforcement agencies, this aircraft comes fully equipped to monitor an area and process the information.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure 
  Cost
  (Cr.)
  Shipping 
  Size
  Survey 
  Plane
  8
  Flyer 
  (wing)
  +1
  360
  3, 000
  2/6
  0.5 
  tons
  No
  10
  10
  1, 236, 
  500
  60 tons
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
  Other Equipment/Modiications:
  Communications (TL 6), Computer/1 x2, Fresher, Increased Speed x2, Lab Space+2 (6 
  researchers, task undeined),  Navigation (basic), Sensors (advanced), Short Term Life 
  Support
  
  57
  Civilian airships
  dirigible
  Dirigibles or zeppelins use a large, reinforced balloon illed with lighter than air gas to lift. A series of propellers are then used to 
  provide thrust and to turn the vehicle. The balloon making up the vast majority of the ship, a suspended gondola provides living 
  space and houses the control systems. The size and nature of an airship make it an ideal exploration vessel for low tech worlds or 
  a luxury means of transportation.
  Vehicle TL Skill 
  Agility Speed Range
  Crew / 
  Passengers
  Cargo Open?
  Hull Structure 
  Envelope
  Structure 
  Gondola
  Cost
  (Cr.)
  Shipping 
  Size
  Dirigible 6
  Flyer 
  (airship)
  –4
  120
  6, 000
  3/15
  0.50 
  tons
  No
  6
  4,800
  6
  600, 
  000
  63 tons
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
   
  Other Equipment/Modiications:
  Communications (TL 6), Entertainment System Cr. 300 (communal), Fresher, Full Galley 
  (serves 20), Navigation (basic), Sensors (basic)
  refueling hub
  Some worlds are almost impossible to navigate without some form of air travel. In these cases such necessities as refuelling 
  stations and brief lay-bys need to be easily accessible in the sky. These loating platforms can vary in size from simple fuel stops 
  to small communities, providing services and merchandise to air born travellers.
  Vehicle TL Skill 
  Agility Speed Range
  Crew / 
  Passengers
  Cargo Open?
  Hull Structure 
  Envelope
  Structure 
  Gondola
  Cost
  (Cr.)
  Shipping 
  Size
  Hub
  6
  Flyer 
  (airship)
  –4
  60
  11, 660 10/20
  75 
  tons
  No
  40
  32,800
  40
  2, 
  172, 
  600
  428 tons
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
   
  Other Equipment/Modiications:
  Bunks x5, Communications (TL 6, boosted range x2), Decreased Speed x5, Entertainment 
  System Cr. 600 (communal), Fresher x2, Full Galley (serves 40), Greater Fuel Capacity 
  x3, Heavy Crane, Internal Vehicle Bay (8 tons) Light Crane x2, Navigation (basic), Sensors 
  (basic), Short Term Life Support
  
  58
  Civilian biCyCles, riCkshaw, 
  wagons and Carts
  wagon
  A basic wheeled vehicle found on most low-tech worlds, relying on muscle animals for power. A wagon is a useful method of moving 
  cargo and passengers around. Some wagons function as domiciles as well for roaming travellers.
  Vehicle
  TL
  Skill 
  Agility Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Wagon
  1
  Animals 
  (riding)
  –1
  10
  —
  1/2
  0.667
  tons
  No
  1
  1
  1, 000
  2.5
  Armour
  Location
  Armour
  Front
  1
  Right
  1
  Left
  1
  Rear
  1
  Top
  1
  Bottom
  1
  land yaCht
  An early wheeled vehicle which utilises wind power. Despite its reliance on constant wind it can reach a reasonable speed. A land 
  Yacht often possesses one sail but designs do vary across cultures.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open? Hull 
  Structure Cost
  (Cr.)
  Shipping 
  Size
  Land 
  Yacht
  1
  Drive 
  (wheeled)
  –2
  20%wind —
  1/–
  0.27 
  tons
  Frame
  1
  1
  1, 440
  1
  Armour
  Location
  Armour
  Front
  1
  Right
  1
  Left
  1
  Rear
  1
  Top
  1
  Bottom
  1
  Other Equipment/Modiications:
  Increased Agility x2, Wind Powered
  Other Equipment/Modiications:
  Horse x2
  
  59
  Civilian grav vehiCles
  air/raft
  An open-topped vehicle supported by anti-gravity technology. Air/rafts can even reach orbit but passengers at that altitude must 
  wear vacc suits. They are ubiquitous, remarkably reliable and lexible vehicles.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Air/
  Raft
  8
  Flyer
  (grav)
  0
  395
  3, 200
  1/3
  —
  Top
  2
  2
  263,
  464
  4 tons
  Armour
  Location
  Armour
  Front
  6
  Right
  6
  Left
  6
  Rear
  6
  Top
  6
  Bottom
  6
  Cargo loader
  A small, one-man grav vehicle designed for carrying, towing and pushing cargo. The cargo loader is often used in low gravity 
  environments or when cargo lifters are not practical. 
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Cargo 
  Loader
  12
  Flyer 
  (grav)
  +2
  150
  3, 000
  1/–
  1.1 
  tons
  No
  2
  2
  109, 
  000
  2
  Armour
  Location
  Armour
  Front
  5
  Right
  5
  Left
  5
  Rear
  5
  Top
  5
  Bottom
  5
   
  Other Equipment/Modiications:
  Additional Armour, Autopilot (SL 1), Communications (TL 8), Computer /1, Database, 
  Decreased Agility, Decreased Hull x2, Decreased Structure x2, Entertainment System, Fuel 
  Eficient x3, Increased speed x4, Navigation (basic), Sensors (basic) 
  Other Equipment/Modiications:
  Advanced Controls, Communications (TL 10), Decreased Speed x7, Sensors (basic), Short 
  Term Life Support
  
  Civilian grav vehiCles
  60
  g/bike
  The G/Bike is much like its ground based predecessors. With its speed and small size, it is a favourite of many space farers for 
  travelling to and from spaceports. It is also the focus for many subcultures and gangs.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open? Hull Structure
  Cost
  (Cr.)
  Shipping 
  Size
  G/Bike
  12
  Flyer 
  (grav)
  +2
  550
  4, 500
  1/1
  —
  Frame
  1
  1
  275, 
  000
  1.5 tons
  Armour
  Location
  Armour
  Front
  1
  Right
  1
  Left
  1
  Rear
  1
  Top
  1
  Bottom
  1
   
  g-raCer
  While technology changes, man’s need for speed does not. With the advent of commercial grav cars comes the creation of grav 
  racing, a highly competitive and popular sport. Easily out-striping the speed of their ground based predecessors, G-Racers add an 
  element of danger that only increases the popularity of the pastime.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  G-Racer 9
  Flyer 
  (grav)
  +2
  2, 000
  2, 000
  1/–
  —
  No
  1
  1
  215, 
  000
  0.5 tons
  Armour
  Location
  Armour
  Front
  4
  Right
  4
  Left
  4
  Rear
  4
  Top
  4
  Bottom
  4
   
  Other Equipment/Modiications:
  Advanced Controls, Increased Speed, More Fuel Eficient x5
  Other Equipment/Modiications:
  Advanced Controls, Streamlined
  
  Civilian grav vehiCles
  61
  grav Car
  Common transportation on most advanced worlds, the grav car replaces the ground car in all functions. Several designs mimic 
  earlier ground cars, while others abandon earlier conventions all together. Because of the risks of high altitude lying, most grav 
  cars come with some form of life support.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure Cost
  (Cr.)
  Shipping 
  Size
  Grav 
  Car
  12
  Flyer 
  (grav)
  +2
  500
  3,000
  1/4
  0.27 
  tons
  No
  3
  3
  359, 
  300
  3 tons
  Armour
  Location
  Armour
  Front
  5
  Right
  5
  Left
  5
  Rear
  5
  Top
  5
  Bottom
  5
  grav liner
  Replacing the airliner, the grav liners are designed to transport large numbers of passengers over long distances. The quality and 
  conditions of the journey can vary depending upon the price.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Grav 
  Liner
  13
  Flyer 
  (grav)
  0
  1,000
  4,000
  6/270
  —
  No
  77
  78
  14, 
  333, 
  000
  80 tons
  Armour
  Location
  Armour
  Front
  5
  Right
  5
  Left
  5
  Rear
  5
  Top
  5
  Bottom
  5
   
  Other Equipment/Modiications:
  Advanced Controls, Double Capacity Seating, Entertainment System Cr. 300, Navigation 
  (basic), Sensors (basic), Short Term Life Support
  Other Equipment/Modiications:
  Communications (TL 10), Decreased Agility, Decreased Hull x3, Decreased Structure x2, 
  Double Capacity Seating x50 (business class), Increased Speed x10, Short Term Life 
  Support, Sensors (advanced), Navigation (advanced), Full Galley (serves 20, irst class), 
  Triple Capacity Seating x50 (economy class), Entertainment System Cr. 600 x20 (irst 
  class), Entertainment System Cr. 300 x250 (business and economy), Fresher x4
  
  Civilian grav vehiCles
  62
  ground effeCt bike
  The most basic of grav based personal transports, ground effect bikes come in a variety of styles with just as many modiications 
  available to the enthusiast. Able to carry a single person, these are common place in scouting groups as a standard, long range 
  personal transport.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Ground 
  Effect 
  Bike
  8
  Flyer 
  (grav)
  +1
  300
  1, 000
  1/–
  —
  Frame
  1
  1
  25, 000 0.5 tons
  Armour
  Location
  Armour
  Front
  1
  Right
  1
  Left
  1
  Rear
  1
  Top
  1
  Bottom
  1
  g/runner
  The G/Runner is a smaller version of the grav car. It is a common alternative to the G/Bike being fully enclosed and capable of 
  great speed.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  G/
  Runner
  12
  Flyer 
  (grav)
  +2
  500
  4, 500
  1/1
  0.25 
  tons
  No
  1
  2
  325, 
  300
  1.5 tons
  Armour
  Location
  Armour
  Front
  5
  Right
  5
  Left
  5
  Rear
  5
  Top
  5
  Bottom
  5
   
  Other Equipment/Modiications:
  Other Equipment/Modiications:
  Advanced Controls, Entertainment System Cr. 300, Increased Agility, More Fuel Eficient x5
  
  Civilian grav vehiCles
  63
  guv
  The Grav Utility Vehicle (GUV) can seat up to eight people, including the driver. For those that can afford it, the GUV is an ideal 
  vehicle for travellers and mercenary groups who need fast planetary transport.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  GUV
  13
  Flyer 
  (grav)
  +1
  500
  5,720
  1/7
  1.67 
  tons
  No
  3
  3
  422, 
  200
  3 tons
  Armour
  Location
  Armour
  Front
  5
  Right
  5
  Left
  5
  Rear
  5
  Top
  5
  Bottom
  5
   
  sev
  The very best survey and scouting vehicle. The Survey and Exploration Vehicle is a fully enclosed grav vehicle with a full sensor 
  suit, long term life support and protection from hazardous environments.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  SEV
  12
  Flyer 
  (grav)
  +1
  400
  3,000
  2/4
  —
  No
  15
  15
  4, 659, 
  500
  15 tons
  Armour
  Location
  Armour
  Front
  5
  Right
  5
  Left
  5
  Rear
  5
  Top
  5
  Bottom
  5
  Other Equipment/Modiications:
  Double Occupancy Seating x3, Entertainment System Cr. 200, Fuel Eficiency, Greater Fuel 
  Capacity, Short Term Life Support, Navigation (basic)
  Other Equipment/Modiications:
  Airlock, Bunks x3, Communications (TL 10), Computer/3, Corrosive Environment Protection, 
  Double Capacity Seating x2, Fresher, Fusion Plant, Insidious Environment Protection, Life 
  Support (long term), Navigation (advanced), Sensors (advanced)
  
  64
  Civilian ground vehiCles
  armoured van
  A heavily armoured version of a common, small scale cargo transporter. Similar vehicles are often itted with seating and used for 
  the movement of Enforcers or for removing criminal agents.
  Vehicle
  TL Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure Cost
  (Cr.)
  Shipping 
  Size
  Armoured 
  van
  7
  Drive 
  (wheeled)
  –1
  105
  400
  2/–
  1 ton
  No
  3
  3
  22, 800 3 tons
  Armour
  Location
  Armour
  Front
  9
  Right
  9
  Left
  9
  Rear
  9
  Top
  9
  Bottom
  9
  Cargo transport
  A mass cargo vehicle utilising an internal combustion engine, normally possessed of six or eight wheels to counter the lose of 
  control caused by a large, detachable container section. Functional in design, these vehicles offer little in terms of passenger 
  transport and even less in comfort.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open? Hull Structure Cost
  (Cr.)
  Shipping 
  Size
  Cargo
  Transport
  8
  Drive
  (wheeled)
  0
  125
  400
  1/2
  3.25 
  tons
  No
  4
  8
  60,200
  8 tons
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
  Other Equipment/Modiications:
  Additional Armour x2, Communications (TL6), Entertainment System Cr. 200
  Other Equipment/Modiications:
  Entertainment System Cr. 200, Navigation Basic, Wheels x6
  
  Civilian ground vehiCles
  65
  Cargo transport (artiCulated)
  The independent, control and drive section of a modular, articulated transport vehicle. Most commonly used for the mass transit 
  of goods across continent sized distances. Long convoys of such vehicles can be seen carrying the supplies needed to support 
  civilisation. 
  Vehicle
  TL
  Skill 
  Agility Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open? Hull Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Cargo 
  transport 
  (cab)
  7
  Drive 
  (wheeled)
  0
  150
  706
  2/–
  —
  No
  5
  5
  20, 900 5 tons
  Armour
  Location
  Armour
  Front
  6
  Right
  6
  Left
  6
  Rear
  6
  Top
  6
  Bottom
  6
  Chase Car
  A specialised variant of automobiles normally used by law enforcement oficers. Its increased speed and handling makes it well 
  suited for high speed pursuits. Equipped with surveillance sensors to aid in the chase and a method  to call in assistance from 
  other oficers.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Chase 
  Car
  8
  Drive 
  (wheeled)
  +2
  192
  400
  1/4
  —
  No
  4
  4
  25, 800 4 tons
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
  Other Equipment/Modiications:
  Additional Armour, Entertainment System Cr. 300, Greater Fuel Capacity x3, More Fuel 
  Eficient, Navigation (basic), Towing Capacity x4, Wheels x6
  Other Equipment/Modiications:
  Communications (TL 6), Double Capacity Seating, ), Increased Agility x2, Increased Speed x2 
  Navigation (basic), Sensors (basic)
  
  Civilian ground vehiCles
  66
  driller
  A large scale tunnelling machine most commonly found on colony worlds and mining facilities. While lacking in any subtlety, there 
  is no faster way of excavating a promising site. Equipped with digging tools, geology samplers and cutting equipment.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Driller
  10
  Drive
  (mole)
  –1
  55
  800
  2/–
  4.5 
  tons
  No
  25
  25
  1, 780, 
  000
  25
  Armour
  Location
  Armour
  Front
  12
  Right
  12
  Left
  12
  Rear
  12
  Top
  12
  Bottom
  12
  dune buggy
  A small, agile, quad wheeled vehicle. Its primary features are a rugged and durable frame, sparsely itted with metal plating. With 
  its fast speed and advantage over tough terrain the vehicle is a favourite of explorers and adventurers on worlds with little stable 
  road surface.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo Open? Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Dune 
  Buggy
  7
  Drive 
  (wheeled)
  0
  150
  400
  1/1
  —
  Frame
  1
  1
  2, 900
  1 ton
  Armour
  Location
  Armour
  Front
  1
  Right
  1
  Left
  1
  Rear
  1
  Top
  1
  Bottom
  1
  Other Equipment/Modiications:
  Additional Armour x2, Digging Equipment, Cutting Equipment, Geology Sampler, Sensors 
  (basic), Tracks, Tunnelling Machine, Navigation (advanced), Greater Fuel Capacity x2
  Other Equipment/Modiications:
  Off Road Capability, Communications (TL 4)
  
  Civilian ground vehiCles
  67
  early ground Car
  A conventional wheeled automobile, found on many worlds towards the end of the industrial age. Based on the latest internal 
  combustion engine the world can produce. A solid metal frame offers better protection then many latter designs which use ibreglass 
  and plastics.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Ground 
  Car
  5
  Drive 
  (wheeled)
  0
  130
  150
  1/3
  —
  No
  3
  2
  6, 720
  4 tons
  Armour
  Location
  Armour
  Front
  6
  Right
  6
  Left
  6
  Rear
  6
  Top
  6
  Bottom
  6
  eleCtriC train
  Trains are common place on most mid-Tech Level worlds, being a fast, reliable and eficient method of transporting cargo and 
  passengers. Most trains are modular in nature, allowing for a variable number of cars to meet the needs of the time. Often long 
  distance trains will have an improved service available for a higher price, such as wet bar and canteen.
  Vehicle
  TL
  Skill 
  Agility
  Speed Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Electric 
  train
  (1 car)
  7
  Drive 
  (wheeled)
  –1
  125
  —
  2/32
  1.6 
  tons
  No
  13
  13
  126, 
  000
  13 tons
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
  Other Equipment/Modiications:
  Decreased Hull, Decreased Structure x2, Increased Armour, Increased Speed x4, Reduced 
  Fuel Eficiency
  Other Equipment/Modiications:
  Communications (TL 6), Double Capacity Seating x16, External Power
  
  Civilian ground vehiCles
  68
  Jet Car
  The jet powered car is an odd sight. Mostly found on worlds without the widespread use of the internal combustion engine or as a 
  form of extreme sports vehicle due to the much greater speed and acceleration. The Jet car’s road speed is almost unmatched.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Jet car
  7
  Drive 
  (wheeled)
  0
  340
  320
  1/1
  0.5 
  tons
  No
  4
  5
  14, 500 7
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
   
  limousine
  There are few better expressions of wealth than owning as desirable a car as this. Limousines come in a variety of styles and with 
  a number of luxuries aboard from bar compartments to outrageous hot tubs. While perhaps not the most practical of vehicles, 
  everyone who sees it will know how rich you are.
  Vehicle
  TL
  Skill 
  Agility Speed
  Range
  Crew / 
  Passengers
  Cargo Open? Hull Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Limousine
  10
  Drive 
  (wheeled)
  1
  300
  500
  1/4
  0.25 
  tons
  No
  6
  7
  38, 920 6.5 tons
  Armour
  Location
  Armour
  Front
  8
  Right
  8
  Left
  8
  Rear
  8
  Top
  8
  Bottom
  8
  Other Equipment/Modiications:
  Decreased Hull x3, Decreased Structure x2, Entertainment Cr. 200, Increased Speed x 10, 
  Lower Fuel Capacity x2
  Other Equipment/Modiications:
  Additional Armour, Entertainment System Cr. 600, Increased Agility, Increased Speed x6, 
  Navigation (basic), Wet Bar
  
  Civilian ground vehiCles
  69
  motorCyCle
  A popular vehicle on many worlds. The motorcycle is small, manoeuvrable, fast and often has a social connotation. Every explorer 
  should consider owning at least one as they are easier to store and travel with then larger vehicles.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open? Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Motorcycle
  7
  Drive 
  (wheeled)
  1
  240
  300
  1/1
  —
  Frame
  1
  1
  4, 800 1 ton
  Armour
  Location
  Armour
  Front
  0
  Right
  0
  Left
  0
  Rear
  0
  Top
  0
  Bottom
  0
   
  motorCyCle with sideCar
  A less common sight than a standard motorcycle. Sometimes the sidecar can be obtained separately and attached to a compatible 
  bike, which will make it slower but also allows it to carry an additional passenger or cargo.
  Vehicle
  TL Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo Open? Hull Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Bike 
  with 
  Sidecar
  6
  Drive 
  (wheeled)
  1
  150
  200
  1/2
  —
  Frame
  1
  2
  7, 200
  1.5 tons
  Armour
  Location
  Armour
  Front
  0
  Right
  0
  Left
  0
  Rear
  0
  Top
  0
  Bottom
  0
  Other Equipment/Modiications:
  Motorcycle
  Other Equipment/Modiications:
  Motorcycle
  
  Civilian ground vehiCles
  70
  mpv
  A Multi-Purpose Vehicle (MPV), is commonly seen on worlds without grav technology. With both on and off world capability, the 
  MVP contains an extended seating area for up to six others which can easily be converted for cargo.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  MVP
  7
  Drive 
  (wheeled)
  0
  144
  400
  1/7
  —
  No
  2
  3
  20,
  200
  2.5 tons
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
   
  off-road truCk
  Designed for off-road conditions, these vehicles are robust and reliable in nature. Possessing an open latbed for cargo and 
  equipment, it can carry up to seven passengers, although the bed can get rather uncomfortable over time.
  Vehicle
  TL
  Skill 
  Agility Speed
  Range
  Crew / 
  Passengers
  Cargo Open?
  Hull Structure Cost
  (Cr.)
  Shipping 
  Size
  Off-road
  Truck
  7
  Drive 
  (wheeled)
  0
  160
  440
  1/2
  1.5 
  tons
  Top/
  Cargo 
  Bed
  5
  3
  15,
  520
  3 tons
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
  Other Equipment/Modiications:
  Double Occupancy Seating x3, Entertainment System Cr. 200, Navigation (basic), Off-road 
  Capability
  Other Equipment/Modiications:
  Double Occupancy Seating, Entertainment System Cr. 200, Fuel Eficiency, Increased Hull x2, 
  Navigation (basic), Off-road Capability
  
  Civilian ground vehiCles
  71
  off-roader
  A robust, heavy vehicle designed dificult terrain. It has the distinct advantage over the truck variant is that it is fully enclosed. It is 
  favoured by colonists on less developed worlds.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo Open? Hull 
  Structure Cost
  (Cr.)
  Shipping 
  Size
  Off-
  roader
  7
  Drive 
  (wheeled)
  –1
  160
  440
  1/3
  0.5 
  tons
  No
  5
  3
  20, 720
  3 tons
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
   
  omnibus 
  A large, heavy passenger vehicle. An Omnibus is not the most agile of vehicles but provides cheap and reasonably comfortable 
  transportation within a local area. Some go further aield, making cross continental journeys with overnight stops. There are a 
  number of variations for fewer or more passengers such as articulated and double decked omnibuses.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull Structure Cost
  (Cr.)
  Shipping 
  Size
  Omni-
  bus
  6
  Drive 
  (wheeled)
  –1
  100
  280
  1/28
  0.25 
  tons
  No
  5
  6
  25, 520 8 tons
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
  Other Equipment/Modiications:
  Entertainment System Cr. 200, Fuel Eficiency, Increased Agility, Increased Hull x2, Navigation 
  (basic), Off-road Capability, Towing Capacity
  Other Equipment/Modiications:
  Communications (TL 6), Decreased Agility, Decreased Hull x3, Decreased Structure x2, 
  Double Occupancy Seating x14, More Fuel Eficient x2
  
  Civilian ground vehiCles
  72
  piCk-up truCk
  A versatile road vehicle, with an enclosed cab for the driver and passenger. The latbed can be used for cargo or for additional 
  passengers, even if the ride is a little bumpy.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Pick-up
  Truck
  6
  Drive 
  (wheeled)
  0
  100
  200
  1/2
  1 ton
  Top/
  Cargo 
  Bed
  4
  3
  7, 072 3 tons
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
  Quad bike
  A favoured choice for adventurers who need transportation without taking too much room. A quad bike is open topped with enough 
  room for one passenger or some cargo. It is not uncommon to see them in agricultural areas, towing carts of produce across 
  dificult terrain.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure Cost
  (Cr.)
  Shipping 
  Size
  Quad 
  Bike
  7
  Drive 
  (wheeled)
  2
  144
  400
  1/1
  —
  Frame
  1
  1
  4, 800
  1 ton
  Armour
  Location
  Armour
  Front
  1
  Right
  1
  Left
  1
  Rear
  1
  Top
  1
  Bottom
  1
  Other Equipment/Modiications:
  Double Occupancy Seating,  Entertainment System Cr. 200, Increased Hull
  Other Equipment/Modiications:
  Increased Agility x2, Off Road Capability, Towing Capacity
  
  Civilian ground vehiCles
  73
  riot tank
  The riot tank is a vital machine for law enforcement in troubled areas. Protecting oficers from harm with its sturdy armour and 
  possessing a powerful water cannon to knock back rioters and disperse crowds.
  Vehicle
  TL
  Skill 
  Agility Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure Cost
  (Cr.)
  Shipping 
  Size
  Riot 
  Tank
  7
  Drive 
  (wheeled)
  –1
  95
  400
  2/12
  —
  No
  8
  8
  51, 600 10 tons
  Armour
  Location
  Armour
  Front
  12
  Right
  12
  Left
  12
  Rear
  12
  Top
  12
  Bottom
  12
  small family Car
  Personal transportation found on many mid-tech worlds. Utilising an internal combustion engine and a satellite based navigation 
  system for driver assistance. Some cultures hold such vehicles to be signs of social status, causing the varieties and performance 
  of individual vehicles to differ greatly depending upon cost, need and taste.
  Vehicle
  TL
  Skill 
  Agility
  Speed Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost 
  (Cr.)
  Shipping 
  Size
  Family 
  Car
  8
  Drive
  (wheeled)
  0
  160
  400
  1/4
  —
  No
  2
  2
  6,000
  2.5 tons
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
  Other Equipment/Modiications:
  Additional Armour x3, Communications (TL6), Decreased Hull x2, Decreased Structure x2, 
  Sensors (basic), Water Cannon (ive minutes of iring)
  Other Equipment/Modiications:
  Entertainment system Cr. 200, Navigation basic
  
  Civilian ground vehiCles
  74
  snowmobile
  An open, tracked vehicle for rapid movement through frozen environments. 
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Snow 
  mobile
  7
  Drive 
  (tracked)
  1
  88
  320
  1/1
  —
  Frame
  1
  1
  4, 800
  1 ton
  Armour
  Location
  Armour
  Front
  1
  Right
  1
  Left
  1
  Rear
  1
  Top
  1
  Bottom
  1
  snow Cat
  The snow cat is a tracked vehicle for use in extreme cold. Providing both life support and passenger space, this vehicle is essential 
  for travel through frozen climates.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Snow 
  Cat
  7
  Drive 
  (Tracked)
  0
  80
  400
  1/6
  —
  No
  3
  3
  45, 200 2.5 tons
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
  Other Equipment/Modiications:
  Communications (TL6), Double Capacity Seating x3, Hostile Environment Protection, 
  Increased Hull
  Other Equipment/Modiications:
  Increased Agility x1, Increased Speed, Lower Fuel Capacity x2, Towing Capacity
  
  Civilian ground vehiCles
  75
  solar Car
  The solar car is often found on worlds with either an exceptionally high level of UV exposure or on worlds where the combustion 
  engine (for whatever reason) is not viable. In many ways the solar car has the advantage, with unlimited range, no fuel costs and 
  being environmentally friendly. The only disadvantage being the reliance on high light levels.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost 
  (Cr.)
  Shipping 
  Size
  Solar 
  car
  8
  Drive
  (wheeled)
  0
  112
  —
  1/4
  —
  No
  2
  3
  16, 400 2.5 tons
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
  sports Car
  Higher priced than other cars, sports cars are more a symbol of wealth than an effective vehicle. Often designed more for appearance 
  and speed, these vehicles are used for racing and thrill seeking. On many worlds the social status attached to these cars makes 
  them highly desirable to poorer social classes.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost 
  (Cr.)
  Shipping 
  Size
  Sports 
  car
  8
  Drive
  (wheeled)
  2
  224
  320
  1/1
  —
  Top
  2
  2
  13,920
  2 tons
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
  Other Equipment/Modiications:
  Decreased Speed x2, Entertainment system Cr. 200, External Power (solar), Navigation 
  (basic)
  Other Equipment/Modiications:
  Entertainment system Cr. 400, Increased Agility x2 Increased Speed x4, Lower Fuel 
  Capacity x2, Navigation basic
  
  Civilian ground vehiCles
  76
  steam Car
  Steam powered vehicles are most commonly found on early industrial worlds where the internal combustion engine is yet to be 
  perfected. Such vehicles provide greater speed than animals and are often less expensive. The use of steam vehicles can often 
  survive into the age of the internal combustion engine providing a variety of car designs.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost 
  (Cr.)
  Shipping 
  Size
  Steam 
  car
  4
  Drive
  (wheeled)
  0
  50
  100
  1/2
  0.15 
  Tons
  No
  2
  2
  3, 600
  2.5 tons
  Armour
  Location
  Armour
  Front
  2
  Right
  2
  Left
  2
  Rear
  2
  Top
  2
  Bottom
  2
  suv
  The Sports Utility Vehicle (SUV) is a large wheeled drive car designed to seat eight people in comfort. This and its off road 
  capability, make it a favoured choice of mercenaries and travellers alike.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  SUV
  7
  Drive 
  (wheeled)
  0
  144
  572
  1/7
  1.67 
  tons
  No
  3
  3
  19,
  720
  3 tons
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
   
  Other Equipment/Modiications:
  Other Equipment/Modiications:
  Double Occupancy Seating x3, Entertainment System Cr. 200, Fuel Eficiency, Greater Fuel 
  Capacity, Navigation (basic), Off-road Capability
  
  Civilian ground vehiCles
  77
  tev
  The Tracked Exploration Vehicle is capable of housing eight people and the life support can maintain a comfortable environment 
  indeinitely. Despite the cost, this vehicle is often the best choice for scouts and explorers who can travel great distance without 
  the need for aerial support.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure Cost
  (Cr.)
  Shipping 
  Size
  TEV
  9
  Drive 
  (tracked)
  0
  75
  —
  2/8
  0.27 
  tons
  No
  15
  15
  2, 452, 
  300
  15 tons
  Armour
  Location
  Armour
  Front
  4
  Right
  4
  Left
  4
  Rear
  4
  Top
  4
  Bottom
  4
  van
  A popular choice for traders and businesses. Allows for a reasonable amount of goods to be transported without sacriicing speed 
  or manoeuvrability.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  van
  7
  Drive 
  (wheeled)
  0
  160
  400
  2/–
  1.1 
  tons
  No
  3
  3
  7, 400
  3 tons
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
  Other Equipment/Modiications:
  Airlock, Bunks x4, Communications (TL 8), Corrosive Environment Protection, Double 
  Capacity Seating x4, Fresher, Fusion Plant, Improved Agility, Insidious Environment 
  Protection, Life Support (long term), Navigation (standard), Sensors (standard)
  Other Equipment/Modiications:
  Entertainment System Cr. 200
  
  78
  behemoth heliCopter
  Vast cargo carriers, Behemoth helicopters require two rotors to provide the necessary lift. It fulils a much needed role, being able 
  to land and take off vertically. Able to transport ground vehicles in its large cargo bay or carry passengers instead.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Behemoth 
  Helicopter
  8
  Flyer 
  (rotor)
  –1
  120/ 
  400
  2,000
  2/–
  4.25 
  tons
  No
  13
  13
  1, 029, 
  000
  60 tons
  Take-off Radius: 70m
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
  heliCopter
  One of the most common designs of helicopter found on many worlds. This vehicle is capable of carrying up to six passengers 
  along with its two crew. While slower than winged aircraft, the vertical takeoff and landing capability of a helicopter make it a more 
  versatile vehicle.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Helicopter 6
  Flyer 
  (rotor)
  +1
  120/ 
  360
  1,000
  2/6
  1 ton
  No
  2
  3
  318, 
  000
  10 tons
  Take-off Radius: 30m
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
   
  Other Equipment/Modiications:
  Communications (TL 8), Navigation (basic), Sensors (advanced)
  Other Equipment/Modiications:
  Communications (TL 6), Increase Speed x2, Navigation (basic), Sensors (basic), Triple 
  Capacity Seating x2,
  Civilian heliCopters
  
  Civilian heliCopters
  79
  uniCopter
  A single rotary wing helicopter most commonly utilised for short-range aerial surveillance. This compact, lightweight vehicle can 
  carry up to three people at a stretch and is itted with a variety of compact sensors within its nose section.
  Vehicle
  TL
  Skill 
  Agility Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure Cost
  (Cr.)
  Shipping 
  Size
  Helicopter
  8
  Flyer 
  (rotor)
  +1
  150/ 
  400
  2,000
  2/1
  —
  No
  1
  1
  129, 
  000
  4 tons
  Take-off Radius: 26m
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
  poliCe heliCopter
  Designed for pursuit and surveillance, these helicopters are favoured by many law enforcement agencies. Filling a supporting role 
  in ground operations, these aircraft are used to locate and monitor targets as well as aid in coordinating ground forces.
  Vehicle
  TL Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure 
  Cost
  (Cr.)
  Shipping 
  Size
  Police 
  Helicopter
  7
  Flyer 
  (rotor)
  +1
  195/ 
  520
  2,000
  2/2
  —
  No
  2
  2
  278, 
  000
  8 tons
  Take-off Radius: 26m
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
  Other Equipment/Modiications:
  Communications (TL 6), Navigation (basic), Increase Speed x3, Sensors (standard)
  Other Equipment/Modiications:
  Communications (TL 8), Navigation (basic), Sensors (Advanced),
  
  80
  Civilian hoverCraft
  atv hoverCraft
  An enclosed, pressurised all-terrain, hovercraft. The nature of this vehicle allows it to travel over dificult terrain and standing water 
  with ease. With plenty of space for passengers, the self contained atmosphere and the all terrain abilities this vehicle is perfect for 
  ground exploration.
  Vehicle
  TL
  Skill 
  Agility Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  ATV
  12
  Drive 
  (hover)
  +1
  137
  1,400
  1/15
  —
  No
  3
  3
  277, 
  000
  5 Tons
  Armour
  Location
  Armour
  Front
  10
  Right
  10
  Left
  10
  Rear
  10
  Top
  10
  Bottom
  10
  Other Equipment/Modiications:
  Additional Armour, Advanced Sensors, Communication Continental, Decreased Speed x5, 
  Double Capacity Seating x4, Life Support (short term), Navigation Standard
  swamp raCer
  This small hovercraft is designed for speed and manoeuvrability above functionality. Used in looded and swamp areas as a 
  recreational vehicle, the Racer is one of the fastest methods of getting through an otherwise impassable marsh.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Swamp 
  Racer
  7
  Drive 
  (hover)
  +2
  180
  484
  1/2
  0.25
  Open 
  Topped
  2
  2
  216, 
  200
  3 Tons
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
  Other Equipment/Modiications:
  Double Capacity Seating, Entertainment System (Cr. 200), Greater Fuel Capacity, 
  Increased Agility, Increased Speed x2, More Fuel Eficient 
  
  81
  Civilian Jets
  airliner
  Jet powered, air transport allowing reasonably rapid, atmospheric travel. Designed for the mass transit of passengers, these 
  vehicles often prove uncomfortable over long periods of time, however higher grade seating is sometimes available at cost.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost 
  (Cr.)
  Shipping 
  Size
  Airlinner
  8
  Flyer 
  (wing)
  –1
  400
  7, 999
  2/496
  —
  No
  75
  75
  60,
  174,
  800
  600 tons
  Takeoff and landing: 4,500m/3,500m
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
  private Jet
  Small, jet propelled aircraft. On many worlds they are used both commercially and owned privately and so function as a status 
  symbol as much as transportation. This private model provides rapid and comfortable transportation for any travelling group.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure 
  Cost
  (Cr.)
  Shipping 
  Size
  Jet 
  Plane
  7
  Flyer 
  (wing)
  +1
  700
  2, 000
  2/8
  0.25 
  tons
  No
  4
  5
  2, 697, 
  500
  19 tons
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
  Other Equipment/Modiications:
  Autopilot, Communications basic, Double Occupancy x70 (business class seating), 
  Entertainment System Cr. 300 x496, Greater fuel Capacity x3, Life Support (short term) 
  x25, Navigation (standard), Triple Occupancy x100 ( economy class) 
  Other Equipment/Modiications:
  Autopilot, Communications (TL 6), Entertainment System Cr. 500 (communal), Fresher, 
  Navigation (basic), Increase Speed x4, Sensors (standard), Short Term Life Support, Wet 
  Bar 
  
  Civilian Jets
  82
  supersoniC airliner
  Providing the fastest form of air travel for many worlds prior to the discovery of grav technology, the supersonic airliner is often 
  reserved for high society. This is often relected in the luxury passengers are provided with. 
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure 
  Cost
  (Cr.)
  Shipping 
  Size
  Supersonic 
  Airliner
  8
  Flyer 
  (wing)
  +1
  2,400
  4, 000
  4/100
  0.75 
  tons
  No
  60
  60
  80, 
  151, 
  000
  160 tons
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
  vertiCal take-off Jet
  Vertical Take-Off and Landing (VTOL) jets and planes are more costly than helicopters but can achieve much greater speeds.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure 
  Cost
  (Cr.)
  Shipping 
  Size
  VTOL
  Jet
  8
  Flyer 
  (wing)
  +3
  500
  1,440
  1/12
  1 ton
  No
  5
  5
  3, 445, 
  000
  20
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
  Other Equipment/Modiications:
  Autopilot, Communications (TL 6), Double Capacity Seating x50, Entertainment System 
  Cr. 300 x100, Fresher x2, Full Galley (serves 20), Increased Agility x2, Increased Speed 
  x10, Navigation (basic), Sensors (advanced), Short Term Life Support, Supersonic
  Other Equipment/Modiications:
  Autopilot, Communications (TL 6), Increased Speed x2, More Fuel Eficient x2 Navigation 
  (basic), Sensors (advanced), Short Term Life Support
  
  83
  Civilian ships and boats
  air boat
  A small, lat-bottomed river craft, this boat uses a large propeller above the waterline to provide thrust. While not commonly seen, 
  they are often used for swamplands, where debris and plant growth can entangle more conventional methods of propulsion.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure Cost
  (Cr.)
  Shipping 
  Size
  Air Boat
  6
  Seafarer 
  (motor)
  0
  60
  800
  1/2 
  —
  Frame
  1
  1
  6, 000
  1.5 tons
  Armour
  Location
  Armour
  Front
  1
  Right
  1
  Left
  1
  Rear
  1
  Top
  1
  Bottom
  1
  barge
  A barge is a narrow, lat bottomed, boat primarily used in canals. Designed for passengers and cargo, barges are common sites on 
  most worlds which utilise waterways. At earlier Tech Levels they are often drawn by muscle animals. In later ages the barge often 
  looses its purpose as a cargo vessel and is instead used for recreation or for residence.
  Vehicle TL
  Skill 
  Agility Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure 
  Cost
  (Cr.)
  Shipping 
  Size
  Barge
  4
  Seafarer 
  (motor)
  0
  40
  200
  2/–
  0.75
  No
  1
  2
  10, 000 2.5 tons
  Armour
  Location
  Armour
  Front
  2
  Right
  2
  Left
  2
  Rear
  2
  Top
  2
  Bottom
  2
  Other Equipment/Modiications:
  Other Equipment/Modiications:
  
  Civilian ships and boats
  84
  ferry
  Large ships designed for transportation across vast bodies of water. Able to transport passengers and their personal vehicles. 
  These vessels are normally itted with various forms of entertainment for longer journeys. Small cabins are often issued for night 
  journeys.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure 
  Cost
  (Cr.)
  Shipping 
  Size
  Ferry
  7
  Seafarer 
  (ocean 
  ships)
  –6
  60
  6,000
  10/220
  10 tons No
  141
  141
  2, 274, 
  600
  282
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
  hydrofoil
  These boats are itted with foils beneath the waterline. This works to raise the prow of the vehicle out of the water, reducing the 
  drag against the boat but also reducing the vehicles manoeuvrability.
  Vehicle
  TL
  Skill 
  Agility Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open? Hull Structure 
  Cost
  (Cr.)
  Shipping 
  Size
  Hydrofoil 7
  Seafarer 
  (ocean 
  ship)
  –3
  180
  3,000
  1/15
  0.75
  No
  10
  10
  128, 
  000
  10
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
  Other Equipment/Modiications:
  Communications (TL 6), Fresher, Hydrofoil, Navigation (basic), Sensors (basic)
  Other Equipment/Modiications:
  Communications (TL 6), Fresher x4, Navigation (basic), Sensors (basic), Internal 
  Vehicle Bays, Full Galley (serves 20), Entertainment System Cr. 600,
  
  Civilian ships and boats
  85
  luxury yaCht
  The absolute symbol of opulence and wealth. Private yachts are seen as toys of the fabulously rich, used for recreation and 
  entertaining friends and guests. Coming with every amenity that the owner could desire.
  Vehicle
  TL
  Skill 
  Agility Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure 
  Cost
  (Cr.)
  Shipping 
  Size
  Luxury 
  Yacht
  8
  Seafarer 
  (ocean 
  ship)
  –3
  60
  9,300
  10/10
  28.5 
  tons
  No
  100
  100
  5, 097, 
  500
  100 tons
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
  motor boat
  Propeller driven vessels with a small cabin and deck. These boats are common site on many worlds, used for both recreation and 
  by ishermen.
  Vehicle
  TL
  Skill 
  Agility Speed
  Range
  Crew / 
  Passengers
  Cargo Open?
  Hull Structure Cost
  (Cr.)
  Shipping 
  Size
  Motor 
  Boat
  5
  Seafarer 
  (motorboat)
  0
  40
  200
  1/6
  0.25 
  tons
  Top
  2
  2
  25, 800 4 tons
  Armour
  Location
  Armour
  Front
  2
  Right
  2
  Left
  2
  Rear
  2
  Top
  2
  Bottom
  2
  Other Equipment/Modiications:
  Communications (TL4), Entertainment System Cr, 200, Navigation (basic), Sensors 
  (basic)
  Other Equipment/Modiications:
  Communications (TL 6), Computer/1 x2, Entertainment System Cr. 1000, Fresher x2, Full 
  Galley (serves 10) x2, General Purpose Lab,  Greater Fuel Capacity x10, Hot Tub (2 person 
  capacity), Internal Vehicle Bays, More Fuel Eficient x10, Navigation (basic), Refrigeration 
  (10 spaces), Sensors (standard), Swimming Pool (5 person capacity), Wave-piercing Hull, 
  Wet Bar x2
  
  Civilian ships and boats
  86
  poliCe Cutter
  Designed for speed and manoeuvrability, police cutters are pursuit vehicles. These small boats come fully equipped with sensors 
  to aid in any search or surveillance.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open? Hull 
  Structure 
  Cost
  (Cr.)
  Shipping 
  Size
  Motor 
  Boat
  7
  Seafarer 
  (motorboat)
  +1
  180
  400
  2/–
  —
  Top
  2
  2
  62, 000 2 tons
  Armour
  Location
  Armour
  Front
  2
  Right
  2
  Left
  2
  Rear
  2
  Top
  2
  Bottom
  2
  power boat
  Powerboats are small, lightweight and open topped boats. Their designed entirely for speed making them well suited to recreational 
  racing and smuggling.
  Vehicle
  TL
  Skill 
  Agility Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure Cost
  (Cr.)
  Shipping 
  Size
  Power 
  Boat
  7
  Seafarer 
  (motorboat)
  –1
  180
  400
  1/4
  0.25
  Top
  2
  3
  42, 000 2.5 tons
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
  Other Equipment/Modiications:
  Communications (TL6), Hydrofoil, Increased Agility, Navigation (basic), Sensors 
  (Advanced)
  Other Equipment/Modiications:
  Communications (TL6), Hydrofoil, Navigation (basic)
  
  Civilian ships and boats
  87
  researCh ship
  Research ships are used for a wide variety of scientiic applications. Providing a full suit of research facilities, this ship is ideal for 
  any scientiic expedition.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open? Hull Structure 
  Cost
  (Cr.)
  Shipping 
  Size
  Research 
  Ship
  7
  Seafarer 
  (ocean 
  ships)
  –3
  60
  3, 000
  10/–
  1 ton
  No
  20
  20
  225, 
  500
  20 tons
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
  Other Equipment/Modiications:
  Bunks x6, Communications (TL6), Computer/1 x2, Hydrology Sampler, Lab Space +2 (7 
  researchers), Mini-galley, Navigation (basic), Sensors (advanced), Underwater Sensors 
  (advanced)
  rubbish tramp
  An unfortunate necessity in many industrialised societies. These relatively small, open decked ships are used to ferry refuse to 
  dumping stations or reclamation plants.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure 
  Cost
  (Cr.)
  Shipping 
  Size
  Rubbish 
  Tramp
  5
  Seafarer 
  (ocean 
  ships)
  –3
  40
  2, 000
  2/–
  3 tons
  Open 
  Bed
  7
  8
  53, 100 10 tons
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
  Other Equipment/Modiications:
  Communications (TL 4), Decreased Hull x3, Decreased Structure x2, Entertainment System 
  (CR. 200), Fresher, Medium Crane
  
  Civilian ships and boats
  88
  tender
  Most large vessels will be accompanied by at least one tender. These small boats are used to transport people and cargo without 
  the need for ships to go into port or perform complicated boarding actions.
  Vehicle TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open? Hull 
  Structure Cost
  (Cr.)
  Shipping 
  Size
  Tender
  5
  Seafarer 
  (motorboats)
  0
  40
  100
  1/9
  1 ton
  Top
  3
  3
  19, 000  tons
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
   
  Other Equipment/Modiications:
  Communications (TL 8), Lower Fuel Capacity x5
  steam ship
  An early, powered ship. The Steam ship or Steamer as it is sometimes called, is used for a variety of tasks from ferrying passengers 
  to carrying goods around the coast.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure 
  Cost
  (Cr.)
  Shipping 
  Size
  Steam 
  Ship
  4
  Seafarer 
  (ocean 
  ships)
  –3
  20
  1, 000
  5/50
  —
  No
  15
  15
  170, 
  000
  15 tons
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
  Other Equipment/Modiications:
  Double Capacity Seating x25
  
  89
  deepwater submarine
  These high technology vessels are specially designed for deep sea exploration at such depths that other submersibles would 
  be crushed by pressure. In some societies these vessels are used for transport and cargo from deep sea mining and research 
  facilities.
  Vehicle
  TL Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo Open? Hull Structure 
  Cost
  (Cr.)
  Shipping 
  Size
  Deepwater 
  Sub
  8
  Seafarer 
  (submarine)
  –4
  20
  1,000
  2/6
  0.25 
  tons
  No
  15
  15
  4, 520, 
  100
  45 tons
  Safe dive Depth: 400
  Safe Crush Depth: 1,200
  Life Support: 200
  Armour
  Location
  Armour
  Front
  1
  Right
  1
  Left
  1
  Rear
  1
  Top
  1
  Bottom
  1
  researCh sub
  Research subs are mostly concerned with the study of marine life and underwater features. Passenger facilities and environmental 
  systems are provided for long journeys and studies. Fully equipped for any research project.
  Vehicle
  TL
  Skill 
  Agility Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open? Hull 
  Structure Cost
  (Cr.)
  Shipping 
  Size
  Research 
  Sub
  9
  Seafarer 
  (submarine)
  –4
  50
  —
  3/7
  0.75 
  tons
  No
  50
  50
  5, 877, 
  000
  150 tons
  Safe Dive Depth: 600
  Crush Depth: 1,800
  Life Support: 500
  Armour
  Location
  Armour
  Front
  4
  Right
  4
  Left
  4
  Rear
  4
  Top
  4
  Bottom
  4
   
  Civilian submersibles
  Other Equipment/Modiications:
  Bunks x3, Communications (TL 8), Fresher, Increased Crush Depth x2, Navigation (basic), 
  Sensors (Standard)
  Other Equipment/Modiications:
  Bunks x5, Communications (TL6), Computer/1 x2, Fusion Plant, Hydrology Sampler, 
  Lab Space +2 (7 researchers), Long Term Life Support, Mini-galley, Navigation (basic), 
  Underwater Sensors (advanced)
  
  Civilan submersibles
  90
  submersible
  Submersibles are small, short range submarines normally carried by much larger vessels such as research ships.
  Vehicle
  TL
  Skill 
  Agility Speed
  Range
  Crew / 
  Passengers
  Cargo Open? Hull Structure Cost
  (Cr.)
  Shipping 
  Size
  Submersible 8
  Seafarer 
  (submarine)
  –2
  25
  100
  2/4
  0.25 
  tons
  No
  5
  5
  519, 
  500
  20 tons
  Safe dive Depth: 400
  Safe Crush Depth: 600
  Life Support: 100
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
  submarine
  Civilian submarines are most often used on ocean worlds for transporting passengers and goods between underwater, settlements 
  but are also used for salvaging, exploring and maintenance of underwater facilities.
  Vehicle
  TL Skill 
  Agility Speed Range
  Crew / 
  Passengers
  Cargo Open? Hull 
  Structure Cost
  (Cr.)
  Shipping 
  Size
  Submarine 8
  Seafarer 
  (submarine)
  –2
  20
  —
  2/4
  3.5 
  tons
  No
  5
  5
  3, 123, 
  000
  90 tons
  Safe dive Depth: 400
  Safe Crush Depth: 600
  Life Support: 9 days
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
  Other Equipment/Modiications:
  Airlock, Bunks x3, Communications (TL 8), Fresher, Navigation (basic), Underwater 
  Sensors (Standard), Long Term Life Support
  Other Equipment/Modiications:
  Bunks x3, Communications (TL 8), Navigation (basic), Underwater Sensors (Standard)
  
  91
  grav train
  Replacing earlier electric trains, the Grav train uses weak grav modules to support the cars and increase speed.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Grav 
  Train
  13
  Flyer 
  (grav)
  –4
  800
  —
  4/280
  41.33 
  tons
  No
  36
  36
  2, 371, 
  200
  36.6 tons
  Armour
  Location
  Armour
  Front
  5
  Right
  5
  Left
  5
  Rear
  5
  Top
  5
  Bottom
  5
   
  steam train
  The steam locomotive is a common design found on many low-tech worlds. It allows for the easy transportation of goods across 
  vast distances and is often more comfortable than animal drawn vehicles, this along with the interchangeable carriages makes the 
  steam train a vital part of many developing civilisations. 
  Vehicle TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost 
  (Cr.)
  Shipping 
  Size
  Steam 
  Train
  4
  Drive
  (wheeled)
  –4
  80
  800
  3/120
  13.77 
  tons
  No
  25
  26
  560, 
  000
  26 tons
  Armour
  Location
  Armour
  Front
  2
  Right
  2
  Left
  2
  Rear
  2
  Top
  2
  Bottom
  2
  Civilian trains
  Other Equipment/Modiications:
  Locomotives (front and rear):
  Double Capacity Seating x20, Entertainment System Cr. 400, Fresher, Short Term Life 
  Support
  Freight Car:
  Open Cargo Bed
  Passenger Car:
  Double Capacity Seating x100, Entertainment System, Freshener x2, Full Galley (serves 
  20), Short Term Life Support
  Other Equipment/Modiications:
  Engine Cab:
   
  Fuel Cart:
  Increased Range
  Freight Carriage:
  Open Cargo Bed
  Passenger Carriage:
  Double Capacity Seating x50
  Dinning and Cabin Carriage:
  Full Galley (serves 100 passengers), Freshener x2, Bunks x10
  
  92
  Civilian 
  unpowered ships and boats
  Canoe
  A small, narrow, water vehicle that relies on the water low and the muscle power of the occupants. Primarily seen on primitive 
  worlds, the canoe is most used for hunting and ishing. It can also be used for trade and transportation in environments where 
  wheeled vehicles are ill suited.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure 
  Cost
  (Cr.)
  Shipping 
  Size
  Canoe
  1
  Seafarer 
  (sail)
  –1
  Str
  —
  1/–
  0.25 
  tons
  Top
  1
  1
  400
  1 ton
  Armour
  Location
  Armour
  Front
  1
  Right
  1
  Left
  1
  Rear
  1
  Top
  1
  Bottom
  1
  Caravel
  Small, two masted, highly agile sailing ships. Caravels are often employed by low Tech Level worlds to explore vast stretches of 
  ocean. Capable of transporting small quantities of goods or travellers and cartographers to new lands.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure 
  Cost
  (Cr.)
  Shipping 
  Size
  Caravel
  1
  Seafarer 
  (sail)
  –2
  20% 
  wind
  —
  8/18
  2.5 
  tons
  Top
  9
  8
  164, 
  000
  18 tons
  Armour
  Location
  Armour
  Front
  1
  Right
  1
  Left
  1
  Rear
  1
  Top
  1
  Bottom
  1
  Other Equipment/Modiications:
  Other Equipment/Modiications:
  Bunks x14
  
  Civilian unpowered ships and boats
  93
  sloop
  Small sailboats that are itted with a for and aft sail on a single mast. Most commonly used for ishing or personal travel. On more 
  advanced worlds they become more of a recreational vehicle.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure Cost
  (Cr.)
  Shipping 
  Size
  Sloop
  1
  Seafarer 
  (sail)
  –1
  20% 
  wind
  —
  1/2
  0.25 
  tons
  Top
  1
  1
  1, 000
  2.5 tons
  Armour
  Location
  Armour
  Front
  1
  Right
  1
  Left
  1
  Rear
  1
  Top
  1
  Bottom
  1
  Other Equipment/Modiications:
  sail yaCht
  A symbol of opulance on  higher tech worlds, these luxury vehicles are often owned by the wealthy who feel nostalgic for the age 
  of sail crafts rather than the larger, powered sea vessels available.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull Structure 
  Cost
  (Cr.)
  Shipping 
  Size
  Yacht
  8
  Seafarer 
  (sail)
  –1
  55% 
  wind
  —
  10/20
  2.5 
  tons
  No
  25
  20
  530, 
  300
  50 tons
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
   
  Other Equipment/Modiications:
  Bunks x25, Communications (TL 6), Entertainment System (Cr. 800), Fire Extinguishers, 
  Full Galley (serves 20), Fresher x4, Navigations (basic), Sensors (basic)
  
  94
  Cargo lifter
  The cargo lifter is a common sight around starports and industrial centres. Standing over nine foot tall, the lifter allows the driver 
  to move objects with the aid of two large pincers. Unlike most walkers, the cargo lifter is not fully enclosed. This allows for better 
  visibility and communication. 
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Cargo 
  Lifter
  8
  Drive 
  (walker)
  +1
  50
  150
  1/–
  —
  Top
  2
  2
  112, 
  000
  8 tons
  Armour
  Location
  Armour
  Front
  1
  Right
  1
  Left
  1
  Rear
  1
  Top
  1
  Bottom
  1
  Cargo lifter (sealed)
  This variant of the Cargo Lifter is designed for use in either hostile or no atmosphere worlds.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Cargo 
  Lifter
  8
  Drive 
  (walker)
  +2
  50
  150
  1/–
  —
  Top
  2
  2
  140, 
  000
  8 tons
  Armour
  Location
  Armour
  Front
  4
  Right
  4
  Left
  4
  Rear
  4
  Top
  4
  Bottom
  4
  Civilian walkers
  Other Equipment/Modiications:
  Manipulator Arms: Str 4 Dex 2
  Other Equipment/Modiications:
  Advanced Controls, Communications (TL 6), Life Support (short term)
  Manipulator Arms: Str 4 Dex 2
  
  Civilian walkers
  95
  explorer
  Designed for extended exposure to hostile and alien environments, the explorer type walker comes equipped with advanced life 
  support and protective measures. With its sensors it is an ideal vehicle for the exploration of the unknown.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Explorer
  8
  Drive 
  (walker)
  +2
  50
  150
  1/–
  —
  Top
  2
  2
  211, 
  600
  8 tons
  Armour
  Location
  Armour
  Front
  4
  Right
  4
  Left
  4
  Rear
  4
  Top
  4
  Bottom
  4
  Other Equipment/Modiications:
  Communications (TL8, tightbeam), Hostile Environment Protection, Long Term Life Support, 
  Navigation (standard), Sensors (advanced)
  ConstruCtion-walker
  The Construction-Walker is a vital part of any large building irm. Coming with a variety of tools and with several competing versions 
  available, these Walkers can carry perform tasks from heavy lifting to dextrous welding.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Construction 
  Walker
  10
  Drive 
  (walker)
  +2
  50
  150
  1/–
  2.5 
  tons
  No
  5
  5
  421, 
  000
  22.5 tons
  Armour
  Location
  Armour
  Front
  4
  Right
  4
  Left
  4
  Rear
  4
  Top
  4
  Bottom
  4
  Other Equipment/Modiications:
  Communications (TL 6), Medium Crane, Sensors (basic)
  Manipulator Arms: STR 10 DEX 4
  
  Civilian walkers
  96
  teCh-walker
  The Tech-Walker is fully enclosed and equipped with all the tools necessary to perform vital maintenance in a hostile environment. 
  This walker is adjustable for different tasks, making it the logical choice for any mechanic working in harsh conditions.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Tech-
  Walker
  8
  Drive 
  (walker)
  +2
  50
  150
  1/–
  —
  Top
  2
  2
  175, 
  000
  8 tons
  Armour
  Location
  Armour
  Front
  4
  Right
  4
  Left
  4
  Rear
  4
  Top
  4
  Bottom
  4
  Other Equipment/Modiications:
  Communications (TL 8), Cutting Equipment, Hostile Environment Protection, Sensors 
  (basic), Short Term Life Support
  Manipulator Arms: STR 2 DEX 1
  sub-walker
  A fully enclosed walker designed to enable engineers and technicians to work underwater. Modiiable for most tasks, this walker 
  is a useful asset.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Sub-
  Walker
  8
  Drive 
  (walker)
  +2
  50
  150
  1/–
  —
  Top
  2
  2
  120, 
  000
  8 tons
  Armour
  Location
  Armour
  Front
  1
  Right
  1
  Left
  1
  Rear
  1
  Top
  1
  Bottom
  1
  Other Equipment/Modiications:
  Advanced Controls, Communications (TL 6), Life Support (short term)
  Manipulator Arms: Str 2 Dex 1
  
  97
  military aeroplanes
  dive bomber
  Designed to give close support to ground troops or make precise attacks against fortiied positions or navel vessels, the dive 
  bomber makes itself felt in early mechanised warfare.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open? Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Dive 
  Bomber
  5
  Flyer 
  (wing)
  +1
  300
  2,000
  2/–
  —
  No
  4
  5
  1, 912, 
  300
  36
  Take-off Radius/Landing: 2,500/1,250
  Armour
  Location
  Armour
  Front
  4
  Right
  4
  Left
  4
  Rear
  4
  Top
  4
  Bottom
  4
  Turret Front
  4
  Turret Side/rear
  4
  fighter
  Fighter craft are light, manoeuvrable and armed to tear apart enemy air support. These vehicles are the key to air superiority and 
  many variations can be found to fulil multiple roles in aerial combat.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Fighter
  5
  Flyer 
  (wing)
  +1
  375
  600
  1/–
  —
  No
  2
  3
  295, 
  500
  9 tons
  Take-off/Landing: 300m/500m
  Armour
  Location
  Armour
  Front
  2
  Right
  2
  Left
  2
  Rear
  2
  Top
  2
  Bottom
  2
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Light 
  Machinegun x2
  Small Turret 
  Top Rear
  3d6 SAP
  Very Long
  6
  12, 000
  Medium Bomb 
  x2
  Dedicated 
  Bomb Bay 
  Left Wing
  12d6
  Very Distant
  No
  Medium Bomb 
  x2
  Dedicated 
  Bomb Bay 
  Right Wing
  12d6
  Very Distant
  No
  Heavy Bomb x2
  Dedicated 
  Bomb Bay 
  Bottom
  14d6 AP
  Very Distant
  No
  Other Equipment/Modiications:
  Additional Armour, Communications (TL 4) , Increased Speed x10, Navigation (basic), Sensors (basic)
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Light 
  Machinegun x2
  Fixed Mount 
  Front
  3d6 SAP
  Very Long
  6
  12, 000
  Light 
  Machinegun x2
  Fixed Mount 
  Left Wing
  3d6 SAP
  Very Long
  6
  12, 000
  Light 
  Machinegun x2
  Fixed Mount 
  Right Wing
  3d6 SAP
  Very Long
  6
  12, 000
  Other Equipment/Modiications:
  Communications (TL 4) , Increased Speed x5, Navigation (basic), Sensors (basic)
  
  military aeroplanes
  98
  light bomber
  The light bomber is best employed to clear out enemy infantry positions. Despite their limited payload, a formation of bombers can 
  decimate an opposing force.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Light 
  Bomber
  5
  Flyer 
  (wing)
  +1
  375
  600
  2/–
  —
  No
  2
  3
  344, 
  500
  10 tons
  Take-off/Landing: 300m/500m
  Armour
  Location
  Armour
  Front
  2
  Right
  2
  Left
  2
  Rear
  2
  Top
  2
  Bottom
  2
  Turret Front
  2
  Turret Side/rear
  2
  strategiC bomber
  Large, heavily armed bombers with turreted defences. While slower and bulkier, these lying fortresses have an advantage over 
  ighter craft with their anti-air defences.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Strategic 
  Bomber
  8
  Flyer 
  (wing)
  0
  400
  3,000
  6/–
  —
  No
  18
  18
  2, 416, 
  000
  108
  Take-off/Landing: 2, 000m/1, 000m
  Armour
  Location
  Armour
  Front
  9
  Right
  9
  Left
  9
  Rear
  9
  Top
  9
  Bottom
  9
  Front Turret Front
  9
  Front Turret Side/Rear
  9
  Rear Turret Front
  9
  Rear Turret Side/Rear
  9
  Top Turret Front
  9
  Top Turret Side/Rear
  9
  Bottom Turret Front
  9
  Bottom Turret Side/Rear
  9
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Light 
  Machinegun x2
  Small Turret Top
  3d6 SAP
  Very Long
  6
  12, 000
  Medium Bomb 
  x6
  Dedicated Bomb 
  Bay Bottom
  12d6
  Very Distant
  No
  Other Equipment/Modiications:
  Communications (TL 4) , Increased Speed x5, Navigation (basic), Sensors (basic)
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Light 
  Autocannon
  Front Turret
  6d6 SAP
  Very Long
  6
  5, 000
  Light 
  Autocannon
  Rear Turret
  6d6 SAP
  Very Long
  6
  5, 000
  Light 
  Autocannon
  Top Turret
  6d6 SAP
  Very Long
  6
  5, 000
  Light 
  Autocannon
  Bottom Turret
  6d6 SAP
  Very Long
  6
  5, 000
  Heavy Bomb 
  x20
  Dedicated Bomb 
  Bay Bottom
  14d6 AP
  Very Distant
  No
  Other Equipment/Modiications:
  Large Turret: 1 Crew, Front
  Large Turret: 1 Crew, Rear
  Large Turret: 1 Crew, Top
  Large Turret: 1 Crew, Bottom
  Additional Armour x2, Advanced Controls, 
  Communications (TL 8), Ejection Seats x6, Navigation 
  (basic), Sensors (advanced), Improved Fire Control 
  +2 (Heavy Bombs), Increased Speed x10
  
  99
  military airships
  Zeppelin
  An armed airship of vast proportions, zeppelins can be itted with all number of armaments and heavier variants can function as loating 
  bases for light aircraft. A zeppelin does suffer from a lack of manoeuvrability and the easily targeted envelope.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo Open? Hull Structure 
  Envelope
  Structure 
  Gondola
  Cost
  (Cr.)
  Shipping 
  Size
  Zeppelin 5
  Flyer 
  (airship)
  –4
  100
  4, 000
  6/–
  0.5 
  tons
  No
  3
  352
  3
  286, 
  500
  32.5 tons
  Armour
  Location
  Armour
  Front
  4
  Right
  4
  Left
  4
  Rear
  4
  Top
  4
  Bottom
  4
  Right Turret Front
  4
  Right Turret Rear/Side
  4
  Left Turret Front
  4
  Left Turret Rear/Side
  4
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Light 
  Machinegun x2
  Left Turret
  3d6 SAP
  Rile
  6
  12, 000
  Light 
  Machinegun x2
  Right Turret
  3d6 SAP
  Rile
  6
  12, 000
  Heavy Bomb x6
  Dedicated Bomb 
  Bay Bottom
  14d6 AP
  Very Distant
  No
  Other Equipment/Modiications:
  Additional Armour, Communications (TL 4), Navigation (basic), Sensors (basic)
  artillery platform
  This air suspended gun emplacement bares a passing resemblance to the gun platforms of more advanced, grav using militaries. 
  Using a body of lighter than air gas to suspend it inverted in the air, the guns of these vessels can rain a torrent of heavy weapons 
  ire down on the landscape from high altitude, so long as ine aim is not required.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure 
  Envelope
  Structure 
  Gondola
  Cost
  (Cr.)
  Shipping 
  Size
  Artillery 
  Platform
  5
  Flyer 
  (airship)
  –4
  100
  4, 000
  2/–
  0.5 
  tons
  No
  2
  1, 600
  2
  436, 
  000
  21 tons
  Armour
  Location
  Armour
  Front
  4
  Right
  4
  Left
  4
  Rear
  4
  Top
  4
  Bottom
  4
   
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Artillery Rocket 
  Pod x4
  Bottom Fixed 
  Weapon Mount 
  16d6
  Distant
  12
  12
  Other Equipment/Modiications:
  Additional Armour, Communications (TL 4, extended range), Navigation (basic), Sensors 
  (basic)
  
  100
  military battledress
  battle dress, basiC
  The ultimate personal armour, battle dress is a powered form of combat armour. The servomotors vastly increase the user’s speed 
  and strength.
  Type
  TL
  Skill
  Chassis
  Str 
  Modiier
  Dex 
  Modiier
  Base 
  Dmg
  Armour Duration
  Speed
  Cost
  (Cr.)
  Shipping 
  Size
  Basic
  14
  Battledress
  Medium
  +4
  +4
  2d6
  16
  18 hours
  12/60
  1, 114, 
  350
  0.1 tons
  Other Equipment/Modiications:
  Computer/2, Communications (advanced), Expert Tactics (Military/2)
  battle dress, Close support
  Close Support Battle Dress is designed to operate with normally-equipped infantry. It is Equally mobile and well protected. With 
  a built in support laser, two small artillery pieces and the ability to carry or mount additional armaments, this variant is a terrifying 
  foe for infantry.
  Type
  TL
  Skill
  Chassis
  Str 
  Modiier
  Dex 
  Modiier
  Base 
  Dmg
  Armour
  Duration
  Speed
  Cost
  (Cr.)
  Shipping 
  Size
  Close 
  Support
  14
  Battledress
  Medium
  +4
  +4
  2d6
  16
  18 hours
  12/60
  1, 127, 
  350
  0.1 tons
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Laser 
  Carbine
  Slotted (left 
  hand)
  4d6
  Rile
  No
  50
  Medium 
  Mortar x2
  Mounted 
  (shoulders)
  4d6
  Distant
  No
  10
  Other Equipment/Modiications:
  Computer/2, Communications (advanced), Expert Tactics 
  (Military/2)
  battle dress, Combat pioneer
  Combat Pioneer battle dress is slightly heavier than the standard model. Mounting  no weapons but carrying a variety of advanced 
  sensors and all the tools needed for a battleield pioneer while offering the protection of a combat battledress.
  Type
  TL
  Skill
  Chassis
  Str 
  Modiier
  Dex 
  Modiier
  Base 
  Dmg
  Armour
  Duration
  Speed
  Cost
  (Cr.)
  Shipping 
  Size
  Combat 
  Pioneer
  14
  Battledress Medium
  +4
  +4
  2d6
  19
  18 hours
  12/60
  1, 296, 
  150
  0.1 tons
  Other Equipment/Modiications:
  Computer/2, Communications (advanced), Expert (sensors/2) Sensors (advanced), Med Pack, Tool Kit
  
  military battledress
  101
  battle dress, sCout
  Normally used by reconnaissance units, artillery spotters and the like. Some oficers and rapid assault units also favour it for its 
  superior mobility. With a grav unit itted as standard, this unit has much greater mobility.
  Type
  TL
  Skill
  Chassis
  Str 
  Modiier
  Dex 
  Modiier
  Agility
  Base 
  Dmg
  Armour
  Duration
  Speed
  Cost
  (Cr.)
  Shipping 
  Size
  Scout
  14
  Battledress Light 
  Chassis
  +3
  +4
  +2
  2d6+2
  13
   24 hours
  20/400
  879, 
  000
  00.7 tons
  Other Equipment/Modiications:
  Active Camo, Computer/2, Communications (advanced), Expert (communications/2, sensors/2), Grav Pack, Sensors 
  (advanced), Sonic Suppresser
  battle dress, eleCtroniC warfare
  The Electronic Warfare variant uses advanced countermeasure systems and sensors to enable its bearer to jam enemy 
  communications and systems, while also providing protection for other members of a battle dress team. While not carrying any 
  built in weaponry, it does contain a host of decoy and defensive systems. 
  Type
  TL
  Skill
  Chassis
  Str 
  Modiier
  Dex 
  Modiier
  Base 
  Dmg
  Armour
  Duration
  Speed
  Cost
  (Cr.)
  Shipping 
  Size
  Electronic 
  Warfare
  14
  Battledress
  Medium
  +4
  +4
  2d6
  16
  18 hours
  12/60
  1, 261, 
  350
  0.1 tons
  Other Equipment/Modiications:
  Chaff Dispenser, Computer/2, Communications (advanced), Electronic Countermeasures (Advanced), Expert (sensors/2), 
  Intrusion/3, Prismatic Aerosol Dispenser, Security/3, Sensors (advanced)
  
  102
  military grav vehiCles
  g/av
  The Grav Assault Vehicle is designed for rapid attacks and scouting. Lightly armoured, the G/AV is more suited to engaging infantry 
  and convoys but its speed and armaments give it a ighting chance against heavier vehicles.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  G/AV
  12
  Flyer 
  (grav)
  +2
  1,600
  3,000
  2/–
  —
  No
  7
  7
  5, 961, 
  000
  7 tons
  Location
  Armour
  Front
  20
  Right
  20
  Left
  20
  Rear
  20
  Top
  20
  Bottom
  20
  Turret Front
  20
  Turret Side/Rear
  20
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Advanced Light 
  Autocannon 
  Modular 
  Fixed Mount 
  Forward Left
  6d6 +4 
  SAP
  Very Distant
  8
  5, 000
  Advanced Light 
  Autocannon 
  Modular 
  Fixed Mount 
  Forward Right
  6d6 +4 
  SAP
  Very Distant
  8
  5, 000
  Light Tac Missile 
  (Anti-Personnel) 
  x2
  Top Small 
  Pop-up Turret
  9d6
  Very Distant
  No
   
  Other Equipment/Modiications:
  Small Turret: Improved Fire Control +2, Pop-up Turret
  Additional Armour x3, Advanced Controls, Streamlined, Autopilot (skill-2), Communications (TL10 encrypted satellite uplink), 
  Decreased Speed x2, Navigation (standard), Sensors (advanced, increased range x2), Short Term Life Support
  
  military grav vehiCles
  103
  g/at platform
  The Grav Anti-Tank Platform serves a vital role in modern warfare. While not as versatile as other grav tanks, nor as well armoured, 
  the range and camoulage abilities of the G/AT platform mean that those who can afford it will never have to worry about enemy 
  armour units.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open? Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  G/AT
  13
  Flyer 
  (grav)
  0
  205
  4,000
  2/–
  —
  No
  27
  28
  29, 
  673, 
  500
  27.5 tons
  Armour
  Location
  Armour
  Front
  20
  Right
  20
  Left
  20
  Rear
  20
  Top
  20
  Bottom
  20
  Large Turret Front
  20
  Large Turret Side/Rear 20
  Small Turret Front
  20
  Small Turret Side/Rear 20
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Light 
  Hypervelocity Gun
  Large Turret 
  Top
  16d6 
  Ultimate AP
  Very Distant
  No
  400
  Advanced Support 
  Weapon x2
  Small Turret 
  Top
  4d6 SAP
  Rile
  4
  10,000
  Other Equipment/Modiications:
  Large Turret: 1 Crew, Improved Fire Control +4, 1 Space for Ammunition
  Small Turret: Improved Fire Control +1
  Additional Armour , AFV, Autopilot (skill-2), Communications (TL10 encrypted satellite 
  uplink), Decoy, Decreased Agility, Decreased Speed x5, Ejection Cocoon, Navigation 
  (standard), Sensors (advanced, increased range x2), Short Term Life Support, Stealth II
  
  military grav vehiCles
  104
  g/bomber
  Replacing the attack helicopter in ground assaults, this vehicle carries a substantial array of air-to-ground weapons capable of 
  destroying most ground targets. The bomber also carries several air-to-air weapons to defend against against enemy aircraft.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  G/
  Bomber
  12
  Flyer 
  (grav)
  0
  1,950
  3,000
  1/–
  —
  No
  6
  7
  3, 853, 
  000
  6.5 tons
  Location
  Armour
  Front
  15
  Right
  15
  Left
  15
  Rear
  15
  Top
  14
  Bottom
  16
  g/Carrier
  A grav carrier is effectively a lying tank and is the standard deployment vehicle of many military forces across the Imperium. The 
  turret-mounted fusion guns provide devastating ground support for a well sized ire team. Sporting a full suite of sensors and 
  computer assisted systems. This vehicle is perfect for troop deployment in any conlict.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure Cost
  (Cr.)
  Shipping 
  Size
  G/Carrier
  15
  Flyer 
  (grav)
  +1
  640
  2,500
  2/14
  0.25 
  tons
  No
  8
  8
  5,666,
  500
  8 tons 
  Location
  Armour
  Front
  25
  Right
  25
  Left
  25
  Rear
  25
  Top
  25
  Bottom
  25
  Turret Front
  25
  Turret Side/rear
  25
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Light Tac Missile 
  (Anti-Armour) x4
  Dedicated Missile 
  Bay Left External
  9d6 Super 
  AP
  Very Distant
  No
  Light Tac Missile 
  (Anti-Armour) x4
  Dedicated Missile 
  Bay Right External
  9d6 Super 
  AP
  Very Distant
  No
  VRF Gauss Gun
  Fixed Mount Front 
  5d6 AP
  Distant
  12
  20, 000
  Other Equipment/Modiications:
  Additional Armour x2, Advanced Controls, Streamlined, Autopilot (skill-2), Communications 
  (TL10 encrypted satellite uplink), Decreased Agility x2, Short Term Life Support, Navigation 
  (standard), Sensors (advanced, increased range x2)
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Fusion Gun 
  Small Turret Top
  16d6
  Very Long
  4
  N/A
  Other Equipment/Modiications:
  Additional Armour, AFV, Autopilot (skill-3), Communications (meson, range continental, 
  encrypted, satellite uplink), Computer/5 (intellect/2 security/3 gunner/2 pilot grav/2 
  intrusion/2 database), Double Capacity Seating x 7, Electronic Countermeasures 
  (advanced), ERA (type IV), ESA, Hard Points x3, Increased Speed, Navigation 
  (Advanced), Sensors (Advanced, Increased range)
  
  military grav vehiCles
  105
  g/Carrier heavy variant
  This grav carrier variant sports a devastating arsenal to replace its diminished troop compliment. Designed for high tension conlicts, 
  this vehicle is more tank than troop transporter and forms the backbone of an armoured column. Its relatively small internal size 
  forces a dificult choice however, if not for its dual function as a carrier and battle tank, it has the capacity for a fusion plant to 
  supplement its capabilities.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Heavy 
  G/
  Carrier
  15
  Flyer 
  (grav)
  +1
  600
  1,250
  4/10
  —
  No
  30
  30
  14,369, 
  000
  30 tons
  Armour
  Location
  Armour
  Front
  25
  Right
  25
  Left
  25
  Rear
  25
  Top
  25
  Bottom
  25
  Main Turret Front
  25
  Main Turret Side/Rear
  25
  Right Turret Front
  25
  Right Turret Side/Rear
  25
  Left Turret Front
  25
  Left Turret Side/Rear
  25
  g/Copter
  Rapid troop transport with light ire support, the grav copter uses two small gravitic generators on either side of the passenger cabin 
  to propel itself across the sky.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  G/Copter
  12
  Flyer 
  (grav)
  +1
  520
  3,000
  2/12
  —
  No
  11
  12
  3, 042, 
  000
  11.5 tons
  Location
  Armour
  Front
  10
  Right
  10
  Left
  10
  Rear
  10
  Top
  10
  Bottom
  10
  Turret Front
  10
  Turret Side/Rear
  10
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  RF Plasma B 
  Gun
  Large Turret 
  Top
  14d6 Ultra 
  Destructive
  Distant
  No
  N/A
  VRF Gauss 
  Gun
  Small Turret 
  Left side
  5d6 AP
  Distant
  12
  20,000
  VRF Gauss 
  Gun
  Small Turret 
  Right side
  5d6 AP
  Distant
  12
  20,000
  Other Equipment/Modiications:
  Large Turret: Top, 2 crew, Improved Fire Control 4+
  Small Turret x2: Side mounted, Improved Fire Control 4+
  Autopilot (skill-3), Chaf, Communications (meson, range continental, encrypted, 
  satellite uplink), Computer/5 (intellect/2 security/3 gunner/2 pilot grav/2 intrusion/2 
  database), Decoys, ERA (type IV), ESA, Hard Points x3,  Life Support (short term), 
  Navigation (advanced), Sensors (advanced, increased range), Smoke
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Advanced Support 
  Weapon x2
  Left Side Small 
  Turret
  4d6 SAP
  Rile
  4
  10,000
  Advanced Support 
  Weapon x2
  Right Side Small 
  Turret
  4d6 SAP
  Rile
  4
  10,000
  Other Equipment/Modiications:
  Additional Armour, Autopilot (skill-2), Communications (TL10 encrypted satellite uplink), 
  Increased Speed x3, Navigation (standard), Sensors (advanced, increased range x2), Short 
  Term Life Support
  
  military grav vehiCles
  106
  g/CyCle
  The gravitic version of the assault-cycle is much more versatile than its predecessor, boasting improved armaments, speed, 
  manoeuvrability.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  G/Cycle
  12
  Flyer 
  (grav)
  +2
  12,500
  4,500
  1/1
  —
  Top
  1
  1
  199, 
  500
  1 ton
  Armour
  Location
  Armour
  Front
  15
  Right
  13
  Left
  13
  Rear
  5
  Top
  5
  Bottom
  9
  g/fighter
  Grav ighters are the mainstay of any truly advanced airforce. Fast, agile and well armed, these vessels can ill a number of roles 
  such as ground straing, aerial escort and bomber interception.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  G/
  Fighter
  12
  Flyer 
  (grav)
  +2
  1,975
  3,000
  1/–
  —
  No
  6
  7
  4, 561, 
  000
  6.5 tons
  Location
  Armour
  Front
  10
  Right
  10
  Left
  10
  Rear
  10
  Top
  10
  Bottom
  10
  Turret Front
  10
  Turret Side/Rear
  10
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Advanced Support Weapon x2 Fixed Mount 
  Forward Facing
  4d6 SAP
  Rile
  4
  10,000
  Other Equipment/Modiications:
  Additional Armour, Advanced Controls, Decreased Speed x5, Navigation (standard), Sensors 
  (standard), Streamlined
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Light Tac Missile 
  (Anti-Air)
  Dedicated Missile 
  Bay Left External
  9d6 
  Extreme
  No
  Light Tac Missile 
  (Anti-Armour)
  Dedicated Missile 
  Bay Left External
  9d6 Super AP
  Very  
  Distant
  No
  Light Tac Missile 
  (Anti-Air)
  Dedicated Missile 
  Bay Right External
  9d6 
  Extreme
  No
  Light Tac Missile 
  (Anti-Armour)
  Dedicated Missile 
  Bay Left External
  9d6 Super AP
  Very  
  Distant
  No
  VRF Gauss Gun
  Small Turret Front 
  5d6 AP
  Distant
  12
  20, 000
  Other Equipment/Modiications:
  Additional Armour, Advanced Controls, Streamlined, Autopilot (skill-2), Communications (TL10 encrypted satellite uplink), 
  Navigation (standard), Sensors (advanced, increased range x2), Short Term Life Support
  
  military grav vehiCles
  107
  g/stealth plane
  The latest in espionage technology, grav stealth planes far surpass earlier technology with greater sensors, improved stealth 
  technology. Combining these with its rapid speed, the grav Stealth Plane is the ultimate espionage vehicle.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure Cost
  (Cr.)
  Shipping 
  Size
  G/Stealth 12
  Flyer 
  (grav)
  +2
  2,500
  3,000
  2/–
  —
  No
  5
  5
  3, 681, 
  000
  5 tons
  Location
  Armour
  Front
  5
  Right
  5
  Left
  5
  Rear
  5
  Top
  5
  Bottom
  5
  g/tank
  Grav tanks are heavily armoured vehicles with devastating weaponry.  They are much slower than other grav vehicles but still faster 
  than their terrestrial counterparts. Heavily armed and armoured, the grav tank is a vital part of many military forces.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  G/Tank
  12
  Flyer 
  (grav)
  0
  400
  1,500
  2/–
  —
  No
  12
  12
  12, 
  351, 
  000
  12 tons
  Location
  Armour
  Front
  80
  Right
  80
  Left
  80
  Rear
  80
  Top
  80
  Bottom
  80
  Turret Front
  80
  Turret Side/Rear
  80
  Other Equipment/Modiications:
  Advanced Controls, Autopilot (skill-2), Communications (TL10 encrypted, satellite uplink), 
  Electronic Countermeasures (advanced), Infrared Masking II, Short Term Life Support, 
  Navigation (standard), Sensors (advanced, increased range x2), Stealth II, Streamlined
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  12mm Light 
  Gauss Cannon x2
  Large Turret Top
  10d6 Mega-AP
  Very Distant
  No
  300
  Other Equipment/Modiications:
  Large Turret: Improved Fire Control +3
  Additional Armour x8, AFV, Autopilot (skill-2), Communications (TL10 encrypted satellite 
  uplink), Decreased Agility, Ejection Cocoon, Navigation (standard), Sensors (advanced), 
  Improved Fuel Eficiency x2, Short Term Life Support
  
  military grav vehiCles
  108
  gunskiff
  A mobile gun platform which allows for the rapid deployment of heavy guns and troops. Passengers are free to ire from the vehicle 
  as it is completely open. A favoured vehicle of the Aslan who also use them to deploy assault troops.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Gun 
  Skiff
  9
  Flyer 
  (grav)
  +1
  350
  2,000
  2/15
  —
  Frame
  8
  10
  476, 
  000
  11.5 tons
  Armour
  Location
  Armour
  Front
  1
  Right
  1
  Left
  1
  Rear
  1
  Top
  1
  Bottom
  1
  Turret Front
  1
  Turret Side/Rear
  1
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Light Rotary 
  Autocannon
  Large Turret Top 
  Front
  6d6 SAP
  Very Long
  10
  5, 000
  Other Equipment/Modiications:
  Large Turret: 1 Crew
  Decreased Hull x3, Decreased Structure x2
  
  109
  military 
  ground vehiCles
  afv
  A heavily armoured ATV, known as an Armoured Fighting Vehicle. Armed with anti-personal weaponry, a thick hull and enough 
  room for an armed ireteam, this vehicle is excellent for small scale operations.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  AFV
  12
  Drive 
  (wheeled)
  0
  85
  450
  1/9
  —
  No
  5
  5
  67, 400 6 tons
  Location
  Armour
  Front
  20
  Right
  20
  Left
  20
  Rear
  20
  Top
  20
  Bottom
  20
  all terrain assault vehiCle
  The All Terrain Assault Vehicle (ATAV) is an open topped, off road vehicle best used for scouting. Equipped with a pintle weapon 
  mount and space for three passengers, a good choice for a small ireteam needing rapid transport with a punch.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull Structure
  Cost
  (Cr.)
  Shipping 
  Size
  ATAV
  7
  Drive 
  (wheeled)
  0
  140
  400
  1/4
  —
  Top
  3
  3
  27, 020 6 tons
  Armour
  Location
  Armour
  Front
  12
  Right
  12
  Left
  12
  Rear
  12
  Top
  12
  Bottom
  12
  Gun Shield
  24
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Medium 
  Machinegun
  Ring Mount
  3d6+3 SAP
  Rile
  6
  10, 000
  Other Equipment/Modiications:
  Additional Armour, AFV, Decreased Speed x5, Decreased Structure, Reduced Fuel Eficiency, 
  Ring Mount (medium machinegun), Wheels (6)
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Light Autocannon
  Powered Pintle 
  Mount
  6d6 SAP
  Very Long
  6
  5, 000
  Other Equipment/Modiications:
  Additional Armour, AFV, Communications (TL 6), Sensors (basic), Off-road Capability, 
  Powered Pintle Mount 
  
  military ground vehiCles
  110
  all terrain fortress
  A mobile missile battery and heavy weapon station, the All Terrain Fortress is large and slow moving but a devastating war 
  machine. Filling the role as armour support, it brings enough irepower to take on a light armour division.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  ATF
  9
  Drive 
  (tracked)
  –1
  38
  —
  6/–
  —
  Top
  41
  41
  5, 752, 
  100
  41 tons
  Armour
  Location
  Armour
  Front
  30
  Right
  24
  Left
  24
  Rear
  16
  Top
  16
  Bottom
  2
  Main Turret Front
  20
  Main Turret Side/Rear
  20
  Left Turret Front
  10
  Left Turret Side/Rear
  10
  Right Turret Front
  10
  Right Turret Side/Rear 10
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  35mm Rail Gun
  Large Turret Top
  12d6 
  Super-AP
  Very Distant
  No
  400
  Heavy Autocannon
  Large Turret Top
  8d6 AP
  Very Distant
  No
  6, 000
  Light Tac Missile 
  Anti-Air x4
  Small Turret Top 
  Left
  9d6
  Very Distant
  No
  Light Tac Missile 
  Anti-Armour x4
  Small Turret Top 
  Right
  9d6 Super-
  AP
  Very Distant
  No
  Other Equipment/Modiications:
  Small Turret (top left): Pop-up Turret
  Small Turret (top right): Pop-up Turret
  Large Turret: 2 Crew, improved ire control +2
  Additional Armour, AFV, Communications (TL 8), Computer/1, Fusion Plant, Hard Points x4 (2 space each), Navigation (basic), 
  Sensors (advanced)
  
  military ground vehiCles
  111
  all terrain gun transport
  Essentially a tracked heavy weapon emplacement. Gun transports form a vital part of any large scale military conlict, being able 
  to swiftly bring in heavy guns such as fusion guns and missile batteries.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  ATF
  9
  Drive 
  (tracked)
  0
  90
  500
  2/–
  —
  Top
  4
  4
  95, 160 2 tons
  Armour
  Location
  Armour
  Front
  8
  Right
  8
  Left
  8
  Rear
  8
  Top
  8
  Bottom
  8
  Main Turret
  8
  Left Top Turret
  8
  Right Top Turret
  8
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Light Tac Missile 
  (Anti-Armour) x4
  Modular Fixed 
  Mount Top
  9d6 Super 
  AP
  Very  Distant
  No
  Other Equipment/Modiications:
  Additional Armour, Communications (TL 8), Improved Fire Control +2, Navigation (basic), 
  Sensors (advanced)
  anti-personnel tank
  Anti-Personnel Tanks are the bane of infantry units. A light tank equipped with a machinegun and lamethrowers, this vehicle is one 
  of the surest methods of clearing out enemy trenches.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  APT
  6
  Drive 
  (tracked)
  0
  45
  200
  4/–
  1.0 
  tons
  No
  10
  10
  97, 750 10 tons
  Armour
  Location
  Armour
  Front
  24
  Right
  20
  Left
  20
  Rear
  18
  Top
  18
  Bottom
  10
  Gun Shield
  12
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Improved 
  Flamethrower x2
  Left Side 
  Hardpoint
  4d6 Flame
  Medium
  N/A
  60
  Improved 
  Flamethrower x2
  Right Side 
  Hardpoint
  4d6 Flame
  Medium
  N/A
  60
  Heavy Machinegun
  Top Ring Mount
  5d6 AP
  Rile
  6
  14, 000
  Other Equipment/Modiications:
  Additional Armour x2, AFV, Communications (TL 6), Increased speed, Ring Mount (gunshield)
  
  military ground vehiCles
  112
  armoured Car
  An alternative to the light tank, the armoured car is often found on lower technologically developed worlds where the manufacture 
  of tanks proves too costly. 
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Armoured 
  car
  6
  Drive 
  (wheeled)
  0
  90
  200
  2/–
  0.25 
  tons
  No
  8
  9
  113, 
  500
  8.5 tons
  Armour
  Location
  Armour
  Front
  14
  Right
  14
  Left
  14
  Rear
  12
  Top
  10
  Bottom
  8
  Turret Front
  12
  Turret Side/Rear
  12
  armoured personnel Carrier
  An essential part of any military engagement. The Armoured Personnel Carrier (APC) is designed to transport squads of soldiers 
  while under heavy ire.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull Structure
  Cost
  (Cr.)
  Shipping 
  Size
  APC
  9
  Drive 
  (tracked)
  0
  90
  565
  2/10
  0.25 
  tons
  No
  7
  8
  58, 600 7.5 tons
  Armour
  Location
  Armour
  Front
  22
  Right
  20
  Left
  20
  Rear
  17
  Top
  17
  Bottom
  12
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Heavy Machinegun
  Top Large Turret 5d6 AP
  Rile
  6
  14, 000
  Other Equipment/Modiications:
  Large Turret: 1 crew
  Additional Armour , AFV, Communications (TL 6), Sensors (basic), Wheels x6
  Other Equipment/Modiications:
  Additional Armour x2, AFV, Communications (TL 8), Navigation (basic), Sensors (basic)
  
  military ground vehiCles
  113
  assault tank
  A formidable armoured vehicle, the assault tank spouts two heavy cannons with the express purpose of destroying enemy 
  armour. 
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure Cost
  (Cr.)
  Shipping 
  Size
  Assault 
  tank
  8
  Drive 
  (tracked)
  0
  47
  400
  3/–
  —
  No
  16
  16
  2, 260, 
  200
  16 tons
  Armour
  Location
  Armour
  Front
  30
  Right
  27
  Left
  27
  Rear
  24
  Top
  24
  Bottom
  12
  Turret Front
  24
  Turret Side/Rear
  24
  assault CyCle
  A Semi-enclosed, one-man armoured motorcycle. Its high speed and armour are reason enough to employ it for rapid, personal 
  transportation. The two light machineguns mounted to the front turn it from a mere conveyance to a serious threat.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo Open? Hull 
  Structure Cost
  (Cr.)
  Shipping 
  Size
  Assault 
  Cycle
  7
  Drive 
  (wheeled)
  +1
  264
  400
  1/–
  —
  Top
  1
  2
  20, 280 1.5
  Armour
  Location
  Armour
  Front
  7
  Right
  3
  Left
  3
  Rear
  1
  Top
  3
  Bottom
  1
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  120mm Cannon x2
  Top Large Turret
  10d6 Super AP
  Distant
  No
  30
  Other Equipment/Modiications:
  Large Turret: 1 Crew, Improved Fire Control +2, Increased Ammunition x2
  Additional Armour x4, AFV, Communications (TL 6), Increased speed x2, Navigation 
  (basic), Sensors (basic)
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Light Machinegun x2 Fixed Forward 
  Facing
  3d6
  Rile
  6
  12, 000
  Other Equipment/Modiications:
  Motorcycle, Sensors (basic), Increased Speed, Communications (TL 6)
  
  military ground vehiCles
  114
  atv
  The All Terrain Vehicle is second only to grav vehicles in versatility for transports. A reinforced, tracked, amphibious vehicle, fully 
  capable of handling waterways, rough terrain and any hostile environment.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open? Hull Structure
  Cost
  (Cr.)
  Shipping 
  Size
  ATV
  Land
  12
  Drive 
  (tracked)
  0
  115
  600
  1/15
  0.5 
  tons
  No
  5
  7
  54, 310 10 tons
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open? Hull Structure
  Cost
  (Cr.)
  Shipping 
  Size
  ATV
  Aquatic
  12
  Seafarer 
  (motorboat)
  –1
  108
  120
  1/15
  0.5 
  tons
  No
  5
  7
  54, 310 10 tons
  Armour
  Location
  Armour
  Front
  10
  Right
  10
  Left
  10
  Rear
  10
  Top
  10
  Bottom
  10
  battle tank
  The battle tank is a heavy, two turreted anti-armour monster. With two separate heavy guns the Battle tank is able to track and 
  destroy multiple targets in an instant.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Assault 
  tank
  8
  Drive 
  (tracked)
  0
  47
  400
  3/–
  —
  No
  17
  18
  1, 615, 
  000
  17.5 tons
  Armour
  Location
  Armour
  Front
  30
  Right
  27
  Left
  27
  Rear
  24
  Top
  24
  Bottom
  12
  Large Turret Front
  24
  Large Turret Side/Rear
  24
  Small Turret Front
  20
  Small Turret Side/Rear
  20
  Other Equipment/Modiications:
  Additional Armour, Aquatic drive, Communications (TL 6), Decreased Hull x3, Decreased 
  Structure x2, Short Term Life Support, Navigation (standard), Sensors (advanced)
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  120mm 
  Cannon 
  Top Large 
  Turret
  10d6 Super 
  AP
  Distant
  No
  30
  75mm 
  Cannon
  Top Small 
  Turret
  8d6 Super 
  AP
  Distant
  No
  40
  Other Equipment/Modiications:
  Large Turret: 1 Crew, Improved Fire Control +2, Increased Ammunition
  Small Turret: Improved Fire Control +2, Increased Ammunition
  Additional Armour x4, AFV, Communications (TL 6), Increased speed x2, Navigation 
  (basic), Sensors (basic)
  
  military ground vehiCles
  115
  light patrol vehiCle
  The LPV was designed for use by militias and paramilitary police forces in counter insurgency and counter-terrorist operations. 
  While ill-suited to long term operations or front line duties, the LPV serves admirable against irregular units and light infantry.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  LPV
  9
  Drive 
  (wheeled)
  0
  150
  400
  2/–
  0.25 
  tons
  No
  4
  4
  93, 280 4 tons
  Armour
  Location
  Armour
  Front
  22
  Right
  17
  Left
  17
  Rear
  16
  Top
  16
  Bottom
  8
  Turret Front
  16
  Turret Side/Rear
  16
  missile tank
  Employing a missile battery instead of  cannons, the missile tank ills a supporting role in most military forces. Small and fast 
  compared to other tanks, a group of missile tanks can provide a withering barrage of ire power in a dificult situation.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure Cost
  (Cr.)
  Shipping 
  Size
  Missile 
  tank
  8
  Drive 
  (tracked)
  0
  97
  400
  3/–
  —
  No
  4
  4
  94, 600 4
  Armour
  Location
  Armour
  Front
  24
  Right
  19
  Left
  19
  Rear
  19
  Top
  19
  Bottom
  9
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Light Autocannon
  Top Large Turret
  6d6 SAP
  Very Long
  6
  5, 000
  Other Equipment/Modiications:
  Large Turret: 1 Crew, Improved Fire Control +2
  Additional Armour x3, Communications (TL 6), Off-road Capability, Sensors (basic)
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Medium Missile x4
  Dedicated Top 
  Missile Bay
  8d6+4 SAP
  Extreme
  No
  Other Equipment/Modiications:
  Additional Armour  x3, AFV, Communications (TL 6), Improved Fire Control +2, Increased 
  speed x2, Navigation (basic), Sensors (basic)
  
  military ground vehiCles
  116
  mobile Command Centre
  Functioning as both a super heavy tank and a mobile base of operations for coordinating  the rest of the army.  Able to monitor both 
  friendly and hostile units, the mobile command centre lends a hefty advantage to the force which ields it.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  MCC
  8
  Drive 
  (tracked)
  0
  32
  400
  6/–
  —
  No
  25
  25
  2, 944, 
  000
  25 tons
  Armour
  Location
  Armour
  Front
  35
  Right
  35
  Left
  35
  Rear
  30
  Top
  30
  Bottom
  15
  Right Turret Front
  30
  Right Turret Side/Rear 30
  Left Turret Front
  30
  Left Turret Side/Rear
  30
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  120mm Cannon 
  Top Right Large 
  Turret
  10d6 Super 
  AP
  Distant
  No
  30
  120mm Cannon 
  Top Left Large 
  Turret
  10d6 Super 
  AP
  Distant
  No
  30
  Gatling Laser 
  Front Small 
  Turret
  6d6
  Distant
  8
  -
  Medium Missile x2 Top Dedicated 
  Missile Bay 
  8d6+4 AP
  Extreme
  No
  Other Equipment/Modiications:
  Large Turret: 1 Crew, Improved Fire Control +2, Increased Ammunition
  Large Turret: 1 Crew, Improved Fire Control +2, Increased Ammunition
  Small Turret: Improved Fire Control +2
  Additional Armour x4, AFV, Communications (TL 8), Computer /1 x2, Navigation (basic), 
  Sensors (Advanced)
  
  117
  military heliCopters
  attaCk heliCopter
  The attack helicopter is primarily an anti-tank vehicle, however it serves equally well supporting ground units and can be itted for 
  anti-air duties. This versatility makes it an excellent choice for a support vehicle.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Attack 
  Helicopter
  7
  Flyer 
  (rotor)
  –1
  120/ 
  400
  2,000
  2/–
  —
  No
  4
  4
  1, 077, 
  000
  24 tons
  Take-off Radius: 70m
  Armour
  Location
  Armour
  Front
  12
  Right
  12
  Left
  12
  Rear
  12
  Top
  12
  Bottom
  12
  Turret Front
  12
  Turret Side/rear
  12
  sCout heliCopter
  With minimal armament, the scout helicopter is equipped with a full sensor suite to locate enemy units and alert the rest of the army. 
  Due to their lack of heavy armour, they are often escorted by an attack helicopter.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Scout 
  Helicopter
  8
  Flyer 
  (rotor)
  +1
  150/ 
  400
  2,000
  2/–
  —
  No
  1
  2
  203, 
  000
  6 tons
  Take-off Radius: 26m
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Light Autocannon 
  x2
  Small Turret 
  Front
  6d6 SAP
  Very Long
  6
  5, 000
  70mm Straing 
  Rocket Pack x4
  Dedicated 
  Missile Bay Left 
  Wing
  8d6
  Very Long
  14
  7
  70mm Straing 
  Rocket Pack x4
  Dedicated 
  Missile Bay 
  Right Wing
  8d6
  Very Long
  14
  7
  Other Equipment/Modiications:
  AFV, Additional Armour, Chaff x2, Communications (TL 6), Navigation (basic), Sensors 
  (advanced)
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Light 
  Autocannon x2
  Fixed Mount 
  Front
  6d6 SAP
  Very Long
  6
  5, 000
  Other Equipment/Modiications:
  Communications (TL 6), Navigation (basic), Sensors (advanced), Improved Fire Controls 
  +1 (light autocannons)
  
  118
  military Jets
  Jet fighter
  The Natural Evolution of the ighter plane, jet ighters boast greater speed and ire power than their predecessors.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Jet 
  Fighter
  8
  Flyer 
  (wing)
  +2
  1, 900
  2,000
  1/–
  —
  No
  2
  2
  3, 596, 
  000
  8 tons
  Take-off/Landing: 2,500m/1,250m
  Armour
  Location
  Armour
  Front
  6
  Right
  6
  Left
  6
  Rear
  6
  Top
  6
  Bottom
  6
  spy Jet
  An extremely fast vehicle, even by the standards of jets. Spy jets are used for surveillance over enemy territory with their highly 
  advanced sensors and stealth technology.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Spy Jet
  8
  Flyer 
  (wing)
  +2
  2,500
  3,000
  2/–
  —
  No
  4
  5
  10, 
  744, 
  000
  17 tons
  Take-off/Landing: 2,500m/1 250m
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Light Autocannon x2
  Fixed Mount 
  Front
  6d6 SAP
  Very Long
  6
  5, 000
  Medium Missile x2
  General Missile 
  Bay Left Wing
  8d6+4 AP
  Extreme
  No
  Medium Missile x2
  General Missile 
  Bay Right Wing
  8d6+4 AP
  Extreme
  No
  Other Equipment/Modiications:
  Additional Armour, Advanced Controls, Communications (TL 6), Ejection Seat, Navigation 
  (basic), Sensors (standard), Short Term Life Support, Super Sonic, Improved Fire Controls 
  +1 (light autocannons), Improved Fire Controls +2 (medium missiles)
  Other Equipment/Modiications:
  Advanced Controls, Communications (TL 8), Increased Speed x10, Infrared Masking I, 
  More Fuel Eficient x5, Navigation (basic), Sensors (advanced, range increase), Super 
  Sonic, Short Term Life Support, Stealth II
  
  military Jets
  119
  stealth bomber
  Strategic bombers that employ the latest in stealth technology to go undetected by enemy forces. Acting as a vanguard for more 
  traditional bombers, these jets will target any threat to air forces before they can be deployed.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open? Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Stealth 
  Bomber
  8
  Flyer 
  (wing)
  +2
  1,800
  2,000
  2/–
  —
  No
  3
  3
  5, 501, 
  000
  12 tons
  Take-off/Landing: 2,500m/1,250m
  Armour
  Location
  Armour
  Front
  9
  Right
  9
  Left
  9
  Rear
  9
  Top
  9
  Bottom
  9
  vtol fighter
  The Vertical Take Off and Landing Fighter jet offers by far the greatest manoeuvrability of any ighter jet. While mostly illing the role 
  of a helicopter, the VTOL also has the capabilities of a ighter jet.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Jet 
  Fighter
  8
  Flyer 
  (wing)
  +4
  1, 900
  1,200
  2/–
  —
  No
  2
  3
  6, 790, 
  000
  8 tons
  Take-off/Landing: 2,500m/1,250m
  Armour
  Location
  Armour
  Front
  6
  Right
  6
  Left
  6
  Rear
  6
  Top
  6
  Bottom
  6
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Medium Missile 
  x4
  Dedicated Missile 
  Bay Front
  8d6+4 AP
  Extreme
  No
  Heavy Bomb x6
  Dedicated Bomb 
  Bay Bottom
  14d6 AP
  Very Distant
  No
  Other Equipment/Modiications:
  Additional Armour x2, Advanced Controls, Communications (TL 8), Infrared Masking I, 
  Navigation (basic), Sensors (advanced), Super Sonic, Short Term Life Support, Stealth II, 
  Improved Fire Control +2 (Missiles and Bombs)
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Light Autocannon x2
  Fixed Mount 
  Front
  6d6 SAP
  Very Long
  6
  5, 000
  Medium Missile x2
  General Missile 
  Bay Left Wing
  8d6+4 AP
  Extreme
  No
  Medium Missile x2
  General Missile 
  Bay Right Wing
  8d6+4 AP
  Extreme
  No
  Heavy Bomb x6
  Dedicated Bomb 
  Bay Bottom
  14d6 AP
  Very Distant
  No
  Other Equipment/Modiications:
  Additional Armour, Advanced Controls, Communications (TL 6), Ejection Seat x2, Navigation (basic), Sensors (standard), Short 
  Term Life Support, Super Sonic, Improved Fire Controls +1 (light autocannons), Improved Fire Controls +2 (medium missiles), 
  VTOL
  
  120
  battlefoil
  The battlefoil is an armed hydrofoil often employed for fast assaults and intercepting enemies. The additional speed form the 
  hydrofoil makes them excellent rapid attack Transport.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Battle 
  Sub
  9
  Seafarer 
  (motorboats)
  0
  80/ 260 800
  4/10
  —
  No
  6
  6
  193, 
  300
  9 tons
  Armour
  Location
  Armour
  Front
  8
  Right
  8
  Left
  8
  Rear
  8
  Top
  8
  Bottom
  8
  Right Gunshield
  8
  Left Gunshield
  8
  military ships and boats
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Light 
  Autocannon
  Right Powered 
  Pintle Mount
  6d6 SAP
  Very Long
  6
  5, 000
  Light 
  Autocannon
  Left Powered 
  Pintle Mount
  6d6 SAP
  Very Long
  6
  5, 000
  Medium 
  Missile x2
  Top Dedicated 
  Missile Bay
  8d6+4 AP
  Extreme
  No
  Other Equipment/Modiications:
  Additional Armour , Communications (TL 6), Gunports x10, Hydrofoil, Navigation (basic), 
  Sensors (basic)
  Corvette
  The smallest ocean going ship of war, corvettes often work in support of larger vessels. Despite their smaller size, an amassed 
  force can pose a serious threat.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo Open?
  Hull Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Corvette
  9
  Seafarer 
  (ocean ships)
  –3
  60
  4,000
  60/–
  —
  No
  87
  87
  1, 988, 
  400
  87 tons
  Armour
  Location
  Armour
  Front
  12
  Right
  12
  Left
  12
  Rear
  12
  Top
  12
  Bottom
  12
  For Turret Front
  12
  For Turret Side/Rear
  12
  Aft Turret Front
  12
  Aft Turret Side/Rear
  12
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  35mm Rail Gun
  Top Large Turret
  12d6 Super AP Very Distant
  No
  200
  35mm Rail Gun
  Top Large Turret
  12d6 Super AP Very Distant
  No
  200
  Light Tac Missile 
  (anti-air) x2
  Top Dedicated 
  Missile Bay
  9d6
  Extreme
  No
  Smart Torpedo 
  x4
  Bottom Dedicated 
  Torpedo Bay 
  12d6
  Very Distant
  No
  N/A
  Other Equipment/Modiications:
  Large Turret: 1 Crew, Improved Fire Control +2
  Large Turret: 1 Crew, Improved Fire Control +2
  Additional Armour x2, Bunks x30, Communications (TL 6), Fresher x4, Full Galley (serves 20), Improved Fire Control +2 (torpedoes), 
  Improved Fire Control +2, Improved Fire Control +2 (missiles), Navigation (basic), Sensors (basic)
  
  military ships and boats
  121
  frigate
  The main workhorse of most leets. While smaller then other ships, frigates sport enough irepower to make them truly formidable 
  ighting machines.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Frigate
  9
  Seafarer 
  (ocean 
  ships)
  – 6
  40
  8,000
  120/–
  —
  No
  174
  174
  4, 552, 
  600
  174 tons
  Armour
  Location
  Armour
  Front
  24
  Right
  24
  Left
  24
  Rear
  24
  Top
  24
  Bottom
  24
  For Turret Front
  24
  For Turret Side/Rear
  24
  Aft Turret Front
  24
  Aft Turret Side/Rear
  24
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  35mm Rail Gun
  Front Top 
  Large Turret
  12d6 Super 
  AP
  Very Distant
  No
  200
  35mm Rail Gun
  Rear Top 
  Large Turret
  12d6 Super 
  AP
  Very Distant
  No
  200
  35mm Rail Gun 
  x2
  Top Large 
  Turret
  12d6 Super 
  AP
  Very Distant
  No
  200
  Light Tac Missile 
  (anti-air) x4
  Top Dedicated 
  Missile Bay
  9d6
  Extreme
  No
  Light Tac Missile 
  (anti-air) x4
  Top Dedicated 
  Missile Bay
  9d6
  Extreme
  No
  Smart Torpedo 
  x8
  Bottom 
  Dedicated 
  Torpedo Bay 
  12d6
  Very Distant
  No
  N/A
  Other Equipment/Modiications:
  Large Turret: 1 Crew, Improved Fire Control +2
  Large Turret: 1 Crew, Improved Fire Control +2
  Large Turret: 1 Crew, Improved Fire Control +2
  Additional Armour x4, Bunks x60, Communications (TL 6), Fresher x4, Full Galley (serves 40), Improved Fire Control +2 (torpedoes), 
  Improved Fire Control +2, Improved Fire Control +2 (missiles), Navigation (basic), Sensors (basic)
  
  military ships and boats
  122
  ironClad
  These steam powered warships are heavily armoured vessels that sit low in the water. Ironclads are armed with heavy cannons 
  capable of bombarding land targets as well as going ship to ship with other naval vessels.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Ironclad
  4
  Seafarer 
  (ocean 
  ships)
  –3
  20
  1,000
  10/–
  1 ton
  No
  25
  25
  700, 
  800
  25
  Armour
  Location
  Armour
  Front
  10
  Right
  10
  Left
  10
  Rear
  10
  Top
  10
  Bottom
  10
  Turret Front
  10
  Turret Rear/Side
  10
  motor torpedo boat
  Fast attack craft designed for lighting raids on larger vessels before escaping from retaliation.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure Cost
  (Cr.)
  Shipping 
  Size
  Torpedo 
  Boat
  8
  Seafarer 
  (motorboats)
  0
  60
  400
  6/–
  —
  No
  6
  6
  114, 
  000
  9 tons
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
  Turret Front
  3
  Turret Rear/Side
  3
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  9 lb Cannon 
  x4
  Right Fixed 
  Mount
  9d6
  Very Long
  No
  60
  9 lb Cannon 
  x4
  Left Fixed Mount
  9d6
  Very Long
  No
  60
  Other Equipment/Modiications:
  Additional Armour x4, Increased speed x20
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Smart Torpedo 
  x2
  Front Dedicated 
  Torpedo Bay
  12d6
  Very Distant
  No
  N/A
  Light 
  Autocannon x2
  Top Small 
  Turret
  6d6 SAP
  Very Long
  6
  5,000
  Other Equipment/Modiications:
  Additional Armour , Communications (TL 6), Navigation (basic), Sensors (basic)
  
  123
  battle submarine
  Battle submersibles are often deployed from larger vessels and underwater facilities. They perform short range attacks as the 
  underwater equivalent of ighter squadrons. Providing fast support, they are an excellent choice to defend against sea attacks.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure Cost
  (Cr.)
  Shipping 
  Size
  Battle 
  Sub
  9
  Seafarer 
  (submarine)
  –2
  50
  1,500
  2/–
  —
  No
  14
  14
  1, 933, 
  600
  42 tons
  Safe dive Depth: 600
  Safe Crush Depth: 1,800
  Life Support: 500
  Armour
  Location
  Armour
  Front
  8
  Right
  8
  Left
  8
  Rear
  8
  Top
  8
  Bottom
  8
  Coastal submarine
  The coastal submarine is often the irst line of defence against an encroaching sea force. It’s missile systems allowing it to take on 
  threats on all fronts.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Coastal 
  Sub
  9
  Seafarer 
  (submarine)
  –2
  40
  1,500
  10/–
  —
  No
  20
  20
  2, 561, 
  600
  60 tons
  Safe dive Depth: 600
  Safe Crush Depth: 1,800
  Life Support: 500
  Armour
  Location
  Armour
  Front
  12
  Right
  12
  Left
  12
  Rear
  12
  Top
  12
  Bottom
  12
  military submarines
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Smart 
  Torpedo x2
  Dedicated 
  Front 
  Torpedo Bay
  12d6
  Very Distant
  No
  Other Equipment/Modiications:
  Additional Armour , Communications (TL 6), Improved Fire Control +2, Increased speed x2, 
  Navigation (basic), Sensors (basic)
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Smart Torpedo 
  x2
  Front 
  Dedicated 
  Torpedo Bay
  12d6
  Very Distant
  No
  Light Tac Missile 
  (Anti-Air) x4
  Top Dedicated 
  Missile Bay
  9d6
  Extreme
  No
  Light Tac Missile 
  (Anti-Armour) x4
  Top Dedicated 
  Missile Bay
  9d6 Super 
  AP
  Very Distant
  No
  Other Equipment/Modiications:
  Additional Armour x2, Communications (TL 6), Improved Fire Control +2, Increased speed 
  x2, Navigation (basic), Sensors (basic)
  
  military submarines
  124
  nuClear submarine
  Nuclear submarines are long range, heavily armed dreadnaughts. Often used as a deterrent against attacks, their costly nature 
  means only the most powerful of military forces can support them.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure Cost
  (Cr.)
  Shipping 
  Size
  Battle 
  Sub
  9
  Seafarer 
  (submarine)
  –2
  47
  1,500
  120/ –
  —
  No
  470
  470
  124, 
  907, 
  000
  60 tons
  Safe dive Depth: 900 
  Safe Crush Depth: 2,700 Life Support: 500
  Armour
  Location
  Armour
  Front
  24
  Right
  24
  Left
  24
  Rear
  24
  Top
  24
  Bottom
  24
  Turret Front
  24
  Turret Side/Rear
  24
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Heavy Torpedo 
  x4
  Front Dedicated 
  Torpedo Bay
  14d6
  Very Distant
  No
  N/A
  Heavy Torpedo 
  x4
  Rear Dedicated 
  Torpedo Bay
  14d6
  Very Distant
  No
  N/A
  60mm Antitank 
  Gun
  Top Small Turret
  7d6 Super 
  AP
  Distant
  No
  80
  Light Tac Missile 
  (Anti-Air) x4
  Top Dedicated 
  Missile Bay
  9d6
  Extreme
  No
  Light Tac Missile 
  (Anti-Armour) x4
  Top Dedicated 
  Missile Bay
  9d6 Super 
  AP
  Very Distant
  No
  Other Equipment/Modiications:
  Small Turret: Improved Fire Control +2
  Additional Armour x4, Bunks x120, Communications (TL 6), Fresher x6, Full Galley (serves 60) Fusion Plant, Improved Fire 
  Control +2 (front torpedoes), Improved Fire Control +2 (rear torpedoes), Improved Fire Control +2 (missiles), Increased speed x5, 
  Navigation (basic), Sensors (basic), Operating Theatre (10 patients)
  
  125
  galleon
  The galleon is one of the earliest warships. These large vessels are multi-decked sailing ships with three to ive masts. Cannons 
  are situated down each side, creating a withering broadside of ire. The majority of warfare involving these ships consists of 
  manoeuvring to present the best ire solution with only a few volleys needed to decide the battle.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Galleon
  3
  Seafarer 
  (sail)
  –2
  35% 
  Wind
  —
  287/–
  75 tons No
  80
  100
  3, 637, 
  600
  200 tons
  Armour
  Location
  Armour
  Front
  8
  Right
  8
  Left
  8
  Rear
  8
  Top
  8
  Bottom
  8
  military unpowered ships and 
  boats
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  9 lb Cannon x2
  Top Forward 
  Fixed Mount
  9d6
  Very Long
  No
  60
  9 lb Cannon x50
  Right Fixed 
  Mount
  9d6
  Very Long
  No
  60
  9 lb Cannon x50
  Left Fixed 
  Mount
  9d6
  Very Long
  No
  60
  9 lb Cannon x4
  Rear Fixed 
  Mount
  9d6
  Very Long
  No
  60
  Other Equipment/Modiications:
  Additional Armour x3, Bunks x61
  frigate
  Designed for speed and manueverability rather than irepower like other vessels of the age, frigates range from small and swift 
  vessels two decks and two masts used to escort more vulnerable ships, to larger three decked vessels designed to support larger 
  warships at the heart of the ighting.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Frigate
  3
  Seafarer 
  (sail)
  –2
  35% 
  Wind
  —
  124/–
  9.25 
  tons
  No
  40
  50
  1, 398, 
  300
  100 tons
  Armour
  Location
  Armour
  Front
  4
  Right
  4
  Left
  4
  Rear
  4
  Top
  4
  Bottom
  4
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  9 lb Cannon x14
  Right Fixed 
  Mount
  9d6
  Very Long
  No
  60
  9 lb Cannon x14
  Left Fixed 
  Mount
  9d6
  Very Long
  No
  60
  Other Equipment/Modiications:
  Additional Armour, Bunks x63, Full Galley (serves 40)
  
  126
  military walkers
  Chameleon
  The Chameleon is a small, light armoured walker designed for stealth and scouting. They can also be seen supporting larger 
  mechanised walkers or operating in groups to perform high damage, hit and run assaults.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull Structure Cost
  (Cr.)
  Shipping 
  Size
  Chameleon
  12
  Drive 
  (Walker)
  +1
  75
  450
  1/–
  —
  No
  2
  3
  1, 437, 
  000
  10 tons
  Armour
  Location
  Armour
  Front
  5
  Right
  5
  Left
  5
  Rear
  5
  Top
  5
  Bottom
  5
  Turret Front
  5
  Turret Side/Rear
  5
  Chimera
  This medium sized walker is best known for its versatility. Equipped with both infantry and armour weapon systems, the Chimera 
  can function in offensive and defensive situations with ease.
  Vehicle
  TL
  Skill 
  Agility Speed Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Chimera 12
  Drive 
  (Walker)
  –1
  60
  450
  2/–
  —
  No
  12
  12
  2, 446, 
  200
  54
  Armour
  Location
  Armour
  Front
  30
  Right
  25
  Left
  25
  Rear
  20
  Top
  10
  Bottom
  10
  Top Turret   Front
  20
  Top Turret Side/Rear
  20
  Bottom Turret Front
  20
  Bottom Turret Side/Rear
  20
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Advanced Light 
  Autocannon x2
  Small Turret 
  Bottom Front
  6d6+4 SAP
  Very Long
  8
  5,000
  Other Equipment/Modiications:
  Small Turret: Improved Fire Control +1
  Communications (TL 10, uplink), Decreased Speed x5, Ejection Seat, Infrared Masking 
  I, Navigation (standard), Prismatic Aerosols, Sensors (advanced), Stealth Class I, Short 
  Term Life Support, Smoke Dischargers, Visual Camoulage II
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Plasma A 
  Gun
  Large Turret 
  Top
  14d6 
  Destructive
  Very Long
  No
  N/A
  VRF Gauss 
  Gun
  Small Turret 
  Bottom Front
  5d6 AP
  Distant
  12
  20, 000
  Other Equipment/Modiications:
  Large Top Turret: 1 Crew, Improved Fire Control +2
  Small Under Turret: Improved Fire control +2
  Additional Armour, AFV, Communications (TL 6), Decreased Speed x5, Ejection Seat, 
  Navigation (standard), Prismatic Aerosols, Sensors (advanced), Short Term Life 
  Support, Smoke Dischargers
  
  military walkers
  127
  dragon
  A light, anti-personnel walker. The dragon is designed for trench and infantry clearance. Armed with a powerful lamethrower and 
  lightly armoured to help avoid ire, it is an excellent choice for any prolonged engagements where an enemy may dig in.
  Vehicle
  TL
  Skill 
  Agility Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Dragon
  12
  Drive 
  (Walker)
  +1
  150
  450
  1/–
  —
  No
  6
  4
  226, 
  200
  10
  Armour
  Location
  Armour
  Front
  15
  Right
  13
  Left
  13
  Rear
  8
  Top
  8
  Bottom
  7
  Turret front
  10
  Turret Rear/Side
  8
  hydra
  The hydra heavy support walker is a mobile missile bed. Loaded with enough ire power to devastate an armoured column or ixed 
  emplacement, the hydra is an excellent method of providing artillery despite dificult terrain.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure Cost
  (Cr.)
  Shipping 
  Size
  Hydra
  12
  Drive 
  (Walker)
  –1
  70
  600
  1/–
  —
  No
  10
  10
  624, 
  500
  45 tons
  Armour
  Location
  Armour
  Front
  10
  Right
  10
  Left
  10
  Rear
  10
  Top
  10
  Bottom
  10
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Advanced 
  Flamethrower x2
  Small Turret 
  Bottom Front
  3d6+6
  Medium
  N/A
  20
  Other Equipment/Modiications:
  Small Under Turret: Improved Fire control +1
  AFV, Communications (TL 6), Decreased Speed x5, Ejection Seat, Navigation (standard), 
  Increased Hull x3, Prismatic Aerosols, Sensors (advanced), Short Term Life Support, 
  Smoke Dischargers
  Weapon
  Location
  Damage
   Range
  Auto
  Ammo
  70mm Straing Rocket 
  Pod (7pack) x4
  Dedicated Missile 
  Bay Top
  8d6
  Very Long
  14
  Light Tac Missile (Anti-
  Air) x6
  Dedicated Missile 
  Bay Top
  9d6
  Extreme
  No
  Light Tac Missile (Anti-
  Armour) x6
  Dedicated Missile 
  Bay Top
  9d6 Super 
  AP
  Very  
  Distant
  No
  Light Tac Missile (Anti-
  Personnel) x6
  Dedicated Missile 
  Bay Top
  9d6
  Very  
  Distant
  No
  Other Equipment/Modiications:
  AFV, Communications (TL 6), Computer/1, Decreased Speed x5, Ejection Seat, Legs x4, Navigation (standard), Prismatic Aerosols, 
  Sensors (advanced), Short Term Life Support, Smoke Dischargers
  
  military walkers
  128
  leviathan
  This amphibious, heavy battle walker is well known for surprise attacks on coastal facilities and enemy sea units. Armed with 
  missile systems, gauss cannons and lasers, this walker has earned its fearsome reputation.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Leviathan 
  (land)
  12
  Drive 
  (Walker)
  –1
  60
  600
  1
  —
  No
  6
  7
  8, 694, 
  200
  28.5  tons
  Armour
  Location
  Armour
  Front
  30
  Right
  30
  Left
  30
  Rear
  30
  Top
  30
  Bottom
  30
  Turret Front
  30
  Turret Side/Rear
  30
  sCorpion
  The workhorse of the armoured walkers. The scorpion provides a cost effective method of deploying heavy weapons and can often 
  be seen deployed with a variety of armaments across several vehicles. 
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Scorpion 12
  Drive 
  (Walker)
  0
  60
  450
  1/–
  —
  No
  6
  7
  1, 375, 
  000
  28.5 tons
  Armour
  Location
  Armour
  Front
  30
  Right
  25
  Left
  25
  Rear
  20
  Top
  10
  Bottom
  10
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  12mm Light 
  Gauss Cannon
  Small Turret 
  Bottom
  10d6 Mega-
  AP
  Distant
  No
  300
  Blue-green Laser 
  Cannon
  Left “Arm” 
  Hardpoint
  7d6
  Very Long
  No
  N/A
  Blue-green Laser 
  Cannon
  Right “Arm” 
  Hardpoint
  7d6
  Very Long
  No
  N/A
  Light Tac Missile 
  (Anti-Armour) x4
  Dedicated Missile 
  Bay Top
  9d6 Super 
  AP
  Very  Distant
  No
  Other Equipment/Modiications:
  Small Turret: Improved Fire Control +2
  Additional Armour x2, AFV, Communications (TL 6), Decreased Speed x5, Ejection Seat, Navigation (standard), Prismatic 
  Aerosols, Sensors (advanced), Short Term Life Support, Smoke Dischargers
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Plasma A Gun
  Top Modular 
  Fixed Mount
  14d6 
  Destructive
  Very Long
  No
  N/A
  Other Equipment/Modiications:
  Advanced Controls, Additional Armour x2, AFV, Communications (TL 6), Decreased Speed x5, 
  Ejection Seat, Improved Fire Control +2, Navigation (standard), Prismatic Aerosols, Sensors 
  (advanced), Short Term Life Support, Smoke Dischargers
  
  129
  aslan
  Clawbike
  The Clawbike is utilised by Aslan civilians and military alike. The wheels are equipped with long curved spikes which can be 
  extended or retracted in resemblance to a cat’s claws, enabling the Clawbike to grip and traverse rough terrain with little dificulty.
  Driving a Clawbike requires considerable strength, as the vehicles are infamous for bucking or toppling if not properly controlled. A 
  character with a negative strength modiier apply it to any Drive rolls while using a Clawbike.
  Vehicle
  TL
  Skill 
  Agility Speed
  Range
  Crew / 
  Passengers
  Cargo Open? Hull Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Clawbike
  10
  Drive 
  (wheeled)
  +3
  280
  500
  1/–
  —
  Frame
  3
  3
  25, 200 3 tons
  Armour
  Location
  Armour
  Front
  1
  Right
  1
  Left
  1
  Rear
  1
  Top
  1
  Bottom
  1
  Other Equipment/Modiications:
  Increased Agility x3, Increased Speed x5, Off Road Capability
  Crawler
  Heavy tracked crawlers are multipurpose utility vehicles. The four track sections are individually powered, giving the vehicle 
  considerable agility at the cost of power and added complexity. The body of the crawler is dome-shaped but adjustable due to its 
  internal segmentation. This adjustability makes it well suited to a plethora or roles.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Crawler
  10
  Drive 
  (tracked)
  1
  35
  500
  2/–
  1.75 
  tons
  No
  12
  13
  282, 
  000
  12.5 tons
  Armour
  Location
  Armour
  Front
  25
  Right
  25
  Left
  25
  Rear
  25
  Top
  25
  Bottom
  25
  Other Equipment/Modiications:
  Additional Armour x4, Increased Agility x2, Sensors (standard), Short Term Life Support, 
  Communications (TL 8)
  
  aslan
  130
  flypod
  Often described as ‘soap bubbles’ by human observers, Flypods are one-man lying machines which ly through gravity manipulation. 
  A lypod’s hull is mostly transparent plastic and light-weight synthetics, this gives it a fragile appearance despite being able to 
  survive a hurricane with little dificulty. Some pods can be linked together and slaved to one lead pod.
  Vehicle
  TL
  Skill 
  Agility Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Flypod
  12
  Flyer 
  (grav)
  +2
  100
  3,000
  1/–
  0.25 
  tons
  No
  1
  1
  44, 000 1 tons
  Armour
  Location
  Armour
  Front
  5
  Right
  5
  Left
  5
  Rear
  5
  Top
  5
  Bottom
  5
  Other Equipment/Modiications:
  Advanced Controls, Communications (TL 6), Decreased Speed x8, Navigation (basic)
  hitiwoyerlitoir, aslan battle dress
  Comparatively primitive to human battle dress. The Hitiwoyerlitoir may lack the computer systems of other suits but boasts a much 
  greater strength and full protection from the harsh environments of Aslan space.
  Type
  TL
  Skill
  Chassis
  Str 
  Modiier
  Dex 
  Modiier
  Base 
  Dmg
  Armour
  Duration
  Speed
  Cost
  (Cr.)
  Shipping 
  Size
  Hitiwoyerlitoir 14
  Battledress
  Medium
  +6
  +3
  2d6
  19
  18 hours
  12/60
  2, 625, 
  000
  0.1 tons
  Other Equipment/Modiications:
  Increased Strength x2, Insidious Environment Protection, Lowered Manoeuvrability
  
  aslan
  131
  tank
  The main battle tank of the Aslan military, this vehicle exempliies the ighting techniques of its creators. The tank is heavier than 
  its comparable human designs and has a crew of three – a male commander/gunner, a male driver and a female engineer/comms 
  oficer.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open? Hull Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Aslan 
  Tank
  12
  Flyer 
  (grav)
  0
  360
  —
  3/–
  —
  No
  37
  38
  34, 
  657, 
  000
  37.5 tons
  Location
  Armour
  Front
  150
  Right
  150
  Left
  150
  Rear
  150
  Top
  150
  Bottom
  150
  Turret Front
  150
  Turret Side/Rear
  150
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Plasma A Gun x2 Large Turret 
  Top
  14d6 
  Destructive
  Very Long
  No
  N/A
  VRF Gauss Gun
  Right 
  Hardpoint
  5d6 AP
  Distant
  12
  20, 000
  VRF Gauss Gun
  Left 
  Hardpoint
  5d6 AP
  Distant
  12
  20, 000
  Other Equipment/Modiications:
  Large Turret: 1 Crew, Improved Fire Control +3
  Additional Armour x14, AFV, Communications (TL 10), Fusion Plant, Hard Points x2, Increased Speed x6, Navigation (standard), 
  Sensors (advanced), Short Term Life Support
  
  132
  vargr
  dhouZersan plasma tank
  The Dhouzersan Plasma Tank is a gravitic tank that has become the standard ighting vehicle of most Vargr army divisions. Armed 
  with a variety of plasma-based weapons the Dhouzersan is effective against a wide range of enemy forces.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  PlasmaTank
  12
  Flyer 
  (grav)
  0
  420
  —
  4/–
  0.25 
  tons
  No
  22
  22
  14, 
  580, 
  400
  20 tons
  Location
  Armour
  Front
  40
  Right
  40
  Left
  40
  Rear
  40
  Top
  40
  Bottom
  40
  Turret Front
  40
  Turret Side/Rear
  40
  ghoerruegh g/Carrier
  A favourite of both military and corsair raiders, the Ghoerruegh G-Carrier is a personnel carrier designed for stealth and speed. A 
  perfect craft for swift planetary assaults and ground support missions.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Ghoerruegh 10
  Flyer 
  (grav)
  +1
  1, 575
  —
  2/12
  0.5 
  tons
  No
  25
  25
  19, 
  750, 
  000
  25 tons
  Armour
  Location
  Armour
  Front
  4
  Right
  4
  Left
  4
  Rear
  4
  Top
  4
  Bottom
  4
  Main Turret Front
  4
  Main Turret Side/Rear
  4
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Plasma A Gun 
  Large Turret 
  Top
  14d6 Destructive
  Very Long
  No
  N/A
  Plasma Missile x2
  Left Dedicated 
  Missile Bay
  8d6 Ultra 
  Destructive
  Extreme
  No
  Other Equipment/Modiications:
  Large Turret: 1 Crew, Improved Fire Control +3
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Plasma A 
  Gun 
  Large Turret 
  Top
  14d6 
  Destructive
  Very Long
  No
  N/A
  Other Equipment/Modiications:
  Large Turret: 1 Crew, Improved Fire Control +2
  Streamlined, Communications (TL 10), Decreased Speed x5, Fusion Plant, Infrared 
  Masking II, Navigation (advanced), Sensors (advanced), Short Term Life Support, Stealth 
  II
  Additional Armour x3, AFV, Communications (TL 10), Decreased Agility, Fusion Plant, Hard Points x2, Increased Hull x2, Increased 
  Structure x2, Increased Speed x4, Navigation (standard), Sensors (advanced), Short Term Life Support
  
  vargr
  133
  gravitiC raCer
  While Vargr may not share the same taste in design to humans, they do share their love of speed. Unlike human grav racers, Vargr 
  designs incorporate a passenger or co-pilot seat; such as their need for companionship they like to share the racing experience 
  with their brethren. Often the passenger serves as a navigator to increase participation.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Gravitic 
  Racer
  9
  Flyer 
  (grav)
  0
  1,800
  500
  1/1
  —
  No
  1
  1
  113, 
  750
  0.5 tons
  Armour
  Location
  Armour
  Front
  4
  Right
  4
  Left
  4
  Rear
  4
  Top
  4
  Bottom
  4
  gravitiC speeder
  These Open-topped vehicles are the Vargr equivalent of the Air/Raft commonly found in Imperial space. However, the Vargr 
  speeder is much smaller with space for one passenger but what it lacks in size it makes up for in speed.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Speeder 9
  Flyer 
  (grav)
  0
  480
  2, 000
  1/1
  0.5 
  tons
  Open 
  Topped
  1
  3
  195, 
  000
  3 tons
  Armour
  Location
  Armour
  Front
  5
  Right
  5
  Left
  5
  Rear
  5
  Top
  5
  Bottom
  5
  Other Equipment/Modiications:
  Decreased Agility, Decreased Speed x5, Reduced Fuel Eficiency x3, Streamlined
  Other Equipment/Modiications:
  Decreased Agility, Decreased Hull x2, Increased Speed x2
  
  vargr
  134
  tsuenourr, vargr battle dress
  Similar to the human tech, basic battle dress, the Tsuenourr offers by far the greatest protection for a suit of its class. While perhaps 
  not as sophisticated as other suits, the added protection seems well worth the price.
  Type
  TL
  Skill 
  Chassis
  Str 
  Modiier
  Dex 
  Modiier
  Base 
  Dmg
  Armour Duration
  Speed
  Cost
  (Cr.)
  Shipping Size
  Tsuenourr
  14
  Battledress
  Medium
  +4
  +3
  2d6
  19
  18 hours
  12/60
  1, 129, 
  350
  0.1 tons
  Other Equipment/Modiications:
  Computer/2, Communications (advanced), Expert Tactics (Military/2), Lowered Manoeuvrability 
  kherrthaZeugh ground Carrier
  The Kherrthazeugh Ground Carrier is a reasonably priced vehicle for travellers and explorers that is both sturdy and reliable. It is 
  large enough to carry a small Vargr pack, with cargo, to and from their destination. The two rear passenger seats can be folded 
  down to provide an additional room for cargo.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Ground 
  Carrier
  7
  Drive 
  (wheeled)
  0
  144
  572
  1/7
  1.5 
  tons
  No
  3
  3
  19,
  720
  3 tons
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
  Other Equipment/Modiications:
  Double Occupancy Seating x3, Entertainment System Cr. 200, Fuel Eficiency, Greater 
  Fuel Capacity, Navigation (basic), Off-road Capability
  
  135
  darrians
  grav bike - Civilian
  The ubiquitous transport on Darrian worlds, grav bikes are fast and manoeuvrable. Fairings dynamically reshape to control 
  aerodynamic low and act as spoilers for slowing or rapid changes in direction. Unlike imperial designs, these vehicles incorporate 
  life support systems to aid in high altitude lying.
  Vehicle
  TL
  Skill 
  Agility Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Grav 
  Bike
  11
  Flyer 
  (grav)
  +3
  2, 500
  4, 000
  1/1
  —
  No
  1
  2
  671, 
  500
  1.5 tons
  Armour
  Location
  Armour
  Front
  4
  Right
  4
  Left
  4
  Rear
  4
  Top
  4
  Bottom
  4
  grav bike - military
  Larger than its civilian counterpart, these rapid attack, light grav vehicle are built around a light autocannon normally only seen on 
  heavier vehicles. When deployed in squadrons, these grav vehicles can ill many rolls from anti-infantry to even air support against 
  enemy aircraft.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Grav 
  Bike
  15
  Flyer 
  (grav)
  +4
  3, 450
  4, 000
  1/1
  —
  No
  2
  2
  1, 140, 
  000
  2 tons
  Armour
  Location
  Armour
  Front
  18
  Right
  18
  Left
  18
  Rear
  18
  Top
  18
  Bottom
  18
  Other Equipment/Modiications:
  Advanced Controls, Increased Agility, Streamlined, Short Term Life Support
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Advanced 
  Light 
  Autocannon
  Fixed Mount 
  Forward 
  Facing
  6d6+4 SAP
  Very Long
  8
  5,000
  Other Equipment/Modiications:
  Additional Armour x2, Advanced Controls, Increased Agility x2, Streamlined, Short Term Life 
  Support
  
  darrians
  136
  monoCyCle
  An odd looking form of transport, Darrian monocycles look like a circular disks standing on their edge, about two and a half 
  metres in diameter with a central faring bubble where the driver sits. With gyroscopic balancing, the Monocycle is a perfectly 
  stable vehicle despite its appearance. To further unnerve those who are unfamiliar, the monocycle is used as an off-road vehicle.
  Vehicle
  TL
  Skill 
  Agility Speed Range
  Crew / 
  Passengers
  Cargo
  Open? Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Monocycle 9
  Drive 
  (wheeled)
  +2
  360
  500
  1/–
  0.25 
  tons
  Frame
  1
  1
  4, 800
  1 ton
  Armour
  Location
  Armour
  Front
  0
  Right
  0
  Left
  0
  Rear
  0
  Top
  0
  Bottom
  0
  sphere tank
  An unusual design, most Confederation tanks use a spherical coniguration six metres across, granting them a reasonably effective 
  delection surface from all directions. They conform to the Darrian military philosophy of stealth, speed, speed and agility over brute 
  force. This lighter variant is often seen backing up planetary defence forces, where it engages in hit and run attacks to devastating 
  effect.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Sphere 
  Tank
  13
  Flyer 
  (grav)
  +3
  580
  4, 000
  3/–
  0.25 
  tons
  No
  12
  13
  15, 
  659, 
  000
  12.5 tons
  Location
  Armour
  Front
  80
  Right
  80
  Left
  80
  Rear
  80
  Top
  80
  Bottom
  80
  Top Turret Front
  80
  Top Turret Side/Rear
  80
  Right Turret Front
  80
  Right Turret Side/Rear
  80
  Left Turret Front
  80
  Left Turret Side/Rear
  80
  Other Equipment/Modiications:
  Monowheel, Off-road Capability, Sensors (basic)
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  12mm Light 
  Gauss Cannon 
  Small Turret 
  Top
  10d6 Mega-AP Very Long
  No
  300
  VRF Gauss Gun
  Small Turret 
  Right
  5d6 AP
  Distant
  12
  20, 000
  VRF Gauss Gun
  Small Turret 
  Left
  5d6 AP
  Distant
  12
  20, 000
  Other Equipment/Modiications:
  Small Turrets: Improved Fire Control +3
  Additional Armour x7, Advanced Controls, AFV, Communications (TL 10), Increased 
  Agility, Increased Speed x2, Infrared Masking II, Navigation (standard), Sensors 
  (advanced), Short Term Life Support, Smoke x2, Stealth III
  
  darrians
  137
  sphere tank - advanCed
  This heavy grade variant of the sphere tank is a common sight in the Darrian military. Using a similar hull coniguration, this high 
  grade tank mounts heavier armour and weaponry. While not as fast as it’s planetary defence variant, the additional range and 
  improved stealth systems make it a far deadlier foe.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Sphere 
  Tank
  Advanced
  15
  Flyer 
  (grav)
  +3
  380
  5, 000
  3/–
  0.25 
  tons
  No
  47
  47
  82, 
  570, 
  400
  47 tons
  Location
  Armour
  Front
  150
  Right
  150
  Left
  150
  Rear
  150
  Top
  150
  Bottom
  150
  Top Turret Front
  150
  Top Turret Side/Rear
  150
  Right Turret Front
  150
  Right Turret Side/Rear
  150
  Left Turret Front
  150
  Left Turret Side/Rear
  150
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Heavy Hypervelocity 
  Cannon
  Large Turret Top
  18d6 
  Ultimate AP
  Very 
  Distant
  No
  100
  VRF Gauss Gun
  Small Turret Right
  5d6 AP
  Distant
  12
  20, 000
  VRF Gauss Gun
  Small Turret Left
  5d6 AP
  Distant
  12
  20, 000
  Other Equipment/Modiications:
  Large Turrets: 1 Crew, Improved Fire Control +3
  Small Turrets: Improved Fire Control +3
  Additional Armour x14, Advanced Controls, AFV, Communications (TL 10), Increased 
  Agility, Increased Speed, Infrared Masking III, Navigation (standard), Sensors 
  (advanced), Short Term Life Support, Smoke x2, Stealth III
  
  138
  Zhodani
  adrtletlvra attaCk speeder
  The Adrtletlvra (Silent Grasp) Attack Speeder is visually similar to the Preblchienchiashav but is faster and has less armour. In 
  addition, the Adrtletlvra mounts a fusion gun, making it for more suited to up-close, devastating strikes.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Adrtletlvra
  14
  Flyer 
  (grav)
  +2
  960
  —
  2/–
  —
  No
  22
  23
  27, 
  036, 
  000
  22.5 tons
  Armour
  Location
  Armour
  Front
  30
  Right
  30
  Left
  30
  Rear
  30
  Top
  30
  Bottom
  30
  diZitanatl grav armoured fighting vehiCle
  The standard Zhodani Army and Consular Guard infantry ighting vehicle, this sleek, turreted grav sled mounts a light gauss 
  cannon and provides carrying capacity for a nine-man infantry squad. The Dizitanatl takes its name from the famous infantry 
  commander from the Second Frontier War.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Dizitanatl
  12
  Flyer 
  (grav)
  +2
  560
  —
  2/9
  0.25 
  tons
  No
  15
  15
  12, 
  043, 
  000
  15 tons
  Armour
  Location
  Armour
  Front
  50
  Right
  50
  Left
  50
  Rear
  50
  Top
  50
  Bottom
  50
  Turret Front
  50
  Turret Side/Rear
  50
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Fusion Z Gun
  Top Forward 
  Fixed Mount
  28d6
  Distant
  No
  N/A
  Other Equipment/Modiications:
  Additional Armour x2, Advanced Controls, AFV, Communications (TL 8), Flares x2, Fusion 
  Plant, Increased Speed x9, Infrared Masking II, Navigation (standard), Sensors (Advanced), 
  Short Term Life Support, Smoke x2, Stealth II
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  VRF Gauss 
  Gun
  Small Turret 
  Top
  5d6 AP
  Distant
  12
  20, 000
  Other Equipment/Modiications:
  Small Turret: Improved Fire Control +2, Pop-up
  Additional Armour x4, Advanced Controls, AFV, Communications (TL 8), Fusion Plant, 
  Increased Speed x6, Infrared Masking I, Short Term Life Support, Stealth I
  
  Zhodani
  139
  battle dress, guards
  Guards Battle dress is used by commando units and Noble oficers on lift mechanised infantry units. With greater computer 
  systems and protection than the standard, human model, the Guard Battle Dress is iconic as the Zhodani Scallop helms.
  Type
  TL
  Skill
  Chassis
  Str 
  Modiier
  Dex 
  Modiier
  Base 
  Dmg
  Armour
  Duration
  Speed
  Cost
  (Cr.)
  Shipping 
  Size
  Guard
  14
  Battledress
  Medium
  +4
  +4
  2d6
  16
  18 hours
  12/60
  1, 245, 
  000
  0.1 tons
  Other Equipment/Modiications:
  Computer/3, Communications (advanced), Expert Tactics (Comms/2, Intellect/1, Military/2)
  iavChieQl g-Carrier
  The Iavchieql G-carrier is a good example of Zhodani light vehicle design philosophy: weaponry is preferred over armour. Also, 
  sensors are less powerful than those in equivalent Imperial craft – presumably because the Zhodani place more stock in psionics 
  as a supplement to sensors.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Iavchieql 13
  Flyer 
  (grav)
  +2
  440
  —
  2/14
  0.25 
  tons
  No
  14
  14
  17, 
  714, 
  000
  14 tons
  Armour
  Location
  Armour
  Front
  60
  Right
  40
  Left
  40
  Rear
  30
  Top
  40
  Bottom
  30
  Main Turret Front
  40
  Main Turret Side/Rear
  40
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Fusion X Gun
  Large Turret Top
  20d6
  Distant
  No
  N/A
  Other Equipment/Modiications:
  Large Turret: 1 Crew, Improved Fire Control +2
  Additional Armour x3, Advanced Controls, AFV, Communications (TL 10), Fusion Plant, 
  Infrared Masking I, Navigation (advanced), Sensors (basic), Short Term Life Support, 
  Stealth I
  
  Zhodani
  140
  preblshienChiashav attaCk speeder
  The Preblshienchiashav (Princely Born) Attack Speeder made its debut during the Fourth Frontier War. The Speeder is a good 
  example of Zhodani Military craft design philosophy: fast and deadly. In addition, the Preblshienchiashav has exceptional armour. 
  This vehicle and its cousin the Adrtletlvra were responsible for more fear and panic than any other Zhodani war machine During 
  the Fourth Frontier War.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Attack 
  Speeder
  14
  Flyer 
  (grav)
  +2
  650
  —
  2/–
  —
  No
  35
  36
  29, 
  966, 
  000
  35.5 tons
  Armour
  Location
  Armour
  Front
  60
  Right
  60
  Left
  60
  Rear
  60
  Top
  60
  Bottom
  60
  Qiknavra grav tank
  The Qiknavra (named after the smaller of Zhdant’s continents) is one of the Consulate’s  newest grav tank designs. Intended to 
  provide an inexpensive, yet robust vehicle. To date the full details of this vehicle have been kept a tightly guarded secret against 
  the Imperium.
  Vehicle
  TL
  Skill 
  Agility Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Qiknavra
  14
  Flyer 
  (grav)
  +3
  580
  —
  3/–
  —
  No
  45
  45
  41, 
  549, 
  000
  45 tons
  Location
  Armour
  Front
  125
  Right
  80
  Left
  80
  Rear
  70
  Top
  45
  Bottom
  35
  Right Turret Front
  70
  Right Turret Side/Rear
  60
  Left Turret Front
  70
  Left Turret Side/Rear
  60
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Aerospace Defence 
  Laser
  Top Forward Fixed 
  Mount
  16d6
  Extreme
  No
  N/A
  Other Equipment/Modiications:
  Additional Armour x5, Advanced Controls, AFV, Communications (TL 8), Flares x2, Fusion 
  Plant, Increased Speed x5, Infrared Masking II, Navigation (standard), Sensors (Advanced), 
  Short Term Life Support, Smoke x2, Stealth II
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Aerospace 
  Defence Laser
  Top Forward 
  Fixed Mount
  16d6
  Extreme
  No
  N/A
  VRF Gauss Gun
  Right Small 
  Turret
  5d6 AP
  Distant
  12
  20, 000
  VRF Gauss Gun
  Left Small 
  Turret
  5d6 AP
  Distant
  12
  20, 000
  Other Equipment/Modiications:
  Additional Armour x6, Advanced Controls, AFV, Communications (TL 10), Fusion Plant, 
  Increased Agility, Increased Speed x4, Long Term Life Support, Navigation (standard), 
  Prismatic Aerosols x2, Sensors (advanced), Smoke x2
  
  Zhodani
  141
  vleZJaQ sCout sled
  A small, lightly armoured, high-speed military grav vehicle usually employed for scouting and armed reconnaissance. It is armed 
  with a light gauss cannon. The Vlezjaq is named after a winged predator native to Zhdant’s eastern desert that resembles a cross 
  between a Terran bat and a scorpion.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure Cost
  (Cr.)
  Shipping 
  Size
  Scout 
  Sled
  12
  Flyer 
  (grav)
  +2
  1, 075
  3, 000
  2/–
  —
  No
  4
  4
  2, 950, 
  000
  4 tons
  Armour
  Location
  Armour
  Front
  60
  Right
  30
  Left
  30
  Rear
  30
  Top
  60
  Bottom
  30
  yonChobo utility grav sled
  This medium-weight ‘grav truck’ is used by many civilian concerns within Zhodani space, as well as by the Zhodani military. The 
  Yonchobo grav sled is noted for its ruggedness and safety in a wide range of planetary conditions.
  Vehicle
  TL
  Skill 
  Agility
  Speed Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Grav 
  Sled
  12
  Flyer 
  (grav)
  +2
  340
  3, 000
  2/–
  5 tons
  No
  14
  14
  3, 877, 
  000
  12 tons
  Armour
  Location
  Armour
  Front
  25
  Right
  25
  Left
  25
  Rear
  25
  Top
  25
  Bottom
  25
   
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  VRF Gauss Gun
  Top Forward 
  Fixed Mount
  5d6 AP
  Distant
  12
  20, 000
  Light Tac Missile 
  (Anti-Armour) x2
  Top Dedicated 
  Missile Bay
  9d6 Super AP
  Very Distant
  No
  Other Equipment/Modiications:
  Other Equipment/Modiications:
  Additional Armour x4, Advanced Controls, Increased Speed, Navigation (basic), Sensors 
  (standard), Short Term Life Support
  Additional Armour x7, Advanced Controls, Communications (TL 8), Decrease Speed x5, Navigation (standard), Prismatic Aerosol 
  x2, Sensors (Advanced), Short Term Life Support, Smoke x2, Stealth II, Streamlined
  
  142
  sword worlds
  frakt Cargo truCk
  This medium cargo truck is capable of carrying a full ton of cargo for Sword Worlder civilisations who cannot afford the cost or 
  complication of larger vehicles and grav transporters such as the Vinlander and the Milliphant.
  Vehicle
  TL Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Frakt 
  Cargo 
  Truck
  9
  Drive
  (wheeled)
  0
  120
  500
  1/5
  1 ton
  No
  4
  4
  17, 960 4 tons
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
  hnaefir air/raft
  The staple civilian aircraft in the sword worlds, the Hnaeir is a simple variant with two ideas in mind- cheap and sturdy. Lightly 
  armoured, basic electronics and somewhat unforgiving controls, the Hnaeir model is hardly the most comfortable of rides.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Air/
  Raft
  9
  Flyer
  (grav)
  +1
  2, 000
  2, 600
  1/5
  —
  No
  3
  3
  1, 341,
  000
  3 tons
  Armour
  Location
  Armour
  Front
  8
  Right
  8
  Left
  8
  Rear
  8
  Top
  8
  Bottom
  8
  Other Equipment/Modiications:
  Decreased Speed x4, Entertainment System Cr. 200, Navigation (basic), Short Term Life 
  Support
  Other Equipment/Modiications:
  Communications (basic), Double Capacity Seating x2, Fuel Eficient x3, Increased Armour, 
  Navigation (basic), Sensors (basic), Streamlined, Short Term Life Support 
  
  sword worlds
  143
  kralle grav tank
  A typical Sword World tank, the Kralle is not heavily armed or armoured enough to take on Imperial or Darrian armoured regiments 
  but can easily handle enemy grav vehicles and armoured infantry. Bringing to bear impressive irepower, for its low production 
  costs.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Kralle 
  Grav 
  Tank
  9
  Flyer
  (grav)
  0
  1, 045
  1, 000
  3/–
  —
  No
  10
  8
  10, 
  225, 
  000
  7 tons
  Armour
  Location
  Armour
  Front
  48
  Right
  48
  Left
  48
  Rear
  48
  Top
  48
  Bottom
  48
  Turret Front
  48
  Turret Side/Rear
  48
  milliphant Cargo hauler
  The Milliphant is a gigantic, long-distance cargo mover used by Sword Worlders from all aspects of life. A common sight in all 
  inhabited areas of the subsector, especially wherever large trains must keep moving between settlements.
  Vehicle
  TL
  Skill 
  Agility Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Milliphant
  9
  Flyer
  (grav)
  0
  600
  2, 000
  2/–
  6 tons
  No
  13
  12
  1, 118, 
  500
  16.5 tons
  Armour
  Location
  Armour
  Front
  4
  Right
  4
  Left
  4
  Rear
  4
  Top
  4
  Bottom
  4
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  7.7mm EMF 
  Minigun
  Large Top 
  Turret
  4d6-2 
  Medium
  8
  400
  100mm 
  Electromagnetic 
  Cannon
  Large Top 
  Turret
  6d6
  Distant
  No
  N/A
  Other Equipment/Modiications:
  Large Turret: 1 Crew, Improved Fire Control +1 (electromagnetic cannon)
  Additional Armour x7, AFV, Streamlined, Communications (TL 8), Decreased Agility, Decreased Speed x3, Increased Hull x3, 
  Increased Structure, Navigation (basic), Prismatic Aerosol x2, Sensors (Advanced), Smoke x2, Stealth Class II, Visual Camoulage 
  1
  Other Equipment/Modiications:
  Communications (TL 6), Decreased Agility, Decreased Hull x3, Decreased Structure x5, 
  Increased Speed x6, Navigation (basic), Sensors (basic), Short Term Life Support
  
  sword worlds
  144
  mJolnir artillery platform
  Built to overwhelm point-defence systems, the Mjolnir is packed to the brim with HEAT rocket rounds that it hurls in great numbers 
  from its quad-array multiple rocket launchers. It can punch through the armour and defences of most main battle tanks and makes 
  a ruin of lighter targets.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Mjolnir 
  Artillery
  9
  Flyer
  (grav)
  0
  970
  1, 000
  5/–
  4 tons
  No
  11
  10
  4, 097, 
  625
  14.5 tons
  Armour
  Location
  Armour
  Front
  30
  Right
  30
  Left
  30
  Rear
  30
  Top
  30
  Bottom
  30
  Turret Front
  30
  Turret Side/Rear
  30
  sCramasax grav tank destroyer
  The greatly feared Scramasax grav tank is fast and deceptively lethal when it gets to pick and choose its target. Its design is bent 
  on moving quickly to a heavier targets lank, unleashing a brutal salvo and then move quickly out of the line of ire.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Scramasax
  9
  Flyer
  (grav)
  0
  1, 490
  1, 000
  3/–
  3 tons
  No
  22
  22
  26, 
  330, 
  550
  10 tons
  Armour
  Location
  Armour
  Front
  72
  Right
  72
  Left
  72
  Rear
  72
  Top
  72
  Bottom
  72
  Turret Front
  72
  Turret Side/Rear
  72
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  200mm Automatic 
  Rocket Launchers x4
  Front Dedicated 
  Rocket Bay
  5d6 
  Very Distant
  6
  4mm Flechette Minigun Small Top Turret 4d6
  Short
  12
  10, 000
  Other Equipment/Modiications:
  Small Turret: Improved Fire Control +1
  Additional Armour x4, AFV, Streamlined, Communications (TL 8), Decreased Agility, Decreased Hull x3, Decreased Speed x4, 
  Decreased Structure x5,  Navigation (basic), Sensors (Advanced), Short Term Life Support, Smoke x2, Stealth Class II, Visual 
  Camoulage I
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  7.7mm EMF 
  Minigun x2
  Front Fixed 
  Mount
  4d6-2 
  Medium
  8
  400
  200mm 
  Electromagnetic 
  Cannon
  Large Top 
  Turret
  8d6
  Very Distant
  No
  N/A
  Other Equipment/Modiications:
  Large Turret: 1 Crew, Improved Fire Control +1
  Additional Armour x11, AFV, Streamlined, Communications (TL 8), Decreased Agility, Increased Hull x2, Increased Structure x2, 
  Navigation (basic), Prismatic Aerosol x4, Sensors (Advanced), Smoke x2, Stealth Class II, Visual Camoulage I
  
  sword worlds
  145
  skoeld wheeled armoured personnel Carrier
  A medium sized cargo hauler that has been converted for troop transport for use in lower threat areas or non-critical deployments. 
  The Skoeld (meaning shield in Sagamaal) is only one step up from being a civilian vehicle.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Skoeld 
  APC
  9
  Drive
  (wheeled)
  0
  185
  500
  2/5
  0.75 
  ton
  No
  7
  8
  207, 
  000
  7.5 tons
  Armour
  Location
  Armour
  Front
  18
  Right
  18
  Left
  18
  Rear
  18
  Top
  18
  Bottom
  18
  Turret Front
  18
  Turret Side/Rear
  18
  skraaling armoured personel Carrier
  Similar to the civilian Vinlander, the Skraaling is a practical and eficient troop transport when dealing with the hostile conditions of 
  the Sword Worlds. While lacking in long term life support, the Skraaling boasts many variants to meet every situation.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Grav 
  Van
  9
  Flyer
  (grav)
  +1
  1, 165
  1, 000
  2/12
  1.5 
  tons
  No
  8
  8
  1, 980, 
  825
  11.5 tons
  Armour
  Location
  Armour
  Front
  36
  Right
  36
  Left
  36
  Rear
  36
  Top
  36
  Bottom
  36
  Turret Front
  36
  Turret Side/Rear
  36
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  7.7 mm EMF 
  Minigun
  Top small 
  Turret
  4d6–2
  Long
  8
  200
  Other Equipment/Modiications:
  Additional Armour x2, AFV, Communications (TL 6), Increased Speed x4, Navigation 
  (basic), Sensors (basic), Short Term Life Support
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  7.7mm EMF Minigun
  Small Turret Top
  4d6–2 
  Medium
  8
  400
  Other Equipment/Modiications:
  Additional Armour x3, AFV, Streamlined, Communications (TL 8), Decreased Hull x3, 
  Decreased Structure x4, Decreased Speed x3, Navigation (basic), Prismatic Aerosol x2, 
  Sensors (Advanced)
  
  sword worlds
  146
  slaettland range truCk
  The Sports Utility Vehicle (SUV) is a large wheeled drive car designed to seat eight people in comfort. This ,and its off road 
  capability, make it a favoured choice of mercenaries and travellers alike.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Range 
  Truck
  9
  Drive 
  (wheeled)
  +1
  180
  500
  1/4
  0.25 
  tons
  No
  3
  3
  28, 
  600
  3 tons
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
  tusenfot traCked all-terrain vehiCle
  Called the ‘Thousand-Foot’ ATV due to its multi-plated track construction, this vehicle is the chief hostile-environment people-
  mover in the Sword Worlds.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Tusenfot 9
  Drive 
  (tracked)
  0
  140
  1, 500
  2/10
  10 tons No
  34
  34
  2, 296, 
  140
  34 tons
  Armour
  Location
  Armour
  Front
  20
  Right
  20
  Left
  20
  Rear
  20
  Top
  20
  Bottom
  20
  Other Equipment/Modiications:
  Double Occupancy Seating, Entertainment System Cr. 200, Increased Agility, Navigation 
  (basic), Off-road Capability, Short Term Life Support
  Other Equipment/Modiications:
  Additional Armour x4, Air Lock x2, Communications (TL 8), Corrosive Environment Protection, 
  Double Capacity Seating x5, Fresher, Greater Fuel Capacity x6, Improved Agility, Increased 
  Speed x7, Insidious Environment Protection, Life Support (long term), Navigation (standard), 
  Sensors (standard)
  
  sword worlds
  147
  vinlander grav van
  The Vinlander is the standard civilian grav-based vehicle seen all over the Sword Worlds. Because of its sealed body compartment, 
  simplistic frame construction and assorted Skraaling-compatible components, a skilled mechanic can easily modify the Vinlander 
  into a light APC.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Grav 
  Van
  9
  Flyer
  (grav)
  0
  520
  2, 000
  2/12
  1.25 
  tons
  No
  5
  5
  677, 
  600
  8 tons
  Armour
  Location
  Armour
  Front
  4
  Right
  4
  Left
  4
  Rear
  4
  Top
  4
  Bottom
  4
  vittne Command Car
  A slightly militarised version of the common range truck, the command car is a good example as to how Sword Worlders make use 
  of their peacetime assets.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open? Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Command 
  Car
  9
  Drive 
  (wheeled)
  +1
  160
  500
  1/4
  —
  No
  3
  3
  43, 700
  3 tons
  Armour
  Location
  Armour
  Front
  9
  Right
  9
  Left
  9
  Rear
  9
  Top
  9
  Bottom
  9
  Other Equipment/Modiications:
  Decreased Agility, Decreased Hull x3, Decreased Structure x3, Double Capacity Seating x6, 
  Increased Speed x3, Navigation (basic)
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Thermal Smoke 
  discharger x2
  Top Fixed 
  Mount
  Clouds the 
  visible spectrum 
  and stops Lasers
  Short
  No
  4
  Other Equipment/Modiications:
  Additional Armour x2, Double Occupancy Seating, Entertainment System Cr. 200, 
  Navigation (basic), Off-road Capability, Sensors (basic), Short Term Life Support
  
  148
  proJeCt steel
  air/raft ling standard produCtions
  These specialist Air/Rafts are the product of Ling Standard Productions. Dubbed the ‘Venturer 628 Rigger’, this model proved popular 
  on the frontiers where its robust nature and ease of maintenance enable it to remain in service without expensive overhauls.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Air/
  Raft
  14
  Flyer
  (grav)
  +1
  550
  5, 200
  1/5
  0.5 
  tons
  Top
  4
  4
  618,
  464
  4 tons
  Armour
  Location
  Armour
  Front
  15
  Right
  15
  Left
  15
  Rear
  15
  Top
  15
  Bottom
  15
  atv ling standard produCtions
  The Ling Standard Productions (LSP) All-Terrain Vehicle is a highly advanced ground vehicle for use on project Steel. With no 
  frills or un-necessary comforts, the LSP variant contains only what is needed for getting the job done. With fusion power to give it 
  almost unlimited range, living quarters, respectable armour and the ability to traverse almost any ground terrain, the LSP ATV is a 
  well respected model.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  ATV
  Land
  14
  Drive 
  (Wheeled)
  0
  175
  —
  1/7
  1. 25 
  tons
  No
  17
  18
  1, 250, 
  000
  17.5 tons
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  ATV
  Aquatic
  14
  Seafarer 
  (ocean 
  ships)
  –4
  60
  —
  1/7
  1. 25 
  tons
  No
  17
  18
  1, 250, 
  000
  17.5 tons
  Armour
  Location
  Armour
  Front
  20
  Right
  20
  Left
  20
  Rear
  20
  Top
  20
  Bottom
  20
  Other Equipment/Modiications:
  Additional Armour x2, Autopilot (SL 3), Communications (TL 8), Computer /1, Fuel Eficient 
  x3, Navigation (basic), Sensors (basic) 
  Other Equipment/Modiications:
  Additional Armour x3, Aquatic drive, Bunks x4, Communications (TL 10), Fusion Plant, 
  General Purpose Lab (4 spaces), Short Term Life Support, Mini-galley x2, Navigation 
  (standard), Sensors (advanced)
  
  149
  Judge dredd JustiCe department
  banshee pursuit interCeptor
  The Banshee Interceptor is the pride of the Pursuit Squad and is the fastest land vehicle in Mega-City One. The skilled megway 
  Pursuit Squad drivers use Banshee Interceptors to chase and apprehend illegal speedsters, hot-rodders and other criminals.
  Vehicle
  TL
  Skill 
  Agility Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Banshee 11
  Drive 
  (wheeled)
  +1
  490
  600
  2/–
  —
  Open Top 8
  9
  110, 
  140
  8.5 tons
  Armour
  Location
  Armour
  Front
  8
  Right
  8
  Left
  8
  Rear
  8
  Top
  8
  Bottom
  8
  Turret Front
  8
  Turret Side/Rear
  8
  Claw patrol ship
  The Claw Patrol Ship is a short range anti-gravity vehicle that is used for regular patrols within Mega-City One. Its small size allows 
  it to land in many places where larger vehicles might be restricted. Lightly armoured but fast, allowing it to quickly deploy rapid 
  response teams.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure Cost
  (Cr.)
  Shipping 
  Size
  Claw 
  Patrol 
  Ship
  11
  Flyer 
  (grav)
  +1
  2,500
  3,000
  2/5
  —
  No
  7
  8
  7, 430, 
  800
  7.5 tons
  Armour
  Location
  Armour
  Front
  8
  Right
  8
  Left
  8
  Rear
  8
  Top
  8
  Bottom
  8
  Right Turret Front
  8
  Right Turret Side/Rear
  8
  Left Turret Front
  8
  Left Turret Side/Rear
  8
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Dead Key*
  Top Turret
  —
  Rile
  No
  N/A
  Tractor Gun**
  Top Turret
  —
  Special
  No
  N/A
  * After target is hit, make an opposed Computers check to deactivate an opponents power 
  plant
  ** Has 100m of cable
  Other Equipment/Modiications:
  Small Turret: Top
  Additional Armour, Autopilot/3, Communications (TL 8), Computer/1 (Comms/0, Database/0, Drive/1, Navigation/1),  Increased 
  Agility, Increased Speed x10, Lower Fuel Capacity x2, Navigation (standard), Sensors (basic)
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Heavy Laser 
  Cannon x3
  Fixed Weapon 
  Mount Front
  10d6
  Rile
  4
  50
  Hi-Ex Missile 
  Launcher
  Dedicated Missile 
  Bay Top
  4d6+3
  Distant
  No
  Autogun
  Small Turret Right 3d6+8
  Rile
  6
  100
  Autogun
  Small Turret left
  3d6+8
  Rile
  6
  100
  Other Equipment/Modiications:
  Additional Armour, Autopilot/3, Communications (TL 8), Navigation (standard), Sensors 
  (basic), Streamlined
  
  Judge dredd JustiCe department
  150
  gunbird
  A winged variant of the H-Wagon that sacriices armour and speed for additional weaponry, serving as both a bomber and air 
  assault vehicle. The laser cannons provide devastating ire-power that can make precise attacks against a variety of targets.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Gunbird
  11
  Flyer 
  (grav)
  +1
  400
  3,000
  5/–
  —
  No
  15
  16
  7, 179, 
  800
  15.5 tons
  Armour
  Location
  Armour
  Front
  12
  Right
  12
  Left
  12
  Rear
  12
  Top
  12
  Bottom
  12
  Right Turret Front
  12
  Right Turret Side/Rear
  12
  Left Turret Front
  12
  Left Turret Side/Rear
  12
  gunboat
  The gunboat is used exclusively by the Atlantic Division. These fast water-going vessels are used by Ocean Patrol and the Harbour 
  Squad to patrol the Mega-City One waters, ever vigilant for pirates and smugglers.
  Vehicle
  TL Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Gunboat 11
  Seafarer 
  (motorboats)
  0
  90
  800
  2/4
  —
  Open 
  Topped
  2
  3
  93, 
  300
  4.5 tons
  Armour
  Location
  Armour
  Front
  8
  Right
  8
  Left
  8
  Rear
  8
  Top
  8
  Bottom
  8
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Peterson High 
  Intensity Laser 
  Cannon x2
  Right Turret
  10d6+6
  Rile
  3
  60
  Peterson High 
  Intensity Laser 
  Cannon x2
  Left Turret
  10d6+6
  Rile
  3
  60
  Hi-Ex Missile 
  Launcher x2
  Dedicated Missile 
  Bay Top
  4d6+3
  Distant
  No
  Cluster Bombs Dedicated Bomb 
  Bay Bottom
  5d6
  Distant
  No
  Urban Nuke
  Dedicated Bomb 
  Bay Bottom
  Special 
  (vaporises)
  Distant
  No
  Other Equipment/Modiications:
  Small Turret Right: Improved Fire Control +3 (Peterson High Intensity Laser Cannon)
  Small Turret Left: Improved Fire Control +3 (Peterson High Intensity Laser Cannon)
  Additional Armour x2, Autopilot/3, Communications (TL 8), Improved Fire Control +3 (Urban Nuke), Navigation (standard), Sensors 
  (basic)
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Hi-Ex Missile 
  Launcher x2
  Dedicated 
  Missile Bay Top
  4d6+3
  Distant
  No
  Other Equipment/Modiications:
  Additional Armour, Autopilot/3, Communications (TL 8), Improved Fire Control +3 (Hi-Ex 
  Missile Launcher), Navigation (standard), Sensors (basic)
  
  Judge dredd JustiCe department
  151
  h-wagon 
  The H-Wagon is an eternal sight in the skies of Mega-City, monitoring all aerial trafic and responding to emergencies that require 
  heavy irepower. Too large to patrol the streets themselves, the H-Wagon is a highly agile vehicle that can handle attacking 
  hovercraft and the worst weather of the cursed earth.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  H-
  Wagon
  11
  Flyer 
  (grav)
  +1
  1,900
  3,000
  3/12
  —
  No
  13
  13
  11, 
  674, 
  500
  13 tons
  Armour
  Location
  Armour
  Front
  20
  Right
  20
  Left
  20
  Rear
  20
  Top
  20
  Bottom
  20
  Right Turret Front
  20
  Right Turret Side/
  Rear
  20
  Left Turret Front
  20
  Left Turret Side/
  Rear
  20
  iCon-wagon
  The iCON-Wagon is another variant of the H-Wagon. This vehicle is designed to transport Justice Department personnel from 
  Mega-City One to any world-wide location and back again without needing to refuel. 
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Icon-
  Wagon
  11
  Flyer 
  (grav)
  0
  1,100
  4,500
  4/5
  —
  No
  5
  6
  9, 201, 
  800
  5.5 tons
  Armour
  Location
  Armour
  Front
  20
  Right
  20
  Left
  20
  Rear
  20
  Top
  20
  Bottom
  20
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Hi-Ex Missile 
  Launcher x2
  Bottom Dedicated 
  Missile Bay
  4d6+3
  Distant
  No
  Heavy Laser
  Right Turret
  10d6
  Rile
  4
  100
  Heavy Laser
  Left Turret
  10d6
  Rile
  4
  100
  Other Equipment/Modiications:
  Small Turret: 1 Space Additional Ammunition
  Small Turret: 1 Space Additional Ammunition
  Additional Armour x4, Streamlined, Autopilot/3, Communications (TL 8), Computer/1, 
  Navigation (standard), Sensors (Advanced), Short Term Life Support
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Cyclops Laser 
  Cannon x3
  Front Fixed 
  Mount
  10d6+6
  Rile
  3
  60
  Hi-Ex Missile 
  Launcher x2
  Dedicated Missile 
  Bay Bottom
  4d6+3
  Distant
  No
  -
  Stealth Missile 
  Launcher x2
  Dedicated Missile 
  Bay Top
  Vaporises everything 
  within the blast
  Unlimited
  No
  -
  Other Equipment/Modiications:
  Streamlined, Additional Armour x4, Autopilot/3, Communications (TL 8), Improved Fire Control +3 (Stealth Missile Launcher), 
  More Fuel Eficiency x5, Navigation (standard), Sensors (basic)
  
  Judge dredd JustiCe department
  152
  lawmaster
  The standard issue transport for any Judge, the Lawmaster is as iconic as a Judge’s helmet or Lawbringer. With its Notron 4000cc 
  V8 engine, heavy armour, built in computer and heavy armaments the Lawmaster strikes terror into any perp on the streets of 
  Mega-City One.
  Vehicle
  TL
  Skill 
  Agility Speed
  Range
  Crew / 
  Passengers
  Cargo Open?
  Hull Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Lawmaster 11
  Drive 
  (lawmaster)
  +1
  365
  600
  1/–
  —
  Open 
  Top
  1
  2
  52, 
  000
  1.5 tons
  Armour
  Location
  Armour
  Front
  12
  Right
  4
  Left
  4
  Rear
  12
  Top
  4
  Bottom
  12
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Bike Cannon x2 Fixed Forward 
  Facing
  3d6+8
  Rile
  6
  200
  Cyclops Laser
  Fixed Forward 
  Facing
  5d6+8
  Rile
  4
  One burst per 
  10 rounds
  Other Equipment/Modiications:
  Additional Armour, Autopilot/3, Communications (TL 8), Computer/1, Enclosed, Motorcycle, 
  Navigation (standard) , Sensors (basic)
  lawmaster mk ii, Cursed earth Quasar
  Developed for prolonged use in the Cursed Earth. The main feature of the MK II Lawmaster is the Hydra Laser Cannon, capable 
  of rapid-ire with a faster recharge than its Cyclops predecessor.
  Vehicle
  TL
  Skill 
  Agility Speed Range
  Crew / 
  Passengers
  Cargo Open? Hull Structure
  Cost
  (Cr.)
  Shipping 
  Size
  MK.II 
  Lawmaster 
  11
  Drive 
  (lawmaster)
  +1
  365
  600
  1/–
  —
  Open 
  Top
  1
  2
  54, 000 1.5 tons
  Armour
  Location
  Armour
  Front
  12
  Right
  4
  Left
  4
  Rear
  12
  Top
  4
  Bottom
  12
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Bike Cannon 
  x2
  Fixed Forward 
  Facing
  3d6+8
  Rile
  6
  200
  Cyclops 
  Laser*
  Fixed Forward 
  Facing
  5d6
  Distant
  6
  One burst every 
  two rounds.
  *+1 DM to attack rolls. 
  Other Equipment/Modiications:
  Additional Armour, Autopilot/3, Communications (TL 8), Computer/1, Enclosed, Motorcycle, Navigation (standard) , Sensors 
  (basic)
  
  Judge dredd JustiCe department
  153
  manta prowl tank 
  The justice departments answer to growing crime rates. Often regarded as a mobile, lying fortress of anti-crime measures. This 
  anti-grav tank comes fully armed with foam jets, twin-linked laser lances, Gas Grenade Launchers and a Petersen Heavy Laser 
  to deal with heavy armour. With cells onboard for a small riots worth of perps, this tank is a true symbol of a Judge’s absolute 
  authority.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo Open? Hull Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Manta 
  Prowl 
  Tank
  11
  Flyer 
  (grav)
  +1
  350
  1,500
  8/20
  —
  No
  50
  50
  22, 
  177, 
  000
  50 tons
  Armour
  Location
  Armour
  Front
  24
  Right
  24
  Left
  24
  Rear
  24
  Top
  24
  Bottom
  24
  Top Turret Front
  24
  Top Turret Side/Rear 24
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Laser Lance x2
  Front Fixed 
  Mount
  6d6+3
  Rile
  No
  12
  Peterson High 
  Intensity Laser 
  Cannon
  Top Turret
  10d6+6
  Rile
  3
  60
  Foam Blaster x2
  Top Turret
  Strength 
  Test 12+ or 
  Incapacitated
  Medium
  N/A
  40
  Foam Blaster x3
  Right Front 
  Fixed Mount
  Strength 
  Test 12+ or 
  Incapacitated
  Medium
  N/A
  40
  Foam Blaster x3
  Left Front 
  Fixed Mount
  Strength 
  Test 12+ or 
  Incapacitated
  Medium
  N/A
  40
  Stumm Gas 
  Grenade 
  Launcher x4
  Right Fixed 
  Mount
  Endurance 
  Test 11+ or 
  Incapacitated
  Short
  No
  3
  Stumm Gas 
  Grenade 
  Launcher x4
  Left Fixed 
  Mount
  Endurance 
  Test 11+ or 
  Incapacitated
  Short
  No
  3
  Other Equipment/Modiications:
  Top Turret: 1 Space Additional 
  Ammunition
  Additional 
  Armour 
  x2, 
  AFV, 
  Autopilot/3, Communications (TL 8), 
  Computer/1, Navigation (standard), 
  Sensors (advanced), Short Term Life 
  Support, Internal Vehicle Bay (4.5 
  tons), Operating Theatre (2 patient 
  capacity)
  
  Judge dredd JustiCe department
  154
  roadliner, meat wagon 
  Of similar design to the Pat Wagon, a Meat Wagon is speciically equipped to haul away casualties from the scene of an incident. 
  Equipped with life support facilities and a defensive cannon in case the incident hasn’t drawn to a close.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open? Hull 
  Structure Cost
  (Cr.)
  Shipping 
  Size
  Meat 
  Wagon
  11
  Drive 
  (wheeled)
  –1
  210
  600
  2/2
  —
  No
  13
  14
  403, 
  630
  13.5 tons
  Armour
  Location
  Armour
  Front
  20
  Right
  20
  Left
  20
  Rear
  20
  Top
  20
  Bottom
  20
  Turret Front
  20
  Turret Side/Rear
  20
  roadliner, pat wagon – mk iii
  The Mk III Pat-Wagon is the most commonly sighted justice department vehicle, save perhaps the Lawmaster. Designed for 
  lexibility, the Pat Wagon is respected by Judges for its ability to bring the law to rioting citizens and armoured perps alike. With 
  enough room for a squad of judges and any perps who weren’t smart enough to run.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Pat 
  Wagon
  11
  Drive 
  (wheeled)
  –1
  210
  600
  2/10
  —
  No
  13
  14
  306, 
  150
  13.5 tons
  Armour
  Location
  Armour
  Front
  20
  Right
  20
  Left
  20
  Rear
  20
  Top
  20
  Bottom
  20
  Turret Front
  20
  Turret Side/Rear
  20
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Street Cannon
  Top Small Turret 3d6+8
  Rile
   6
  200
  Other Equipment/Modiications:
  Small Turret: 1 Space Additional Ammunition
  Additional Armour x4, Communications (TL 8), Computer/1, Increased Speed x10, Low 
  Berth x2, Navigation (standard), Sensors (basic)
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Street Cannon
  Top Small Turret
  3d6+8
  Rile
  6
  200
  Foam Blaster
  Top Small Turret
  Strength Test 12+ or 
  Incapacitated
  Medium
  N/A
  40
  Other Equipment/Modiications:
  Small Turret: Additional Ammunition (1 space street cannon, 1 space foam blaster)
  Additional Armour x4, Communications (TL 8), Computer/1, Increased Speed x10, 
  Navigation (standard), Sensors (basic)
  
  Judge dredd JustiCe department
  155
  riot wagon 
  The Riot Wagon is a smaller variant of the H-Wagon and is used by Riot Squads to suppress large unruly crowds. Armed with Riot 
  Foam and Stumm Gas Dispenser, the Riot Wagon is capable of controlling crowds over a much greater area than can be achieved 
  by ground forces alone.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Riot 
  Wagon
  11
  Flyer 
  (grav)
  +1
  700
  3,000
  3/–
  —
  No
  5
  5
  845. 
  800
  5 tons
  Armour
  Location
  Armour
  Front
  12
  Right
  12
  Left
  12
  Rear
  12
  Top
  12
  Bottom
  12
  Turret Front
  12
  Turret Side/Rear
  12
  siroCCo Citi-def gunship
  Heavily armed, highly manoeuvrable and capable of deploying small Judge squads right into the heart of a ire ight, the Sirocco 
  Citi-Def Gunship is the perfect vehicle, save for its tendency to destroy the surrounding buildings along with the perps. While this 
  unfortunate set back is causing the Sirocco to be phased out, many Citi-Def squads still cling to them.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Sirocco
  11
  Flyer 
  (grav)
  +1
  400
  3,000
  3/8
  0.50 
  tons
  No
  8
  8
  3, 902, 
  500
  8 tons
  Armour
  Location
  Armour
  Front
  24
  Right
  24
  Left
  24
  Rear
  24
  Top
  24
  Bottom
  24
  Right Turret Front
  24
  Right Turret Side/Rear
  24
  Left Turret Front
  24
  Left Turret Side/Rear
  24
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Foam Blaster
  Bottom Small 
  Turret
  Strength Test 12+ 
  or Incapacitated
  Medium
  N/A
  40
  Stumm Gas 
  Grenade Launcher
  Bottom Small 
  Turret
  Endurance Test 11+ 
  or Incapacitated
  Short
  No
  3
  Other Equipment/Modiications:
  Additional Armour x2, Autopilot/3, Communications (TL 8), Computer/1, Increased Speed 
  x4, Navigation (standard), Sensors (Advanced)
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Heavy 
  Spitgun x2
  Right Small 
  Turret
  3d6
  Rile
  4
  120
  Heavy 
  Spitgun x2
  Left Small Turret
  3d6
  Rile
  4
  120
  Hi-Ex Missile 
  Launcher x2
  Bottom Dedicated 
  Missile Bay
  4d6+3
  Distant
  No
  Other Equipment/Modiications:
  Small Turret: Improved Fire Control +2
  Small Turret: Improved Fire Control +2
  Additional Armour x2, Autopilot/3, AFV, Communications (TL 8), Computer/1, Increased Agility, Navigation (standard), Sensors 
  (advanced)
  
  Judge dredd JustiCe department
  156
  s-wagon 
  Also known as the ‘Night Owl’, the S-Wagon is a stealth surveillance craft used to monitor  activities throughout Mega-City One 
  where conventional technology is insuficient. 
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  S-
  Wagon
  11
  Flyer 
  (grav)
  +1
  450
  3,000
  2/6
  —
  No
  5
  5
  1, 617, 
  000
  5 tons
  Armour
  Location
  Armour
  Front
  8
  Right
  8
  Left
  8
  Rear
  8
  Top
  8
  Bottom
  8
  yo-yo
  These small hover-bikes might be slow and lack any armaments but their small size makes them ideal to transport on medium 
  sized vehicles like the iCON-Wagon for short range reconnaissance.
  Vehicle
  TL
  Skill 
  Agility Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Yo-Yo
  12
  Flyer 
  (grav)
  +1
  500
  3, 000
  1/–
  —
  Frame
  0
  1
  50, 000 0.5 tons
  Armour
  Location
  Armour
  Front
  1
  Right
  1
  Left
  1
  Rear
  1
  Top
  1
  Bottom
  1
  Other Equipment/Modiications:
  Additional Armour, Autopilot/3, Communications (TL 8), Computer/1, Infrared Masking III 
  Navigation (standard), Sensors (Advanced), Short Term Life Support, Stealth Class II, 
  Visual Camoulage II
  Other Equipment/Modiications:
  
  157
  Judge dredd 
  Civilian grav vehiCles
  hoverbus
  A perpetual sight in the skies of Mega-City One, for those citizens unable to afford their own vehicle, the hoverbus often provides 
  the most convenient way to move across a city sector.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Hoverbus
  11
  Drive 
  (wheeled)
  0
  200
  750
  1/70
  0.25 
  tons
  No
  14
  17
  382, 
  100
  17.5 tons
  Armour
  Location
  Armour
  Front
  4
  Right
  4
  Left
  4
  Rear
  4
  Top
  4
  Bottom
  4
  hoverCar foord falCon giah
  Wealthier families often choose a hover car such as the Falcon, leaving the crowded streets far below and travelling at great speed 
  to any destination in the city. Many critics have noted that the Falcon has a very basic and even ‘cheep’ feel to it compared to the 
  credits needed to purchase one.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Foord 
  Falcon
  11
  Flyer 
  (grav)
  0
  400
  750
  1/4
  0.25 
  tons
  No
  2
  3
  1, 125, 
  110
  3
  Armour
  Location
  Armour
  Front
  4
  Right
  4
  Left
  4
  Rear
  4
  Top
  4
  Bottom
  4
  Other Equipment/Modiications:
  Communications (TL 8), Computer/1, Decreased Hull x3, Decreased Speed x5, Decreased 
  Structure x2, Double Capacity Seating x25 (seat spaces), Navigation (basic), Reduced 
  Fuel Eficiency x3
  Other Equipment/Modiications:
  Autopilot/1, Computer/1, Decreased Agility, Decreased Hull, Decreased Speed x2, 
  Entertainment System Cr. 300, Navigation (basic), Reduced Fuel Eficiency x3
  
  Judge dredd Civilian grav vehiCles
  158
  hoverpod merCury nine-ten
  Often Regarded as a lying buggy, hoverpods meet with little of the same derision, no doubt to their expense. Although quite 
  comfortable, the Nine-Ten is little more than an enclosed seat inside a bubble, strapped on to an anti-grav powerplant that all but 
  strains to get a single occupant aloft.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Nine-
  Ten
  11
  Flyer 
  (grav)
  0
  150
  750
  1/–
  0.25 
  tons
  No
  1
  1
  12, 500 0.5 tons
  Armour
  Location
  Armour
  Front
  4
  Right
  4
  Left
  4
  Rear
  4
  Top
  4
  Bottom
  4
  Other Equipment/Modiications:
  Decreased Agility x1, Decreased Speed x5, Entertainment System Cr. 300, Reduced Fuel 
  Eficiency x1
  
  Judge dredd Civilian grav vehiCles
  159
  merChant hovership
  Almost without exception, every hovership is owned by one of the large mercantile corporations that trades regularly between Brit-
  Cit and Mega-City One with occasional forays to other cities of the world. However the justice department is known to own a couple 
  of reitted hoverships, as are several billionaires who use them for luxury yachts.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Hovership 
  (sea)
  11
  Seafarer 
  (ocean 
  ships)
  –2
  100
  —
  50/50
  172.5 
  tons
  No
  500
  500
  21, 
  081, 
  000
  1, 000 
  tons
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Hovership 
  (grav)
  11
  Flyer 
  (grav)
  0
  400
  —
  50/50
  172.5 
  tons
  No
  500
  500
  21, 
  081, 
  000
  1, 000 
  tons
  Armour
  Location
  Armour
  Front
  12
  Right
  12
  Left
  12
  Rear
  12
  Top
  12
  Bottom
  12
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Heavy Laser
  Top Powered 
  Pintle Mount
  10d6
  Rile
  4
  -
  Other Equipment/Modiications:
  Additional Armour x2, Bunks x50, Computer/1 x2, Full Galley (serves 50), Entertainment 
  System Cr.1, 000 (communal), Fresher x4, Fusion Plant
  sky truCk, merCury karmaCk
  What better way to avoid the eternal trafic jams of the city then to ly over head. With faster delivery times, the Karmack is a 
  welcome addition in any business. Those companies that can afford to replace their ground vehicles won’t soon regret it.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Sky 
  Truck
  11
  Flyer 
  (grav)
  0
  400
  3,000
  1/2
  6 tons
  No
  10
  10
  607, 
  800
  13.5 tons
  Armour
  Location
  Armour
  Front
  4
  Right
  4
  Left
  4
  Rear
  4
  Top
  4
  Bottom
  4
  Other Equipment/Modiications:
  Decreased Agility, Decreased Hull x3, Decreased Structure x4, Entertainment System Cr. 
  300
  
  160
  Judge dredd 
  Civilian ground vehiCles
  bloCk buggy
  The block buggy is a simple, two person vehicle with storage space for 100kg of goods. A necessity for navigating and traversing 
  the streets of Mega-City One, the block buggy uses a rechargeable battery with enough power for up to 8 hours operation.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Block 
  Buggy
  11
  Drive 
  (wheeled)
  +1
  200
  798
  1/1
  0.25 
  tons
  Top
  1
  1
  7, 320
  1.5
  Armour
  Location
  Armour
  Front
  4
  Right
  4
  Left
  4
  Rear
  4
  Top
  4
  Bottom
  4
  ground Car foord slabster
  The Slabster is one of the most common vehicles found on the streets of Mega-City One and every family who cannot hope to 
  afford the latest roadster or hovercar aspires to the freedom a ground car can give- for many the car gives the irst opportunity to 
  leave their city block. 
  Vehicle
  TL Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure Cost
  (Cr.)
  Shipping 
  Size
  Foord 
  Slabster
  11
  Drive 
  (wheeled)
  0
  250
  600
  1/4
  0.25 
  tons
  No
  3
  3
  8, 800
  3 tons
  Armour
  Location
  Armour
  Front
  4
  Right
  4
  Left
  4
  Rear
  4
  Top
  4
  Bottom
  4
  Other Equipment/Modiications:
  Communications (TL 6), Decreased Speed x2, Greater Fuel Capacity, Increased Agility, 
  Navigation (standard)
  Other Equipment/Modiications:
  Computer/1, Entertainment System Cr. 300, Navigation (basic)
  
  Judge dredd Civilian ground vehiCles
  161
  ground Car foord strato
  For many critics , Foord’s entry into the roadster market was an expensive disaster but by just slightly altering the marketing of the 
  Strato, the company managed to create a highly desirable ground car for the citizen who wanted the looks and performance of a 
  hot rod but without the expense and prestige. 
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Foord 
  Strato
  11
  Drive 
  (wheeled)
  0
  350
  600
  1/1
  0.25 
  tons
  No
  3
  3
  11, 200 3
  Armour
  Location
  Armour
  Front
  4
  Right
  4
  Left
  4
  Rear
  4
  Top
  4
  Bottom
  4
  ground Car oostin maCro
  A common sight on the streets of Mega-City One (as are similar, two-seater micro cars) the Oostin Macro is a cheap, two-door 
  ground car light on luxury but noted for its long lived reliability. The Macro has earned the distinction of being the car most young 
  citizens aim to purchase as their irst ground car due to its low selling price and growing fan-club.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull Structure Cost
  (Cr.)
  Shipping 
  Size
  Oostin 
  Macro
  11
  Drive 
  (wheeled)
  0
  250
  150
  1/1
  0.25 
  tons
  No
  2
  2
  4, 320
  2 tons
  Armour
  Location
  Armour
  Front
  4
  Right
  4
  Left
  4
  Rear
  4
  Top
  4
  Bottom
  4
  Other Equipment/Modiications:
  Computer/1, Entertainment System Cr. 300, Increased Speed x4, Navigation (basic)
  Other Equipment/Modiications:
  Computer/1, Entertainment System Cr. 300, Navigation (basic), Reduced Fuel Eficiency x3
  
  Judge dredd Civilian ground vehiCles
  162
  Jugger JCd 939
  Sometimes called the two-laner, the 939 is the workhorse of large corporations, ferrying raw materials and inished goods from 
  sector to sector, forming the vital backbone of commerce in Mega-City One. 
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull Structure
  Cost
  (Cr.)
  Shipping 
  Size
  JCD 939 11
  Drive 
  (wheeled)
  –2
  175
  1,590
  1/2
  30 tons No
  72
  72
  135, 
  120
  75 tons
  Armour
  Location
  Armour
  Front
  4
  Right
  4
  Left
  4
  Rear
  4
  Top
  4
  Bottom
  4
  road buggy, merCury type 102
  Considered a lethal contraption by all but its most devoted of fans, the Type 102 is still present on many of the roads of Mega-City 
  One due to its inherent cheapness. The proud owner of this buggy enjoys few thrills as it lacks many basic features and is not 
  even legal to travel on the megways and the Type 102 has been known to be crushed by larger vehicles without their owners even 
  knowing the buggy was there.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure Cost
  (Cr.)
  Shipping 
  Size
  Type 
  102
  11
  Drive 
  (wheeled)
  0
  125
  600
  1/–
  0.25 
  tons
  Open 
  Frame
  1
  1
  600
  1.5
  Armour
  Location
  Armour
  Front
  1
  Right
  1
  Left
  1
  Rear
  1
  Top
  1
  Bottom
  1
  Other Equipment/Modiications:
  Decreased Agility, Decreased Structure x3, Decreased Hull x3, Entertainment System Cr. 
  300, Greater Fuel Capacity x15
  Other Equipment/Modiications:
  Decreased Speed x5
  
  Judge dredd Civilian ground vehiCles
  163
  roadliner, roadliners inC. ‘fat boy’
  Running alongside the much larger juggers, the Roadliner is a vehicle designed purely to transport great amounts of cargo from 
  one part of the city to another, as quickly as possible. 
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Fat Boy
  11
  Drive 
  (wheeled)
  –1
  210
  600
  1/2
  10 tons No
  22
  23
  162, 
  000
  22.5 tons
  Armour
  Location
  Armour
  Front
  4
  Right
  4
  Left
  4
  Rear
  4
  Top
  4
  Bottom
  4
  roadster, nirvana bkJ3000 type-Z
  Every young Juve with but a passing interest in vehicles is likely to have the latest vid slug of a Type-Z being put through its paces 
  on a crowded megway. This is The Car to own in Mega-City One. Although it gives a lot away in speed to the fastest hovercars, the 
  adrenaline rush from dodging high speed trafic is the ultimate thrill.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull Structure Cost
  (Cr.)
  Shipping 
  Size
  Type-Z
  11
  Drive 
  (wheeled)
  0
  500
  600
  1/–
  0.25 
  tons
  Open Top 6
  6
  25, 100 6 tons
  Armour
  Location
  Armour
  Front
  4
  Right
  4
  Left
  4
  Rear
  4
  Top
  4
  Bottom
  4
  Other Equipment/Modiications:
  Increased Speed x2
  Other Equipment/Modiications:
  Entertainment Cr. 300, Increased Speed x 10
  
  Judge dredd Civilian ground vehiCles
  164
  street bike, krapsaki tf-4
  The dream of many young juves, the Krapasaki is known for being a cheap, no-frills bike designed only for thrilling speeds. Despite 
  many Lightweight measures taken, the Krapsaki can’t hope to match the raw output of the Otomo or Lawmaster.
  Vehicle
  TL
  Skill 
  Agility Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure Cost
  (Cr.)
  Shipping 
  Size
  Krapsaki 11
  Drive 
  (wheeled)
  +1
  375
  600
  1/1
  —
  Frame
  1
  1
  4, 800
  1
  Armour
  Location
  Armour
  Front
  0
  Right
  0
  Left
  0
  Rear
  0
  Top
  0
  Bottom
  0
  Other Equipment/Modiications:
  Motorcycle
  
  165
  vehiCles of the Cursed earth 
  ground Car 1920’s automobile 
  These old cars usually conjure images of old gangsters from the prohibition era of America. Although a few have survived from 
  those times, latter day revivals of retro fashions led to a resurgence of the 1920s and 1930s style automobiles. Ironically, these 
  vehicles are most often used by the modern day gangsters in places like Las Vegas where the maia runs the town.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Ground 
  Car
  5
  Drive 
  (wheeled)
  0
  100
  200
  1/4
  0.25 
  tons
  No
  3
  3
  9, 216
  4 tons
  Armour
  Location
  Armour
  Front
  6
  Right
  6
  Left
  6
  Rear
  6
  Top
  6
  Bottom
  6
  humwee
  These four-wheel drive military vehicles are typically scavenged from abandoned military bases save for a few civilian versions 
  used as multipurpose off-road vehicles.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open? Hull Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Humwee 7
  Drive 
  (wheeled)
  0
  160
  572
  1/4
  1.5 
  tons
  No
  3
  3
  19,
  680
  3 tons
  Armour
  Location
  Armour
  Front
  15
  Right
  15
  Left
  15
  Rear
  15
  Top
  15
  Bottom
  15
  Other Equipment/Modiications:
  Additional Armour x2, Increased Speed x2, Decreased Hull, Decreased Structure
  Other Equipment/Modiications:
  Additional Armour x3, Fuel Eficiency, Greater Fuel Capacity, Off-road Capability
  
  Judge dredd the Cursed earth
  166
  la-saw mobile
  The LA-Saw mobile is a saucer shaped hover vehicle with laser saws that spin around its diameter. A single pilot sits on the top in 
  a domed plastiglass cabin. These vehicles were developed during the 21st century and were most notably used to carve President 
  Carter’s face in the Mount Rushmore National Memorial.
  Vehicle
  TL
  Skill 
  Agility Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  LA-Saw
  8
  Flyer 
  (grav)
  +1
  300
  1,000
  1/–
  0.25 
  tons
  Closed
  2
  2
  124, 
  000
  1.5 ton
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
  piCk-up truCk
  These 20th Century pickup trucks have a small cab and an open-topped rear bed for storing cargo or additional passengers. With 
  four-wheel drive making off-road travel easy , these vehicles are popular with gangs and town militia alike.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Pick-up
  Truck
  6
  Drive 
  (wheeled)
  0
  100
  200
  1/2
  1 ton
  Cargo 
  Bed
  4
  3
  9,200
  3 tons
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  La-saw
  Surround, 
  Front, Right, 
  Left, Rear
  6d6
  Melee 
  N/A
  N/A
  Other Equipment/Modiications:
  Increased Hull
  Other Equipment/Modiications:
  Double Occupancy Seating,  Increased Hull
  
  Judge dredd the Cursed earth
  167
  sChool bus 
  A surprising number of these iconic yellow buses have survived and been repaired for use today. Many have been converted and 
  the seats removed, making them perfect vehicles for merchants to transport their wares.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  School 
  bus
  6
  Drive 
  (wheeled)
  0
  140
  200
  1/10
  2.75 
  tons
  No
  7
  8
  29, 120 10 tons
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
  sChool bus (merChant version)
  A surprising number of these iconic yellow buses have survived and been repaired for use today. Many have been converted and 
  the seats removed, making them perfect vehicles for merchants to transport their wares.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  School 
  bus
  6
  Drive 
  (wheeled)
  0
  140
  200
  1/2
  3.75 
  tons
  No
  7
  8
  29, 120 10 tons
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
  Other Equipment/Modiications:
  Decreased Hull x3, Decreased Structure x2, Double Occupancy Seating x5, Increased 
  Speed x4, 
  Other Equipment/Modiications:
  Decreased Hull x3, Decreased Structure x2, Double Occupancy Seating, Increased 
  Speed x4, 
  
  168
  atv Quad bike
  Another frontier vehicle, this rugged off-road quad bike is designed as a single-person all terrain vehicle with enough power to 
  tackle the nastiest of surface conditions and extremely steep inclines with relative ease.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  ATV 
  Quad 
  Bike
  10
  Drive 
  (wheeled)
  –1
  220
  500
  1/–
  —
  Frame
  2
  2
  4, 560
  2 ton
  Armour
  Location
  Armour
  Front
  1
  Right
  1
  Left
  1
  Rear
  1
  Top
  1
  Bottom
  1
  City grav-sedan
  A common form of grav vehicle found in cities across Earth and the terraformed worlds across the galaxy. The grav-sedan is sleek, 
  with clean lines and capable of transporting the average family in comfort.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Grav-
  Sedan
  10
  Flyer 
  (grav)
  0
  400
  2, 000
  1/4
  0.5 
  tons
  No
  3
  3
  228, 
  225
  3 tons
  Armour
  Location
  Armour
  Front
  4
  Right
  4
  Left
  4
  Rear
  4
  Top
  4
  Bottom
  4
  strontium dog
  Other Equipment/Modiications:
  Decreased Agility, Increased Speed x2, Off Road Capability, Towing Capacity
  Other Equipment/Modiications:
  Decreased Agility, Double Capacity Seating x1, Entertainment System Cr. 300, Navigation 
  (basic)
  
  strontium dog
  169
  floater
  A loater is a single-person, sled-like grav vehicle that is essentially a weapon’s platform. The occupant lies, face down, on the 
  loater, controlling its height and speed with a combination of arm and knee movements on the pressure controls of the main 
  board.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Floater
  10
  Flyer 
  (grav)
  +2
  400
  2, 000
  1/–
  —
  Frame
  1
  1
  120, 
  000
  1 tons
  Armour
  Location
  Armour
  Front
  1
  Right
  1
  Left
  1
  Rear
  1
  Top
  1
  Bottom
  1
  grav sportster
  A two person sports vehicle, the grav sportster is good at making a fashion or status statement, a speedy getaway or simply 
  cruising around with the top down.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Sportster
  10
  Flyer 
  (grav)
  0
  480
  2, 000
  1/1
  0.5 
  tons
  Open 
  Topped
  3
  3
  255, 
  300
  3 tons
  Armour
  Location
  Armour
  Front
  4
  Right
  4
  Left
  4
  Rear
  4
  Top
  4
  Bottom
  4
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  —
  —
  —
  —
  —
  —
  Other Equipment/Modiications:
  Advanced Controls, One space Unspeciied weaponry
  Other Equipment/Modiications:
  Decreased Agility, Entertainment System Cr. 300, Increased Speed x2
  
  strontium dog
  170
  guggy 
  The grav buggy (or Guggy as it’s often known) is a four person, open grav-sled for sedate travel over short distances. The seating 
  coniguration may confuse at irst with the irst two passengers facing forwards and that the rear two facing backwards. Both sets 
  of seats have controls to pilot the vehicle, allowing it to be driven in either direction (as long as the rear passenger knows how to 
  drive a grav car).
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Guggy
  10
  Flyer 
  (grav)
  +1
  400
  2, 000
  1/4
  0.25 
  tons
  Frame
  1
  1
  78, 077 1 ton
  Armour
  Location
  Armour
  Front
  1
  Right
  1
  Left
  1
  Rear
  1
  Top
  1
  Bottom
  1
  hopper
  A frontier and colony world grav vehicle, hoppers are high-capacity (cargo and passengers) workhorses that are a frequent sight 
  on the far lung worlds of the galaxy. The internal space is easily converted between cargo and passenger space.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Hopper
  10
  Flyer 
  (grav)
  –1
  350
  2, 000
  1/50
  2 tons
  No
  14
  14
  700, 
  120
  17 tons
  Armour
  Location
  Armour
  Front
  4
  Right
  4
  Left
  4
  Rear
  4
  Top
  4
  Bottom
  4
  Other Equipment/Modiications:
  Decreased Speed x3, Entertainment System Cr. 300
  Other Equipment/Modiications:
  Decreased Agility x2, Decreased Hull x3, Decreased Structure x3, Double Occupancy 
  Seating x25, Entertainment System Cr. 200, Navigation (basic)
  
  strontium dog
  171
  hopper (Cargo Carrier)
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open? Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Hopper
  10
  Flyer 
  (grav)
  –1
  350
  2, 000
  1/50
  8.25 
  tons
  No
  14
  14
  650, 
  120
  17 tons
  Armour
  Location
  Armour
  Front
  4
  Right
  4
  Left
  4
  Rear
  4
  Top
  4
  Bottom
  4
  sled bike
  The sled bike is a ubiquitous form of personal transportation that is common and popular on frontier worlds. With all vital components 
  fully enclosed within, the sled bike is well protected, durable and reliable in the toughest, dustiest or coldest environments.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Sled 
  Bike
  10
  Flyer 
  (grav)
  +1
  520
  3, 000
  1/–
  —
  Frame
  2
  2
  460, 
  000
  2 tons
  Armour
  Location
  Armour
  Front
  1
  Right
  1
  Left
  1
  Rear
  1
  Top
  1
  Bottom
  1
  Other Equipment/Modiications:
  Decreased Agility x2, Decreased Hull x3, Decreased Structure x3, Entertainment System 
  Cr. 200, Navigation (basic)
  Other Equipment/Modiications:
  Increased Speed x3, More Fuel Eficient x5
  uniCopter
  Used for short-range aerial surveillance, the unicopter is a single, rotary wing helicopter that contains an auto- stabilisation 
  gyroscope. Able to carry a few passengers, the unicopter is often itted with small sensor arrays within the nose.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Unicopter 10
  Flyer 
  (rotor)
  +1
  200/ 
  500
  3,000
  1/2 
  0.25 
  tons
  No
  1
  2
  38, 250 5 tons
  Take-off Radius: 22m
  Armour
  Location
  Armour
  Front
  3
  Right
  3
  Left
  3
  Rear
  3
  Top
  3
  Bottom
  3
  Other Equipment/Modiications:
  Communications (TL 6), Decreased Agility, Navigation (basic), Sensors (Advanced)
  
  172
  ground vehiCles of
  hammer’s slammers
  sabre heavy tank
  Launched by the weapon foundries of  New Ukrania, the Sabre is a fusion-powered tank. Mounting an R88 Coilgun modiied for 
  greater range, a series of Kestrel rockets and a small anti-personnel 1cm Coilgun.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo Open? Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Sabre 
  Heavy 
  Tank
  11
  Drive 
  (tracked)
  –2
  60
  —
  3/–
  2 tons
  No
  25
  25
  2, 636, 
  350
  25 tons
  Armour
  Location
  Armour
  Front
  170
  Right
  140
  Left
  140
  Rear
  120
  Top
  130
  Bottom
  64
  Large Top Turret Front
  130
  Large Top Turret Side/Rear 130
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  22cm Coilgun
  Top Large Turret
  14d6 MegaAP
  Long
  No
  20
  KP21 1cm 
  Coilgun
  Top Powered 
  Ring Mount
  3d6
  Rile
  4
  400
  Kestrel 
  Rocket
  Dedicated 
  Missile Bay
  12d6
  Medium
  —
  8
  Other Equipment/Modiications:
  Additional Armour x15, AFV, Communications (TL 8), Computer/3, Decreased 
  Agility, Fusion Plant, Improved Fire Control +2 (22cm Coilgun), Increased Speed x5, 
  Navigation (basic), Sensors (standard)
  tr6bku-1 blaCk skorpion
  Built upon the TR6 chassis, the Skorpion tank is a specialised tank killer. Replacing the turret with a massive 22cm Kuiper R88 
  coilgun. This weapon pushes the limits of what the medium tank can do. 
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Black 
  Skorpion
  10
  Drive 
  (tracked)
  –1
  115
  —
  2/–
  2 tons
  No
  25
  25
  2, 329, 
  700
  25 tons
  Armour
  Location
  Armour
  Front
  40
  Right
  40
  Left
  40
  Rear
  40
  Top
  40
  Bottom
  40
  Turret Top Front
  40
  Turret Top Side/Rear
  40
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  22cm Coilgun
  Top Forward 
  Fixed Mount
  14d6 MegaAP
  Medium
  No
  20
  KP21 1cm 
  Coilgun
  Front Fixed 
  Mount
  3d6
  Rile
  4
  400
  R26 Coilgun
  Top Small Turret
  4d6 SuperAP
  Rile
  6
  400
  Other Equipment/Modiications:
  Small Turret: Top
  Additional Armour x4, AFV, Communications (TL 8), Computer/2, Fusion Plant, Improved Fire Control +2 (22cm Coilgun), Increased 
  Speed x5, Navigation (basic), Sensors (standard)
  
  hammer's slammers ground vehiCles
  173
  t-11 thyssen Colonial light tank
  The Thyssen Colonial Light Tank is a tracked, light howitzer tank. Using an internal combustion engine and armoured with both 
  older and modern compounds. Simplistic but functional, the Colonial Light tank is a common defence on many recently settled 
  planets.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  T-11
  8
  Drive 
  (tracked)
  –1
  81
  400
  2/–
  2 tons
  No
  15
  15
  658, 
  500
  15 tons
  Armour
  Location
  Armour
  Front
  30
  Right
  30
  Left
  30
  Rear
  30
  Top
  30
  Bottom
  30
  Turret Front
  30
  Turret Side/Rear
  30
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  10cm Howitzer
  Top Large Turret
  8d6 Super AP
  Long
  No
  15
  Autocannon
  Top Large Turret
  4d6 AP
  Rile
  4
  100
  Other Equipment/Modiications:
  Large Turret: 1 Crew, Improved Fire Control +2 (Autocannon), Improved Fire Control +2 
  (Howitzer)
  Additional Armour x4, AFV, Communications (TL 8), Increased Speed x4, Navigation 
  (basic), Sensors (basic)
  tr6a4 thyssen gladius light tank
  This fusion powered tank fully replaces the earlier colonial model. Bringing to bear greater irepower,  improved internal systems 
  and enough armour to stand its ground against the more popularly mentioned Supertanks.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Gladius 
  Light 
  Tank
  10
  Drive 
  (tracked)
  –1
  105
  —
  2/–
  2 tons
  No
  25
  25
  2, 432, 
  000
  25 tons
  Armour
  Location
  Armour
  Front
  150
  Right
  140
  Left
  140
  Rear
  120
  Top
  130
  Bottom
  80
  Turret Front
  132
  Turret Side/Rear
  132
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  6cm Railgun
  Top Large Turret
  8d6 MegaAP
  Medium
  No
  20
  Autocannon
  Top Large Turret
  4d6 AP
  Rile
  4
  100
  KP21. 1cm 
  Railgun
  Front Fixed 
  Mount
  3d6 SuperAP
  Rile
  4
  400
  Other Equipment/Modiications:
  Large Turret: 1 Crew, Improved Fire Control +2 (Autocannon), Improved Fire Control +2 
  (6cm Railgun)
  Additional Armour x15, AFV, Communications (TL 8), Computer/2, Fusion Plant, Increased Speed x8, Navigation (basic), Sensors 
  (standard)
  
  174
  hoverCraft of hammer’s slammers
  fabriQue national a21 1100k Jeep
  The A21 series of hover jeeps is used by the Slammers and several other merc units. These rugged vehicles have steel armour 
  over a ceramic-beryllium sandwich, trading speed for protection. The rear compartment can be itted with a variety of weapons.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull Structure
  Cost
  (Cr.)
  Shipping 
  Size
  A21 
  1100K
  9
  Drive 
  (hover)
  +1
  165
  500
  1/1
  0.25 
  tons
  Open 
  Topped/
  Bed
  1
  1
  193, 
  250
  3.5 tons
  Armour
  Location
  Armour
  Front
  12
  Right
  12
  Left
  12
  Rear
  12
  Top
  12
  Bottom
  12
  m1a1
  The M1 was one of the irst blower tanks built by Icarus Industries of Hamburg on Terra. Ushering in a new era of tanks and 
  armoured warfare, the M1A1 may lack in irepower  and advanced systems but the enhanced movement of the hoverframe gives 
  it an unparalleled advantage over older forms of heavy AFV. 
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  M1A1
  11
  Drive 
  (hover)
  +1
  127
  2,100
  3/–
  2 tons
  No
  13
  14
  9, 249, 
  850
  20.5 tons
  Armour
  Location
  Armour
  Front
  128
  Right
  104
  Left
  104
  Rear
  104
  Top
  104
  Bottom
  80
  Turret Front
  104
  Turret Side/Rear
  104
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  —
  —
  —
  —
  —
  —
  Other Equipment/Modiications:
  Additional Armour x3, Communications (TL 6), Computer/2, Increased Speed x2, Navigation 
  (basic), Powered Pintle Mount (undeined weapon), Sensors (basic)
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  15-cm 
  Powergun
  Top Large 
  Turret
  15d6+15 Super 
  Destructive
  Long
  No
  20
  Flechette 
  gun
  Top Powered 
  Pintle Mount
  4d6
  Rile
  8
  200
  Other Equipment/Modiications:
  Large Turret: 1 Crew, Improved Fire Control +2
  Additional Armour x12, AFV, Communications (TL 6), Computer/2, Greater Fuel Capacity x3, ERA II, Navigation (basic), Sensors 
  (basic)
  
  hammer's slammers hoverCraft
  175
  m2a1
  The M2 ‘Ursa’ series is the backbone of the Slammer’s arsenal. The archetype of the modern supertank, with a cast-iridium hull 
  offering superior armour and armaments and an upgraded computer system.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  M2A1
  11
  Drive 
  (hover)
  +1
  112
  2,100
  2/–
  2 tons
  No
  13
  13
  8, 834, 
  700
  20 tons
  Armour
  Location
  Armour
  Front
  180
  Right
  150
  Left
  150
  Rear
  150
  Top
  140
  Bottom
  70
  Turret Front
  140
  Turret Side/Rear
  140
  m2a4
  The main production model of the Ursa tank. With greater armour, additional rocket batteries and a complete overhaul, the M2A4 
  is a larger and fearsome upgrade on its predecessor.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  M2A4
  12
  Drive 
  (hover)
  +1
  120
  2,450
  2/–
  4 tons
  No
  20
  20
  17, 119, 
  900
  30 tons
  Armour
  Location
  Armour
  Front
  200
  Right
  180
  Left
  180
  Rear
  160
  Top
  160
  Bottom
  80
  Turret Front
  160
  Turret Side/Rear
  160
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  20-cm Powergun Top Large Turret
  20d6+20 Super 
  Destructive
  Long
  No
  20
  Tribarrel
  Top Pintle Mount
  4d6+4 Destructive
  Rile
  6
  200
  Other Equipment/Modiications:
  Large Turret: 1 Crew, Improved Fire Control +3
  Additional Armour x15, AFV, Communications (TL 10), Computer/2, Greater Fuel Capacity 
  x3, ERA II, Navigation (standard), Sensors (standard)
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  20-cm 
  Powergun
  Top Large Turret
  20d6+20 Super 
  Destructive
  Long
  No
  20
  Tribarrel
  Top Pintle Mount
  4d6+4 Destructive Rile
  6
  200
  Ground 
  Penetrating 
  Rocket
  Right Dedicated 
  Rocket Bay
  12d6
  Medium
  No
  Ground 
  Penetrating 
  Rocket
  Right Dedicated 
  Rocket Bay
  12d6
  Medium
  No
  Other Equipment/Modiications:
  Large Turret: 1 Crew, Improved Fire Control +3
  Additional Armour x15, AFV, Communications (TL 10), Computer/3, Greater Fuel Capacity x3, ERA II, Increased Speed x4, 
  Navigation (standard), Sensors (standard)
  
  hammer's slammers hoverCraft
  176
  m9 Combat Car
  Icarus Industries  M9-series of combat cars is the latest in their range of air cushioned ighting vehicles. The M9-series is the largest 
  and most heavily armoured in the series, girded in cast iridium and armed with three powerful tri-barrel powerguns.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull Structure
  Cost
  (Cr.)
  Shipping 
  Size
  M9 Combat 
  Car
  11
  Drive 
  (hover)
  +1
  142
  900
  4/–
  0.5 
  tons
  Open 
  Bed
  5
  6
  1, 814, 
  450
  5.5 tons
  Armour
  Location
  Armour
  Front
  80
  Right
  80
  Left
  80
  Rear
  80
  Top
  80
  Bottom
  80
  Front Gunshield
  22
  Right Gunshield
  22
  Left Gunshield
  22
  skimmer
  Skimmers are small one-man hoversleds used by the Slammers infantry. Skilled riders can operate their skimmers with  one hand 
  and ire a sidearm at the same time.
  Vehicle
  TL
  Skill 
  Agility
  Speed
  Range
  Crew / 
  Passengers
  Cargo
  Open?
  Hull 
  Structure
  Cost
  (Cr.)
  Shipping 
  Size
  Skimmer 9
  Drive 
  (hover)
  +1
  240
  500
  1/–
  0.25 
  tons
  Frame
  1
  1
  72, 000 1.5 tons
  Armour
  Location
  Armour
  Front
  1
  Right
  1
  Left
  1
  Rear
  1
  Top
  1
  Bottom
  1
  Weapon
  Location
  Damage
  Range
  Auto
  Ammo
  Tribarrel
  Top Powered 
  Pintle Mount
  4d6+4 Destructive
  Rile
  6
  200
  Tribarrel
  Top Powered 
  Pintle Mount
  4d6+4 Destructive
  Rile
  6
  200
  Tribarrel
  Top Powered 
  Pintle Mount
  4d6+4 Destructive
  Rile
  6
  200
  Other Equipment/Modiications:
  Additional Armour x9, AFV, Communications (TL 6), Computer/2, ERA II, Navigation (basic), 
  Sensors (basic)
  Other Equipment/Modiications:
  Increased Speed x2
  
  US $39.99
  Completely rewritten with an all new lexible and easy to get to grips with 
  design system, the Vehicle Handbook is a central resource for the Traveller 
  RPG. As well as providing details of every vehicle published for the 
  Traveller RPG, along with many new designs, the Vehicle Handbook also 
  contains a complete construction system allowing you to build any vehicle 
  in any setting, from a simple bicycle to advanced power armour, from a 
  loating aircraft carrier to a massive piloted robot. The Vehicle Handbook is 
  designed to become an integral part of the Traveller RPG.
  Supplement 5-6:
  The Vehicle Handbook
  MGP  3868
  
SOURCE: textdata/thevault/Traveller/01 - Classic Traveller/Traveller - Supplement 05-06 - Vehicles Handbook.pdf