6.2.3: Vehicular Systems and Equipment

A vehicle’s systems are what separates it from other vehicles, even those that have same chassis, weight class and user type. Vehicles in WCRPG are designed to be relatively easy to build and customize; there are only a few basic systems that need to be installed in order for them to function. A vehicle’s equipment affects it in many of the same ways that equipment affects a character, defining how hard it is to damage it and what abilities it has.
Vehicles have several basic systems, including the following:
*Armor: Some vehicles have Armor plates attached to their frame. Armor is designed for several functions, including passenger safety and the mitigation of damage to the chassis in the event of a collision. Armor is also effective at reducing the amount of permanent damage a vehicle receives due to incoming weapons fire.
*Engines: Vehicles derive power via some form of main reactor, which channels the energy it produces is channeled into whatever propulsive system the vehicle uses. Regardless of its type, a vehicle's Engine will determine how fast it can move and how fuel efficient it is.
*Shields: Shields perform many of the same jobs as armor. They have two key advantages over Armor: they can be added acquiring an HD penalty and they regenerate over time. Their main disadvantage is a substantial increase in their cost for an equivalent level of protection. They also count against the vehicle's total number of accessories in most cases and they are only available to Starfaring Age craft. Shields aboard vehicles are typically small, one piece combination emitter/charger arrays; the ambient strength of a vehicle's Shields is based solely on the amount of power the emitters receive.
*Weapons: Commercial, Industrial, and (of course) Military Vehicles may incorporate one or more weapons systems aboard. These weapons are included when a vehicle needs an offensive arm for one reason or another, be it to fend off pirates, to provide extra cutting power or to just kick butt. Vehicle weapons come in two varieties: Guns and Ordnance.
*Accessories: Accessories are additional systems designed to help a vehicle perform specific tasks such as terraforming, cargo hauling, passenger ferrying and weapons deliver. Most vehicles can hold only one or two accessory systems, though some can hold many, many more.
In addition to these main systems and depending on its chassis, a vehicle may have one or more internal systems such as sensors, communications arrays and speed governors. These systems tend to be hardwired into the vehicle's chassis and are included in its cost; they can't be removed or modified directly though the function of some of them can be augmented through the addition of accessories. 
The following Chapter is an overview of the pieces of basic equipment, what they can do and how much they cost. GMs who are interested in creating their own equipment for vehicles are more than welcome to do so (for instructions on how to create such equipment, see Chapter 10.2.6.)
===Armor===
A vehicle’s Armor consists of metal plates attached to its outer hull designed to give it extra protection. It is not a required system but many users are still glad to have it despite the additional cost and performance degradation. Vehicles are limited in the amount of Armor they can utilize without having the Reinforced Chassis accessory installed based on their chassis type. Armor falls under the category of Defenses and can be repaired or replaced while the vehicle is not in use.
*Type: Defenses/Armor
*Gun/Missile Damage Reduction: None
*Effects: +1 HD/BHD/FHD per centimeter above chassis default; -1 HD/BHD/FHD per centimeter below.
Armor
Type 	Cost 	Armor Hit Points(per centimeter)	Service Date(Earth equivalent)
Iron 	¤50 	1 	1859
Aluminum 	¤100 	2 	1914
Steel 	¤250 	5 	1872
Durasteel	¤500 	10 	2363
Titanium 	¤750 	50 	1960
Plasteel 	¤1,000	100 	2634
Tungsten 	¤1,500	200 	2487
Isometal 	¤2,000	600 	2669
Platolum 	¤2,500	2,400 	2689
===Engines===
Engines provide electrical and propulsive power; they directly determine how fast a vehicle may travel and the number of range increments per round it may move during combat. In addition to being capable of propelling a vehicle faster, higher Classes of Engine are also more fuel efficient than lower ones (see Chapter 8.1). If any character-scale equipment is installed on a vehicle, its Engine provides a constant power source for that equipment, negating the need for any Batteries.
Engines come in too many different shapes, sizes and forms to provide a comprehensive list of them for all technological levels and vehicle types. The following is a generic Engine listing; it can be adapted for more specific environments by adjusting some of the indicated statistics.
*Availability: Variable (First Class only, Metal Age. Fifth Class maximum, Industrial Age).
*HD Effect: -2 HD/BHD per Class level above the chassis default; +2HD/BHD per level below.
*Speed Effect: Doubles base chassis speed per Class increase above the chassis default and halves base speed per Class decrease.
Engines
Class Level 	Basic Cost(Cost Points)	Initiative	Base Fuel Efficiency
First Class 	10 	1 	5%
Second Class 	30 	2 	10%
Third Class 	60 	3 	15%
Fourth Class 	100 	4 	20%
Fifth Class 	150 	5 	25%
Sixth Class 	250 	6 	30%
Seventh Class	350 	7 	35%
Eighth Class 	700 	8 	40%
Ninth Class 	1,400 	9 	45%
Tenth Class 	2,800 	10 	50%
===Accessories===
Accessories are items that can be installed on a vehicle in order to augment its abilities. There is no limit to the types of modules that can be added to a vehicle (and is perfectly allowable to put the same accessory on a vehicle more than once), though the number of additional systems is limited by its chassis, weight class and user. Each accessory has the following set of statistics:
*Name: This is what the accessory is called.
*Availability: This lists at what level of technological development a species must attain in order to be able to use the accessory on their craft.
*Restriction: This lists any restrictions on the types of vehicles that can use the accessory.
*Cost: This lists the cost of the accessory in Cost Points.
*Effect: This indicates what the equipment does; any additional notes on it are included here.
Vehicle-Specific Accessories
Cargo Module 	Stone Age 	None 	10 * Size Class 	The vehicle may carry up to an additional (5 * Size Class) cubic meters of cargo.
Crop Duster Module 	Industrial Age 	Land and Air Only 	10 	The vehicle carries enough chemicals and disbursement equipment to spray an area of up to (2 *Size Class) square hectometers; to use this module, the chemicals involved must be non-lethal to sentient life.
Industrial Lifter Module 	Industrial Age 	Land and Sea Only 	15 * Size Class 	The vehicle may lift objects from ground level to a maximum height of (10 * Size Class) meters.
Industrial Dozer Module 	Industrial Age 	Land and Sea Only 	15 * Size Class 	The vehicle may move a maximum of (10 * Size Class) cubic meters of a planetary surface at a time.
EAD/Terraforming Module 	Starfaring Age 	None 	50 * Size Class 	The vehicle may transform one square kilometer of a planet’s surface per hour into a habitable zone, eliminates pollution in an area of the same size or fix other ecological problems in an area of the same size.
Scout Module 	Metal Age 	None 	20 	The vehicle's scanning specialist receives a +5 DC bonus to all Technology Checks made to conduct a scan; they receive a +5 DC bonus to all Perception Checks instead if no sensor system is installed.
Active Sonar 	Industrial Age 	Sea and Air Only 	100 	The vehicle receives a +5 DC bonus to all Technology Checks when used to scan against sea vehicles and removes any Submarine HD bonus when used for the same purpose. Sea vehicles will take a +10 penalty to all HD ratings for ten rounds after using this accessory.
Passive Sonar 	Industrial Age 	Sea and Air Only 	150 	Vehicle receives a +5 DC bonus to all Technology Checks when used to scan against sea vehicles and removes any Submarine HD bonus when used for the same purpose.
AAA/SAM Module 	Industrial Age 	Land and Sea Only 	15 * Size Class 	When used against Air Vehicles, the range of the vehicle's weapons uses the Air Vehicle-scale range increment (20 kilometers) instead of its normal range increment.
Apprehension Module 	Metal Age 	None 	20 * Size Class 	The vehicle may hold up to (5 * Size Class) prisoners for maximum security transport.
Fire Suppression Module 	Metal Age 	None 	40 * Size Class 	Provides (30 * Size Class) minutes worth of fire retardant material. It may be shot to a distance of up to 300 meters away from the vehicle.
Hospital Module 	Industrial Age 	None 	50 * Size Class 	The vehicle has facilities for the treatment of up to (2 * Size Class) injured characters simultaneously. For purposes of healing, the vehicle provides the Minor Surgery Service (see Chapter 5.4).
Industrial Manipulator Module 	Industrial Age 	None 	15 * Size Class 	The vehicle may perform any industrial duty other than lifting or bulldozing; the intended function of the module should be indicated at the time of the vehicle's creation.
Waste Disposal Module 	Metal Age 	None 	75 	The vehicle incorporates a specialized tank designed to hold up to (5 * Size Class) cubic meters of non-hazardous waste material
Refrigeration/Stasis Module 	Industrial Age 	None 	100 	The vehicle incorporates a specialized tank designed to hold up to (2 * Size Class) cubic meters of material at temperatures below 0° C.
High Temp Storage Module 	Industrial Age 	None 	110 	The vehicle incorporates a specialized tank designed to hold up to (2 * Size Class) cubic meters of material at temperatures above 100° C.
Bio-Hazard Storage Module 	Industrial Age 	None 	150 	The vehicle incorporates a specialized tank designed to hold up to (5 * Size Class) cubic meters of hazardous waste material.
Bulk Cargo Module 	Industrial Age 	None 	200 * Size Class 	The vehicle contains a volume of space up to (the minimum bounding box volume six Size Classes smaller than the vehicle) devoted to cargo hauling in addition to its normal cargo capacity. A vehicle may have one Bulk Cargo Module installed without penalty. Subsequent modules reduce the Accommodation space of the vehicle by 20% of its full amount and induce a +10 HD/BHD/FHD penalty (these penalties are cumulative and are also inflicted if the Bulk Cargo Module is installed along with any type of Hangar Bay Module). A vehicle may never have more than five Bulk Cargo Modules installed.
Amphibious Landing Module 	Industrial Age 	Land and Sea Only 	40 	The vehicle can freely translate between land and the sea's surface and move at top speed on either surface.
Repulsor Sled 	Starfaring Age 	Land and Sea Only 	150 	The vehicle can move at speeds up to 900 kph like a Skimmer regardless of the normal maximum chassis speed limit. This accessory requires an operational Third Class Engine or better to operate.
Afterburner 	Industrial Age 	None 	25 * Size Class * x 	The vehicle may travel at x times its normal maximum speed for a period of one round; it expends a number of fuel points equal to twice its Size Class each time it's used unless a Matter/Antimatter Power Plant is also installed. If a Matter/Antimatter Power Plant is installed, afterburner usage discharges one installed Gun for each round in which it is used and does not begin recharging any discharged weapons until it is no longer being used. If the vehicle exceeds the maximum speed allowed for its chassis, it will sustain Core Damage as normal.
Automation Module 	Industrial Age 	None 	25 * Size Class 	The vehicle can operate without a crew.
Remote Control Module 	Industrial Age 	None 	(.5+x) * Size Class 	The vehicle can be operated remotely; it can only be a certain distance away from an operator or radio control source before loss of control occurs. The maximum distance is x, where x is a distance in tens of kilometers; this increases to thousands of kilometers for Starfaring Age sets.
Character-Scale Weapons Adapter 	Stone Age 	None 	50 	The vehicle can mount character-scale weaponry; they draw power from the vehicle's Engines in lieu of any required Batteries. The cost of the added character-scale weaponry should be added to the final cost of the vehicle after its Cost Modifier has been taken in to account, as with other forms of weaponry.
Cloaking Device 	Starfaring Age 	None 	500 * Size Class 	This device must be toggled on and off; while active, the vehicle gains a -25 HD/FHD bonus but may not fire weapons.
Auxiliary Reactor Mount 	Industrial Age 	Space Only 	100 * Size Class 	This accessory allows a vehicle to add backup Engines similarly to a capital ship Pod (i.e. the backup Engine does not count against the vehicle's accessory count). Backup engines must be of an equal or lesser Class than the main Engine. A +1 bonus is added to the vehicle's Initiative rating for each backup Engine installed. If the primary Engine is destroyed, the backup takes its place; the vehicle loses its Initiative bonus and must begin using the backup's Engine's speed and fuel efficiency characteristics.
Maneuvering Thrusters 	Industrial Age 	None 	5 * Size Class 	The vehicle gains one movement point for purposes of turning only.
Autoslide Thruster Assembly 	Starfaring Age 	Fightercraft Only 	50 * Size Class 	The vehicle may perform a normal number of valid maneuvers as listed in Chapter 9.3 but requires only one successful Vehicle Piloting Check to complete all of them. The HD bonus for the maneuvers performed is -5 per maneuver indicated and all normal Marksmanship and Ballistics penalties still apply.
Eco-Safe Module 	Starfaring Age 	None 	10 	The vehicle has an ecologically friendly reactor system.  Its overall cost is reduced by half; its Initiative rating is reduced by one point.
ECM Module 	Industrial Age 	None 	20 * Size Class * x 	This accessory adds a +(5 * x) DC bonus to all Stealth Checks, where x is a whole number. It also adds a permanent -(5 * x) bonus to the vehicle's HD rating only.
AWACS/SWACS Module 	Industrial Age 	Air and Space Only 	30 * Size Class 	This accessory adds a +10 DC bonus to all Science Checks made for the purpose of scanning.
Tachyon Radar 	Starfaring Age 	Air and Space Only 	35 * Size Class 	This accessory reduces the vehicle's effective HD range penalty to -1 per range increment.
Airborne Delivery Module 	Industrial Age 	Air and Space Only 	50 * Size Class 	The vehicle can jettison cargo/passengers for safe airdrops to a planet's surface. Space vehicles must be in atmosphere to use this accessory.
Orbital Insertion Module 	Starfaring Age 	Space Only 	200 * Size Class 	The vehicle can jettison cargo/passengers for safe drops from orbit to a planet's surface. The accessory does not include any provision for later retrieval.
Artillery Module 	Industrial Age 	Land and Sea Only 	100 * Size Class 	Selected weapons on the vehicle have a blast radius; they cause half-damage at Range One from their point of impact and quarter-damage at Range Two. Use BHD for the attack roll on all targets with those weapons. The affected weapons must be specified at the time of the vehicle's creation.
WMD Delivery System 	Industrial Age 	Military User Only 	1000 * Size Class 	The vehicle may carry a single biological-, chemical-, radiological- or nuclear-tipped piece of ordnance; the type and specific effects of the ordnance must be specified at the time of the vehicle's creation.
Non-Lethal Weapons Delivery System 	Industrial Age 	None 	50 * Size Class 	The vehicle's weapons may be tuned to inflict an amount of Non-Lethal Damage equal to their normal amount of Lethal Damage to a target; this may only be used with Guns. Space vehicles may only use this accessory while they are in atmosphere.
Repair Bay Module 	Metal Age 	None 	100 * Size Class 	Allows vehicle to other vehicles that are as large as or smaller than itself. It can also repair buildings if the parent vehicle is Size Class Six or larger.
Backup Shield Generator Mount 	Starfaring Age 	None 	25 * Size Class 	This accessory allows a vehicle to add additional backup Shields. All backups count as additional accessories and must be of an equal or lesser Class than the main Shield. The shield hit points of all installed generators should be added together.
Ion Engine 	Starfaring Age 	Space Only 	250 	This accessory changes the units of a vehicle's chassis base and maximum speeds from kilometers per hour to kilometers per second at one-tenth the indicated normal amount.
Impulse Engine 	Starfaring Age 	Space Only 	500 	This accessory allows space vehicles to move between planets at a high rate of speed. Their navigational distance increment is increased to 0.1 MU and the vehicle may travel at 70 times its normal top speed when active; its chassis maximum speed is ignored while the Impulse Engine remains in operation.
D-Drive 	Starfaring Age 	Space Only 	750 	FTL Drive System. This drive allows a craft to make intermittent, low FTL jumps up to five AU in distance at an average speed of one thousand times its normal maximum speed. This accessory must be coupled with an Ion Engine.
Morvan Drive 	Starfaring Age 	Space Only 	750 	FTL Drive System. This drive allows the vehicle to make FTL hops (see Chapter 8.4).
Akwende Drive 	Starfaring Age 	Space Only 	1000 	FTL Drive System. This drive allows the vehicle to make instantaneous FTL jumps (see Chapter 8.4).
Matter/Antimatter Power Plant 	Starfaring Age 	Space Only 	500 * Size Class 	This accessory allows a craft to use all Matter-Antimatter fuel expenditure rules. It also doubles a vehicle's base fuel efficiency (to a maximum of 100%). This accessory cannot be installed on Fightercraft or Capsules prior to 2671.
Fuel Tank 	Metal Age 	None 	5 * Size Class 	This accessory adds ten fuel points to the vehicle's maximum fuel capacity.
Ramscoop 	Starfaring Age 	Space Only 	100 * Size Class 	This accessory may be used to refill the vehicle's fuel tanks while still in flight. It cannot be used while any Impulse Engine or FTL-drive system is in use. It refuels the vehicle at a rate of ten fuel points per hour under normal flight. It can be configured to take in hydrogen from a gas giant at a rate of two fuel points per hour or from a star at a rate of fifteen fuel points per hour.
Direct Fuel Injector 	Industrial Age 	None 	10 * x * Size Class 	This accessory improves a craft's fuel efficiency by (x times five) percent, where x is a whole number from one to ten (to a maximum of 100%). Only one Injector may be installed on a given vehicle and it may not be installed alongside a Turboinjector.
Turboinjector 	Starfaring Age 	None 	30 * x * Size Class 	Improves the craft's fuel efficiency by (x times ten) percent, where x is a whole number from one to ten (to a maximum of 100%). Only one Turboinjector may be installed on a given craft and it may not be installed alongside a Direct Fuel Injector.
Low-Friction Surface Traction Inducer 	Starfaring Age 	Land Only 	30 * Size Class 	This accessory improves terrain difficulty by one level if it would otherwise be Difficult or worse (for more on terrain difficulties, see Chapter 8.2).
Reactor Intake Air Filter 	Industrial Age 	Land, Sea and Air Only 	10 * Size Class 	This accessory increases a vehicle's fuel efficiency by 5% (or by 10% if its efficiency is 50% or greater, to a maximum efficiency in all cases is 100%). It also increases the vehicle's top speed by ten percent (limited by chassis maximum speed).
Modified Chassis 	Metal Age 	None 	100 per added accessory 	This accessory allows a number of accessories above the normal amount to be mounted on a vehicle (maximum of 35 total accessories).
Reinforced Chassis 	Metal Age 	None 	(100 * Size Class) per level	This accessory allows a vehicle to mount an amount of Armor above the normal maximum normally allowed for its chassis; the standard HD penalty applied for Armor is doubled for each centimeter above the normal maximum.
Capital Ship Shield Adapter 	Starfaring Age 	Military Fightercraft and Transports Only, 2669-	100 * Size Class 	This accessory allows a vehicle to mount a Capital Ship shield; the shield is added at 100 times its normal cost and it also takes up an additional accessory slot on the vehicle.
Auto-Repair System 	Starfaring Age 	None 	20 * Size Class * x 	This accessory adds (5 * x) to the DC of all Engineering Checks of the vehicle's mechanical specialist, where x is a whole number.
Gun Cooler/Capacitor 	Starfaring Age 	None 	20 * Size Class * x 	This accessory Increases the number of Guns that may be recharged per round by x.
Shield Regenerator 	Starfaring Age 	None 	30 * Size Class * x 	This accessory Increases the vehicle's shield regeneration rate by x.
Warp Shield Generator 	Starfaring Age 	None 	250 * Size Class 	This makes the craft on which it is installed completely impervious to damage for four rounds; once used, it may not be used again for another five minutes (fifty rounds).
BSE Virus Generator 	Starfaring Age 	None 	10 * Size Class * x 	This accessory allows a vehicle's crew to attempt to infect a target craft with a disabling computer virus as an attack action. The DC of the attack action equals 25 times x, where x is a whole number from one to three. If successful, the target craft is immobilized and its shields drop for a number of seconds equal to the degree of success. The effects of this accessory may be blocked by a successful Signal Filter Save.
Signal Filter 	Starfaring Age 	None 	60 * Size Class 	If infection with the BSE Virus is indicated, a DC 50 saving roll may be made in order to avoid its effects.
Tractor Beam 	Starfaring Age 	Space Vehicles Only 	20 * Size Class 	This accessory enables a craft to tractor space-borne objects into its cargo hold (provided it has one).
Speed Enhancer 	Starfaring Age 	Space Vehicles Only 	80 * Size Class * x 	This accessory increase's a craft's listed maximum speed by x without a corresponding increase in its fuel consumption, where x is a number with two decimal points. Damage rules for exceeding the maximum speed of the chassis still apply.
Tachyon Sonar 	Starfaring Age (2690)	Space Vehicles Only 	75 * Size Class 	This accessory nullifies the HD bonuses of all craft equipped with an active Standard Cloaking Device within 100,000 kilometers.
Inertial Target Tracking System (ITTS)	Industrial Age 	None 	10 	This accessory multiplies the total number of weapons hits made by any single weapon by 1d5 and allows a quantity of hits in excess of the weapon's refire rate to occur.
Tracking Computer 	Industrial Age 	None 	20 	This accessory enables a ship to fire all forms of ordnance that require a prerequisite lock.
Ejection Seat 	Industrial Age 	Air, Fightercraft and Capsules Only 	10 	This accessory allows the vehicle's crew and passengers to safely disembark while it is still in mid-flight. It can be used as the vehicle is being destroyed to take 10d10 Non-Lethal Damage instead of Lethal Damage; this action requires a successful Reflex Save.
Collapsible Sections 	Industrial Age 	Air and Space Only 	100 	This accessory reduces the ship's volume by ¼ when it is not occupied.
Vehicle Rack 	Metal Age 	None 	0.5 	The vehicle may hold any other Size Class One or Zero vehicle.
External Docking Port 	Industrial Age 	Space Vehicles Only 	10 	The vehicle may dock with any other ship or vehicle that is also carrying an External Docking Port.
Hangar Bay Module 	Industrial Age 	None 	50 * Size Class 	The vehicle contains a volume of space up to (the minimum bounding box volume six Size Classes smaller than the vehicle) devoted to sheltering "child" vehicles. The parent vehicle may not be actively moving when deploying vehicles unless at least one Carrier Systems accessory is also installed. A vehicle may have one Hangar Bay Module installed without penalty. Subsequent modules reduce the Accommodation and Cargo space of the vehicle by 20% of their full amounts and induce a +10 HD/BHD/FHD penalty; these penalties are cumulative and are also inflicted if the module is installed alongside any smaller Hangar Bay Module types. A vehicle may never have more than five Hangar Bay Modules installed.
Half Hangar Bay Module 	Industrial Age 	None 	40 * Size Class 	The vehicle contains a volume of space up to (the minimum bounding box volume seven Size Classes smaller than the vehicle) devoted to sheltering "child" vehicles. The parent vehicle may not be actively moving when deploying vehicles unless at least one Carrier Systems accessory is also installed. A vehicle may have one Half Hangar Bay Module installed without penalty. Subsequent modules reduce the Accommodation and Cargo space of the vehicle by 10% of their full amounts and induce a +8 HD/BHD/FHD penalty; these penalties are cumulative and are also inflicted if the module is installed alongside any smaller Hangar Bay Module types. A vehicle may never have more than five Half Hangar Bay Modules installed.
Quarter Hangar Bay Module 	Industrial Age 	None 	30 * Size Class 	The vehicle contains a volume of space up to (the minimum bounding box volume eight Size Classes smaller than the vehicle) devoted to sheltering "child" vehicles. The parent vehicle may not be actively moving when deploying vehicles unless at least one Carrier Systems accessory is also installed. A vehicle may have one Quarter Hangar Bay Module installed without penalty. Subsequent modules reduce the Accommodation and Cargo space of the vehicle by 5% of their full amounts and induce a +6 HD/BHD/FHD penalty; these penalties are cumulative and are also inflicted if the module is installed alongside any smaller Hangar Bay Module types. A vehicle may never have more than five Quarter Hangar Bay Modules installed.
Eighth Hangar Bay Module 	Industrial Age 	None 	20 * Size Class 	The vehicle contains a volume of space up to (the minimum bounding box volume nine Size Classes smaller than the vehicle) devoted to sheltering "child" vehicles. The parent vehicle may not be actively moving when deploying vehicles unless at least one Carrier Systems accessory is also installed. A vehicle may have one Eighth Hangar Bay Module installed without penalty. Subsequent modules reduce the Accommodation and Cargo space of the vehicle by 3% of their full amounts and induce a +4 HD/BHD/FHD penalty; these penalties are cumulative and are also inflicted if the module is installed alongside any Vehicle Shelter Modules. A vehicle may never have more than five Eighth Hangar Bay Modules installed.
Vehicle Shelter Module 	Industrial Age 	None 	10 * Size Class 	The vehicle contains a volume of space up to (the minimum bounding box volume ten Size Classes smaller than the vehicle) devoted to sheltering "child" vehicles. The parent vehicle may not be actively moving when deploying vehicles unless at least one Carrier Systems accessory is also installed. A ship may have one Vehicle Shelter Module installed without penalty. Subsequent modules reduce the Accommodation and Cargo space of the vehicle by 1% of their full amounts and induce a +2 HD/BHD/FHD penalty. A vehicle may never have more than five Vehicle Shelter Modules installed.
Carrier Systems 	Industrial Age 	Sea and Space Only 	50 	The vehicle may deploy and/or recover one child vehicle while it is actively moving.
Areal Shield Generator 	Starfaring Age 	None 	Varies* 	This accessory adds a layer of enhanced Shielding to a specific system; the protected system must be specified in the craft's design. In the event the system is the object of a Target action, the extra SHP from the generator may be accounted for prior to the reduction of any SHP from the craft itself or the application of any damage to the system; note that the system may still sustain damage with the generator intact. The SHP endowed by an Areal Shield Generator regenerates at one-tenth the rate of the craft's shields. The generator is considered destroyed if it is ever reduced to zero SHP or less. The accessory costs one-tenth the normal price of an equivalent Class Shield; its effectiveness cannot exceed the normal maximum Shield Class for the ship's chassis unless a Capship Systems Adapter is also installed.
Countermeasure Pod Dispenser 	Industrial Age 	None 	10 + (1 per charge) 	The vehicle may launch countermeasures in order to evade incoming ordnance. Each pod used adds +5 to the DC of any spoofing attempt performed. This bonus is only good for the round in which the pods are deployed. The dispenser cannot be refilled while the vehicle is still in operation.
Enhanced Countermeasure Pod Dispenser 	Starfaring Age 	None 	20 + (2 per charge) 	The vehicle may launch countermeasures in order to evade incoming ordnance. Each pod used adds +10 to the DC of any spoofing attempt performed. This bonus is only good for the round in which the pods are deployed. The dispenser cannot be refilled while the vehicle is still in operation.
Weapons Station 	Industrial Age* 	None 	Varies* 	Allows the vehicle to mount specific weapons systems. For details on their functioning, see the discussion under the Weapons section in this sub-Chapter.
===Shields===
Shield emitters are small external arrays that generate protective barriers around the outer hull of a vehicle, in essence adding an extra layer of Armor to its hull. Vehicle-scale shield emitters are small enough to include all the equipment they’ll need in one tiny package, which reduces their cost but also limits their effectiveness; they usually provide enough power to protect the vehicle and its occupants from multiple hits by similarly-scaled weaponry. A vehicle may only have one Shield system installed unless a Backup Shield Generator accessory is also installed on the vehicle (both the Generator and the extra Shield are counted as added accessories). Shields fall under the general category of Defenses.
*Type: Defenses/Shield
*Availability: Starfaring Age
*Regeneration: 10% total SHP plus the mechanical specialist's Defenses Skill score every ten rounds.
*Nebula Hit Point Reduction: Non-functional below Class Six. Minus five Classes effectiveness at Class Six or higher.
*Gun/Missile Damage Reduction: None
*Effects: None
Shields
Class Level 	Basic Cost	Durasteel Equivalent(Design Maximum)	Shield Hit Points(Design Maximum)
First Class 	10 	10 cm 	100
Second Class 	30 	20 cm 	200
Third Class 	50 	30 cm 	300
Fourth Class 	100 	40 cm 	400
Fifth Class 	150 	50 cm 	500
Sixth Class 	180 	60 cm 	600
Seventh Class	200 	70 cm 	700
Eighth Class 	400 	80 cm 	800
Ninth Class 	800 	90 cm 	900
Tenth Class 	1,600 	100 cm 	1,000
===Weapons===
Vehicles can carry and utilize various forms of weapons systems; the use of weapons on vehicles is covered more in depth in Chapter 9.3.
Weapons do not count as accessories in and of themselves. However, in order to be placed on a vehicle, a Weapons Station accessory is required. Weapons Stations in general determine the number of weapons a vehicle carries and defines the combat arcs into which a weapon may be fired (for details, see Chapter 9.3). Weapons Stations are counted as accessories. Weapons Stations are described as a phrase of categorical descriptions with the following form:
 <qualifiers> <weapon type> <arc coverage>, <magazine (if applicable)>
The specific descriptors along with their effects are listed in the table below.
Weapons Station Descriptors and Effects
Descriptor Category 	Descriptor 	Cost Modifier 	Effect
Qualifier (May have more than one.) 	Armored 	Varies* 	Adds armor (and AHP) to a Weapons Station. The descriptor adds one-ten thousandth the normal price of Armor per 0.1 centimeters of Durasteel equivalent (1 AHP) Armor added to the station. The normal maximum amount of Armor for the chassis type may not be exceeded without the installation of a Reinforced Chassis Accessory. List any amount of Armor after any magazine descriptor or arc coverage.
Qualifier (May have more than one.) 	Gatling 	Total Cost * 12 	Increases weapon's rate of fire; make four attack rolls for the weapon when used. The results stack with the weapon's normal re-fire potential.
Qualifier (May have more than one.) 	Multi-Fire 	Varies* 	Adds another hardpoint to the station. Increases the price of the Weapons Station based on weapon type: Guns add twenty, Missiles add twenty-five, torpedoes add thirty and special weapons add fifty. Multi-fire weapons stations should be referred to in Latin adjective form (i.e. Dual, Triple, Quad, Quintuple, Sextuple, Septuble, Octuple, Nonuple, Decuple, Undecuple, Duodecuple, Tridecuple, Quadrecuple, Quindecuple, Sedecuple, Sepdecuple, Ocdecuple, Nondecuple, Vigentuple, etc.).
Weapon Type 	Gun 	20 	The Weapons Station may carry any one Gun.
Weapon Type 	Light Ordnance	25 	The Weapons Station may carry any one piece of light ordnance.
Weapon Type 	Heavy Ordnance	30 	The Weapons Station may carry any one piece of heavy ordnance.
Weapon Type 	Special 	50 	The Weapons Station may carry any one non-projectile weapon or any item specifically designated as a special weapon.
Arc Coverage 	Hard-point 	Total Cost * 1.00	Attached weapons may fire into a narrow (45°) arc. This level of arc coverage may not be coupled with the Multi-Fire Qualifier if the Weapons Type is Gun.
Arc Coverage 	Sponson 	Total Cost * 1.25	Attached weapons may fire into a standard (90°) arc.
Arc Coverage 	Barbette 	Total Cost * 1.50	Attached weapons may fire into a standard arc and an adjacent narrow arc or into a full hemispheric (180°) arc.
Arc Coverage 	Limited Turret	Total Cost * 1.75	Attached weapons may fire into a hemispheric arc plus either an adjacent narrow arc or an adjacent standard arc.
Arc Coverage 	Turret 	Total Cost * 2.00	Attached weapons may fire into an over-the-shoulder (315°) arc or into a full 360° arc.
Magazine (Ordnance only; may be numerically qualified.)	Tube 	N/A 	The Weapons Station has a magazine of up to ten weapons.
Magazine (Ordnance only; may be numerically qualified.)	Bank 	N/A 	The weapons Station has a magazine of up to twenty-five weapons. The weapons are limited to DF and Rockets for all but Transport Chassis vehicles prior to 2711.
 Vehicles in WCRPG use a system of relative bearings to determine if a target is within a particular weapon's firing arc (i.e. to establish whether or not the weapon has "line of sight" on the vehicle's target). A relative bearing is a bearing in which the reference direction (0°) is straight ahead and where the bearing is measured relative to the front of the vehicle. Particular sets of bearings into which a weapon may be fired are further designated as firing arcs. A weapon's default bearing (i.e. the direction in which it is normally aimed) should be included along with the total number of degrees of its firing arc; the indicated bearing will be assumed to be the center-point of its firing arc. For example, a weapon that has a center-point of zero degrees and ten degrees of arc may fire along any bearing from 355° to 5°. Bearing information is necessary due to the various grids that may be utilized via the game's flexible combat engine (for more information, see Chapter 9.1).
Instead of including specific center-point and arc data, a Weapons Station may employ a pre-designated firing arc. The following table outlines the data for the pre-designated firing arcs that will be used throughout WCRPG as a shorthand notation. The data includes the name of a specific arc designation, the specific range of bearings for which it applies and images demonstrating the specific arcs; each wedge on these images indicates an approximate 22.5° of arc. The center-point of each arc is intended to serve as a weapon's default bearing in all cases. Where the game refers to "major combat arcs", the four italicized arcs (forward, portside, aft and starboard) are meant.
Designations of Firing Arcs for Vehicles and Capital Ships
Arc Designation 	Specific Relative Bearing Range 	Image
Forward (Fore) 	315°-45° 	
Forward Narrow 	338°-22° 	
Forward Wide 	293°-67° 	
Starboard Ahead 	0°-90° 	
Starboard Ahead Narrow 	23°-67° 	
Starboard Ahead Wide 	338°-112° 	
Starboard (Right) 	45°-135° 	
Starboard Narrow 	68°-112° 	
Starboard Wide 	23°-157° 	
Starboard Aft 	90°-180° 	
Starboard Aft Narrow 	113°-157° 	
Starboard Aft Wide 	68°-202° 	
Aft (Behind) 	135°-225° 	
Aft Narrow 	158°-202° 	
Aft Wide 	113°-247° 	
Portside Aft 	180°-270° 	
Portside Aft Narrow 	203°-247° 	
Portside Aft Wide 	158°-292° 	
Portside (Left) 	225°-315° 	
Portside Narrow 	248°-292° 	
Portside Wide 	203°-337° 	
Portside Ahead 	270°-360° 	
Portside Ahead Narrow 	293°-337° 	
Portside Ahead Wide 	248°-22° 	
Forward Hemisphere 	270°-90° 	
Starboard Ahead Hemisphere 	315°-135° 	
Starboard Hemisphere 	0°-180° 	
Starboard Aft Hemisphere 	45°-225° 	
Aft Hemisphere 	90°-270° 	
Portside Aft Hemisphere 	135°-315° 	
Portside Hemisphere 	180°-360° 	
Starboard Ahead Hemisphere 	225°-45° 	
Forward Over-the-Shoulder 	203°-157° 	
Starboard Ahead Over-the-Shoulder	248°-202° 	
Starboard Over-the-Shoulder 	293°-247° 	
Starboard Aft Over-the-Shoulder 	338°-292° 	
Aft Over-the-Shoulder 	23°-337° 	
Portside Aft Over-the-Shoulder 	68°-22° 	
Portside Over-the-Shoulder 	113°-67° 	
Portside Ahead Over-the-Shoulder 	158°-112° 	
360° Arc 	Weapon may fire along all bearings	
For example, a Weapons Station with a descriptor of "Gun Hard-Point (0°, no arc)" indicates a non-armored, single weapon platform capable of holding one gun and firing that weapon along a straight line ahead of the vehicle. A more complex example is an "Armored Gatling Nonuple Heavy Ordnance Turret (Forward Over-the-Shoulder), Double Bank, 50 cm". This indicates a weapons station that has 50 centimeters of armor, has an increased firing rate, has nine heavy ordnance launchers, can fire on bearings between 210°-150°, and has a magazine capable of holding up to 50 weapons at the same time.
Weapons Stations may be explicitly targeted via Targeting actions. A Weapons Station can sustain 100 points of damage before being destroyed, unless it has have been given armored plating; an armored station can sustain 100 points plus the amount of AHP it has been given. When a Weapon Station is Targeted, Core Damage will not occur unless the Station is destroyed in the attack; 1% Core Damage occurs when a Weapons Station is destroyed.
Weapons come in three main varieties: guns (multi-use projectile weapons utilizing one of several different methods of causing mechanical damage), ordnance (single-use high explosive projectile weapon capable of causing a single burst of massive damage; this is further divided into light and heavy sub-varieties based on the weapon's damage potential) and special weaponry (non-projectile weapons of any nature, such as beam weaponry). The following weapons are available for use on vehicles. Each has the following statistics:
*Type: The general kind of weapon being described.
*Name: What the weapon is called.
*Service Date: The Earth-equivalent year at which the weapon will become available for use.
*Cost: This is the amount the weapon adds to the vehicle's overall cost.
*Refire: The number of times the weapon may apply damage during the course of a standard round provided it is charged (for details, see Chapter 9.3).
*Range: The maximum distance in range increments a target may be from the firing vehicle in order to use the weapon effectively.
*Damage: This lists the amount of damage the weapon applies to a target on an indicated hit.
*Effects: Various sundry effects the weapon may have/cause. For a list of general examples of weapons effects, see Chapter 10.2.6.
Note that the statistics for weapons outlined herein are for standard weapons; Military craft may adjust the damage, re-fire rate and range of weapons as needed to suit their specific needs. Doing so adjusts the cost of the weapon using the formula below, with each multiplier expressed as a ratio of the new statistic to the old statistic rounded to the nearest hundredth:
 final cost = base cost * damage multiplier * range multiplier * refire multiplier
For example, the base statistics for a civilian-grade Laser Cannon are a cost of ¤1,000, 18 points of damage, range of 5 and a refire rate of 5. If we wanted to adjust the damage to 30 points and change the refire to ten, we'd have to adjust the price to ¤3,340 (¤1,000 * (30/18) * (5/5) * (10/5) = ¤1,000 * 1.67 * 1 * 2 = ¤3,340).
====Guns, Starfaring====
Guns, Starfaring
Name 	Service Date	Cost 	Refire 	Range	Damage	Notes/Effects
Cloudburst Cannon 	2681 	¤130,000 	3 	4 	100 	Military craft only.
Dust Cannon 	2681 	¤40,000 	30 	5 	40 	Military craft only. 
Rapid-Fire: roll 2d10 on an indicated hit to determine a number of additional hits, may only roll 2d10 once regardless of the number of hits indicated. 
Electron Gun 	2669 	¤13,500 	10 	4 	25 	Kilrathi craft only.
Fission Cannon 	2669 	¤1,250,000 	1 	5 	1000 	Black Lance craft only. This Gun requires one round to "make ready" to fire and it cannot be fired simultaneously with other types of Guns. ITTS may not be used with this weapon.
Flux Beam 	2790 	¤5,000 	9 	1 	30 	 
Flux Beam Mk II 	2790 	¤8,000 	7 	1 	35 	 
Flux Cannon 	2669 	¤25,000 	10 	3 	20 	Kilrathi craft only.
Fusion Cannon 	2669 	¤100,000 	2 	3 	100 	This Gun requires one round to "make ready" to fire and it cannot be fired simultaneously with other types of Guns. ITTS may not be used with this weapon.
Gorgon Heavy 	2681 	¤75,000 	3 	4 	70 	Nephilim craft only.
Heavy Ion Gun 	2673 	¤74,000 	4 	4 	50 	 
Ion Cannon, Chain 	2681 	¤85,000 	15 	3 	20 	Military craft only. 
Rapid-Fire: roll 2d10 on an indicated hit to determine a number of additional hits, may only roll 2d10 once regardless of the number of hits indicated. 
Ion Cannon, Standard 	2668 	¤45,000 	4 	5 	24 	 
Ion Cannon, Enhanced 	2669 	¤55,000 	4 	5 	30 	 
Ionic Pulse Cannon, Rapid-Fire 	2669 	¤90,000 	15 	2 	33 	Rapid-Fire: roll 2d10 on an indicated hit to determine a number of additional hits, may only roll 2d10 once regardless of the number of hits indicated. 
Ionic Pulse Cannon, Civilian Grade 	2668 	¤40,000 	2 	4 	54 	 
Kraven Mk. IV 	2790 	¤16,000 	10 	1 	40 	 
Laser Cannon, Military Grade 	2669 	¤1,350 	6 	5 	20 	 
Laser Cannon, Civilian Grade 	2628 	¤1,000 	5 	5 	18 	 
Laser Cannon, Rapid-Fire 	2669 	¤1,350 	12 	5 	10 	Rapid-Fire: roll 2d10 on an indicated hit to determine a number of additional hits, may only roll 2d10 once regardless of the number of hits indicated. 
Laser Cannon, Enhanced Rapid-Fire 	2669 	¤1,750 	12 	5 	13 	Rapid-Fire: roll 2d10 on an indicated hit to determine a number of additional hits, may only roll 2d10 once regardless of the number of hits indicated. 
Leech Gun 	2673 	¤11,000 	6 	4 	0* 	Inflicts 1% damage to Shields, Radar, Communications, Engines, and Life-Support Systems with each hit regardless of the status of the target's defenses. ITTS may not be used with this weapon.
Maser, Heavy 	2681 	¤32,000 	4 	5 	30 	Nephilim craft only.
Maser, Light Burst 	2681 	¤25,000 	5 	5 	21 	Nephilim craft only.
Maser, Standard 	2681 	¤3,500 	1/4 	4 	70 	Nephilim craft only.
Mass Driver Cannon, Charging 	2681 	¤4,500 	½	4 	300 	Military craft only.
Mass Driver Cannon, Heavy Long-Range	2650 	¤5,000 	5 	3 	45 	 
Mass Driver Cannon, Civilian Grade 	2668 	¤1,500 	2 	4 	26 	 
Mass Driver Cannon, Rapid-Fire 	2669 	¤4,500 	10 	3 	20 	Rapid-Fire: roll 2d10 on an indicated hit to determine a number of additional hits, may only roll 2d10 once regardless of the number of hits indicated. 
Mass Driver Cannon, Enhanced 	2669 	¤3,250 	5 	2 	45 	 
Mass Driver Cannon, Heavy 	2673 	¤3,900 	3 	3 	60 	 
Mass Driver Cannon, Military Grade 	2681 	¤2,500 	5 	2 	35 	 
Mass Ion Cannon 	2790 	¤10,000 	18 	1 	25 	Weapon does not need to recharge. Rapid-Fire: roll 2d10 on an indicated hit to determine a number of additional hits, may only roll 2d10 once regardless of the number of hits indicated. 
Matter Accelerator Gun 	2669 	¤4,500 	10 	3 	15 	Kilrathi craft only.
Matter Disruptor 	2669 	¤90,000 	15 	2 	33 	Kilrathi craft only. 
Rapid-Fire: roll 2d10 on an indicated hit to determine a number of additional hits, may only roll 2d10 once regardless of the number of hits indicated. 
Meson Blaster, Civilian Grade 	2668 	¤2,500 	3 	4 	32 	 
Meson Blaster, Heavy 	2628 	¤3,500 	3 	5 	35 	 
Meson Blaster, Standard 	2669 	¤2,750 	3 	5 	28 	 
Meson Blaster, Light 	2669 	¤1,750 	3 	5 	18 	 
Neutron Gun, Standard 	2640 	¤4,800 	4 	3 	30 	 
Neutron Gun, Civilian Grade 	2668 	¤5,000 	2 	3 	62 	 
Neutron Gun, Rapid Fire 	2669 	¤10,500 	11 	4 	18 	Rapid-Fire: roll 2d10 on an indicated hit to determine a number of additional hits, may only roll 2d10 once regardless of the number of hits indicated. 
Neutron Gun, Heavy 	2669 	¤6,500 	3 	4 	40 	 
Particle Cannon, Military Grade 	2658 	¤13,500 	3 	4 	43 	 
Particle Cannon, Civilian Grade 	2668 	¤10,000 	3 	3 	43 	 
Particle Cannon, Rapid-Fire 	2669 	¤20,000 	11 	3 	23 	Rapid-Fire: roll 2d10 on an indicated hit to determine a number of additional hits, may only roll 2d10 once regardless of the number of hits indicated. 
Particle Cannon, Civilian Long Range	2669 	¤10,000 	3 	4 	33 	 
Particle Cannon, Heavy 	2681 	¤13,000 	3 	4 	42 	Military craft only.
Particle Cannon, Pulse 	2681 	¤81,500 	15 	7 	30 	Military craft only. 
Rapid-Fire: roll 2d10 on an indicated hit to determine a number of additional hits, may only roll 2d10 once regardless of the number of hits indicated. 
Phase Blaster 	2669 	¤35,000 	11 	3 	30 	Kilrathi craft only. 
Rapid-Fire: roll 2d10 on an indicated hit to determine a number of additional hits, may only roll 2d10 once regardless of the number of hits indicated. 
Photon Gun, Military Grade 	2632 	¤215,000 	9 	4 	37 	 
Photon Gun, Rapid-Fire 	2669 	¤170,000 	12 	4 	40 	Rapid-Fire: roll 2d10 on an indicated hit to determine a number of additional hits, may only roll 2d10 once regardless of the number of hits indicated. 
Photon Gun, Civilian Grade 	2669 	¤35,000 	3 	5 	26 	 
Photon Gun, Standard 	2669 	¤45,000 	3 	5 	32 	 
Photon Gun, Heavy 	2673 	¤60,000 	3 	3 	74 	 
Plasma Bolt Gun 	2628 	¤325,000 	12 	4 	37 	Kilrathi craft only. 
Rapid-Fire: roll 2d10 on an indicated hit to determine a number of additional hits, may only roll 2d10 once regardless of the number of hits indicated. 
Plasma Cannon, Enhanced 	2681 	¤330,000 	½	6 	600 	Military craft only.
Plasma Cannon, Standard 	2681 	¤125,000 	½	3 	460 	Military craft only.
Plasma Cannon, Heavy 	2681 	¤167,500 	½	3 	600 	Military craft only.
Plasma Cannon, Nephilim Heavy 	2681 	¤850,000 	3 	8 	200 	Nephilim craft only.
Plasma Cannon, Nephilim Light 	2681 	¤95,000 	4 	4 	32 	Nephilim craft only.
Plasma Gun, Civilian Grade 	2668 	¤80,000 	2 	3 	72 	 
Plasma Gun, Standard 	2669 	¤30,000 	1 	3 	54 	 
Plasma Gun, Long-Range 	2669 	¤115,000 	3 	3 	67 	 
Quantum Disruptor 	2681 	¤46,500 	3 	4 	42 	Nephilim craft only.
Reaper Cannon, Enhanced 	2669 	¤120,000 	8 	4 	40 	 
Reaper Cannon, Heavy 	2669 	¤82,000 	5 	5 	35 	 Military craft only.
Reaper Cannon, Standard 	2669 	¤65,000 	5 	5 	28 	 Military craft only.
Scattergun 	2673 	¤55,000 	4 	5 	30 	 
Shield Killer Cannon 	2681 	¤120,000 	4 	4 	12 	Bypasses Shields and Armor, damages Shield system only. Nephilim craft only.
Sonic Accelerator Gun 	2669 	¤4,000 	11 	4 	18 	Kilrathi craft only. 
Rapid-Fire: roll 2d10 on an indicated hit to determine a number of additional hits, may only roll 2d10 once regardless of the number of hits indicated. 
Steltek Gun, Boosted 	2668 	¤250,000 	4 	5 	190 	Steltek craft only (as a standard gun).
Steltek Gun 	2668 	¤250,000 	3 	4 	100 	Steltek craft only (as a standard gun).
Stormfire Gun Mk. II 	2681 	¤1,250 	15 	5 	21 	Does not need to recharge. Requires ammunition; design of the craft must specify the number of rounds it carries. Rapid-Fire: roll 2d10 on an indicated hit to determine a number of additional hits, may only roll 2d10 once regardless of the number of hits indicated.  ITTS may not be used with this weapon.
Stormfire Gun 	2673 	¤1,250 	150 	3 	4 	Does not need to recharge. Requires ammunition; design of the craft must specify the number of rounds it carries. Rapid-Fire: roll 2d10 on an indicated hit to determine a number of additional hits, may only roll 2d10 once regardless of the number of hits indicated.  ITTS may not be used with this weapon.
Stream Laser Mk. II 	2790 	¤7,000 	9 	1 	30 	 
Stream Laser 	2790 	¤600 	6 	1 	22 	 
Tachyon Gun, Rapid-Fire 	2668 	¤65,000 	10 	4 	37 	Rapid-Fire: roll 2d10 on an indicated hit to determine a number of additional hits, may only roll 2d10 once regardless of the number of hits indicated. 
Tachyon Gun, Civilian Grade 	2668 	¤20,000 	3 	3 	50 	 
Tachyon Gun, Light 	2673 	¤35,000 	4 	4 	50 	 
Tachyon Gun, Long Range 	2669 	¤13,500 	3 	4 	25 	 
Tachyon Gun, Standard 	2669 	¤30,000 	4 	3 	56 	 
Tachyon Gun, Heavy 	2669 	¤37,500 	4 	3 	70 	 
Tachyon Gun, Heavy Long-Range 	2681 	¤37,500 	3 	4 	70 	 
Turret A 	2790 	¤16,843,009	7 	1 	110 	Tri-System craft only.
Volt Laser 	2790 	¤3,000 	7 	1 	25 	Tri-System craft only.
====Light Ordnance====
Light Ordnance
Name 	Service Date	Cost 	Refire	Range	Damage 	Effects
Targeting Disk 	2675 	¤175,000 	1 	6/20 	200 	Military craft only. Spoof DC 50
Dumb-Fire (DF), Light 	2599 	¤90,000 	1 	2/8 	130 	Requires direct line-of-sight to hit the target. In the event of a miss, any other craft in range (friendly or not) must roll to see if they suffer a hit instead.
Dumb-Fire (DF), Standard 	2650 	¤200,000 	1 	2/8 	300 	Requires direct line-of-sight to hit the target. In the event of a miss, any other craft in range (friendly or not) must roll to see if they suffer a hit instead.
Dumb-Fire (DF), Heavy 	2696 	¤1,000,000 	1 	2/15 	800 	Requires direct line-of-sight to hit the target. In the event of a miss, any other craft in range (friendly or not) must roll to see if they suffer a hit instead.
Dumb-Fire (DF), Rocket 	2675 	¤125,000 	17 	2/9 	100 	Military craft only. Requires direct line-of-sight to hit the target. In the event of a miss, any other craft in range (friendly or not) must roll to see if they suffer a hit instead.
Rocket, Enhanced 	2681 	¤600,000 	17 	6/9 	80 	Military craft only. Spoof DC 50%
Heat Seeker (LHS), Light 	2650 	¤140,000 	1 	6/9 	160 	May only be fired into Aft Hemisphere of the target. Spoof DC 50.
Heat Seeker (HS), Standard 	2685 	¤350,000 	1 	6/9 	400 	May only be fired into Aft Hemisphere of the target. Spoof DC 50.
Heat Seeker, Long Range (LRHS) 	2701 	¤1,090,000 	1 	8/28 	400 	May only be fired into Aft Hemisphere of the target. Spoof DC 50.
Image Recognition (IR), Civilian Grade 	2633 	¤750,000 	1 	6/9 	170 	Requires two rounds to lock. Spoof DC 40. Re-acquires target at -5 HD in event of miss/spoof next round, decreasing by -5 HD on subsequent miss/spoof. Active for two rounds.
Image Recognition (IR), Standard 	2689 	¤2,950,000 	1 	8/24 	250 	Requires two rounds to lock. Spoof DC 35. Re-acquires target at -5 HD in event of miss/spoof next round, decreasing by -5 HD on subsequent miss/spoof. Active for three rounds.
Image Recognition, Enhanced (EIR) 	2693 	¤5,300,000 	1 	8/24 	450 	Requires two rounds to lock. Spoof DC 35. Re-acquires target at -5 HD in event of miss/spoof next round, decreasing by -5 HD on subsequent miss/spoof. Active for three rounds.
Image Recognition, Medium Range (MRIR) 	2675 	¤4,650,000 	1 	8/27 	350 	Military Only. Requires two rounds to lock. Spoof DC 35. Re-acquires target at -5 HD in event of miss/spoof next round, decreasing by -5 HD on subsequent miss/spoof. Active for three rounds.
Image Recognition, Long Range (LRIR) 	2681 	¤9,500,000 	1 	18/55	350 	Military Only. Requires two rounds to lock. Spoof DC 30. Re-acquires target at -5 HD in event of miss/spoof next round, decreasing by -5 HD on subsequent miss/spoof. Active for three rounds.
Image Recognition, Enhanced Long Range (ELRIR)	2681 	¤14,000,000	1 	18/55	520 	Requires two rounds to lock. Spoof DC 25. Re-acquires target at -5 HD in event of miss/spoof next round, decreasing by -5 HD on subsequent miss/spoof. Active for four rounds.
Image Recognition, Medusa 	2690 	¤4,700,000 	3 	6/8 	400 	Nephilim craft only. Requires two rounds to lock. Spoof DC 55. Re-acquires target at -5 HD in event of miss/spoof next round, decreasing by -5 HD on subsequent miss/spoof. Active for two rounds.
Friend-or-Foe (IFF), Standard 	2628 	¤1,000,000 	1 	8/12 	170 	Spoof DC 60. In the event of a miss/spoof, the weapon automatically targets the next closest enemy craft (or friendly craft with malfunctioning Communications). Active for three rounds.
Friend-or-Foe, Long Range (LRIFF) 	2690 	¤3,000,000 	1 	8/24 	250 	Spoof DC 60. In the event of a miss/spoof, the weapon automatically targets the next closest enemy craft (or friendly craft with malfunctioning Communications). Active for four rounds.
Friend-or-Foe, Enhanced Long Rang (ELRIFF) 	2697 	¤3,850,000 	1 	6/28 	280 	Spoof DC 60. In the event of a miss/spoof, the weapon automatically targets the next closest enemy craft (or friendly craft with malfunctioning Communications). Active for five rounds.
Friend-or-Foe (IFF), Tracker 	2675 	¤4,000,000 	3 	8/29 	280 	Military craft only. Splits into four standard ELRIFF missiles (make four attack rolls).
Friend-or-Foe, Cerberus 	2690 	¤7,400,000 	3 	9/18 	280 	Nephilim craft only. Spoof DC 65. In the event of a miss/spoof, the weapon automatically targets the next closest enemy craft (or friendly craft with malfunctioning Communications). Active for two rounds.
Leech (L), Prototype 	2668 	¤900,000 	1 	8/28 	0 	Military craft only. Requires two rounds to lock. Reduces target craft's shields to zero. Spoof DC 35.
Leech (L), Standard 	2669 	¤1,000,000 	1 	8/28 	1 	Military craft only. Reduces target craft's shields to zero. Requires two rounds to lock. Spoof DC 30.
Leech, Enhanced (EL) 	2672 	¤1,500,000 	1 	8/28 	150 	Military craft only. Disables target craft for 2d5 rounds upon impact. Requires two rounds to lock. Spoof DC 25.
Anti-Radiation, Cluster Sub-Munition (AR-C) 	2660 	¤325,000 	1 	8/10 	400 	Military craft only. Requires two rounds to lock. Spoof DC 55. Causes 1d% damage to target's Sensors on impact, or double damage if specifically used to target a Weapons Station.
Anti-Radiation (AR) 	2676 	¤585,000 	3 	9/12 	600 	Military craft only. Requires two rounds to lock. Spoof DC 55. Causes 1d% damage to target's Sensors on impact, or double damage if specifically used to target a Weapons Station.
Anti-Radiation, Long Range (LRAR) 	2681 	¤1,300,000 	3 	18/20	800 	Military craft only. Requires two rounds to lock. Spoof DC 55. Causes 1d% damage to target's Sensors on impact, or double damage if specifically used to target a Weapons Station.
Anti-Radiation, Enhanced Long Range (ELRAR) 	2681 	¤1,950,000 	3 	18/20	1,200 	Military craft only. Requires two rounds to lock. Spoof DC 55. Causes 1d% damage to target's Sensors on impact, or double damage if specifically used to target a Weapons Station.
Anti-Radiation, Hades 	2690 	¤585,000 	3 	7/8 	900 	Nephilim craft only. Requires two rounds to lock. Spoof DC 55. Causes 1d% damage to target's Sensors on impact, or double damage if specifically used to target a Weapons Station.
Swarmer 	2676 	¤4,350,000 	3 	5/24 	150 	Military craft only. Spoof DC 65. Requires two rounds to lock. On a successful hit, roll 1d10; the indicated number of warheads will impact the target.
Swarmer, Proteus 	2690 	¤6,090,000 	3 	6/18 	280 	Nephilim craft only. Spoof DC 65. On a successful hit, roll 1d5; the indicated number of warheads will impact the target.
Starburst 	2691 	¤1,500,000 	1 	5/24 	100 	Use BHD. Roll 1d5; on a successful hit, the indicated number of warheads impact the target.
Coneburst 	2691 	¤1,500,000 	1 	5/24 	100 	Use BHD. Roll 1d10; on a successful hit, the indicated number of warheads impact the target.
Snipe Missile 	2750 	¤100 	1 	2/20 	450 	Requires two rounds to lock.
Brute Missile Mk-I 	2750 	¤150 	1 	4/22 	650 	Requires two rounds to lock.
Brute Missile Mk-II 	2750 	¤200 	1 	4/24 	800 	Requires two rounds to lock.
Python Missile 	2750 	¤225 	1 	4/28 	1,000 	Requires two rounds to lock.
Banshee Missile 	2750 	¤205 	1 	4/16 	Special*	Requires two rounds to lock. Reduces SHP to zero.
Disruptor Missile 	2750 	¤250 	1 	4/22 	Special*	Requires two rounds to lock. If hit, the targeted craft cannot move for two rounds.
Maelstrom Proximity Missile 	2790 	¤210 	1 	1/18 	2,000 	Requires two rounds to lock.
Porcupine Mine, Mk. I 	2674 	¤150,000 	1 	N/A 	100 	Use BHD; blast radius to Range 1.
Porcupine Mine, Mk. II 	2690 	¤600,000 	1 	N/A 	400 	Use BHD; blast radius to Range 1.
Porcupine Mine, Mk. III 	2700 	¤1,250,000 	1 	N/A 	800 	Use BHD; blast radius to Range 1. Spoof DC 50
Mine, Charybdis 	2690 	¤2,300,000 	3 	N/A 	520 	Nephilim craft only. Use BHD; blast radius to Range 1. Spoof DC 50.
Cluster Mine, Scylla 	2690 	¤3,700,000 	3 	N/A 	820 	Nephilim craft only. Use BHD; blast radius to Range 1. Spoof DC 50. On a successful hit, roll 1d5; the indicated number of warheads will impact the target.
Hi-Explosive Mine 	2750 	¤150 	1 	N/A 	900 	Use BHD; blast radius to Range 1.
Proximity Mine 	2750 	¤200 	1 	N/A 	700 	Use BHD; blast radius to Range 2.
Viral Mine 	2750 	¤350 	1 	N/A 	Special*	Immobilizes target for 1d5 rounds.
Flash-Pak 	2671 	¤50,000,000	1 	8/28 	60,000 	Black Lance craft only as a standard weapon; Military craft only. May only be used against capital ships; Ineffective against craft with 10,000 AHP or greater.
====Heavy Ordnance====
Torpedoes and Heavy Ordnance
Name 	Service Date	Cost 	Speed	Range 	Damage 	Effects
Manned Insertion Pod 	2690 	¤1,640,000 	2 	Special*	N/A 	Vehicle. Military Superlight Capsule; Crew 1/0 (Saddle); No cargo capacity; combat speed 2 (320 kps, non-atmospheric; Eighth Class Engine); turn 1; First Class Shield (100 SHP)/3 cm Durasteel (30 AHP); HD 18/32/22; Init +9; External Docking Port, Ion Engine, Scout Module, Industrial Manipulator Module (Cutting Torch), Eco-Safe Module. Contains enough life support for one hour continual independent operation; feeds to launch vehicle for life-support prior to launch and after re-docking. Requires two rounds to lock on target. Delivers crew to target upon impact and remains with target until crew extraction.
Torpedo, Proton 	2649 	¤15 	N/A 	2/10 	200 	Use as Light Ordnance. Requires direct line-of-sight to hit the target. In the event of a miss, any other craft in range (friendly or not) must roll to see if they suffer a hit instead. Does not bypass shields.
Torpedo, Shield-Burster 	2654 	¤3,000,000 	4 	2/8 	500 	Kilrathi craft only. Requires five rounds to lock on target. Firing craft must remain stationary during the locking procedure and lower shields to launch.
Torpedo, Confederation Mk I. 	2655 	¤3,000,000 	4 	2/8 	500 	Confederation craft only. Requires five rounds to lock on target. Firing craft must remain stationary during the locking procedure and lower shields to launch.
Torpedo, Mk. IV 	2680 	¤24,000,000 	6 	4/16 	2000 	Requires three rounds to lock on target.
Light Torpedo, Valiant 	2695 	¤7,200,000 	10 	4/12 	800 	
Torpedo, Firestorm 	2695 	¤21,600,000 	7 	4/18 	1600 	Requires two rounds to lock on target.
Light Torpedo, Lancer 	2701 	¤13,500,000 	11 	4/18 	1000 	
Torpedo, Pike 	2701 	¤33,000,000 	11 	4/22 	2000 	Requires two rounds to lock on target.
Torpedo, Poseidon 	2650 	¤31,050,000 	7 	5/18 	2300 	Nephilim craft only. Requires two rounds to lock on target.
Torpedo, Lance 	2701 	¤100 	6 	4/12 	5000 	
Torpedo, Stingray 	2780 	¤500 	1 	4/16 	8000 	
Torpedo, Hellraiser 	2790 	¤1,000 	1 	4/16 	16,000 	
Mace Tactical Nuclear Missile	2667 	¤102,000,000 	N/A 	2/8 	10,000 	Use as Light Ordnance. Use BHD. Requires direct line-of-sight to hit the target. In the event of a miss, any other craft in range (friendly or not) must roll to see if they suffer a hit instead.
Nuke'em 	2750 	¤4,000 	N/A 	N/A 	14,000 	Use as Light Ordnance. Use BHD. Damage falls off by 1,000 for each range increment from targeted hypocenter and affects all craft except for the firing craft.
Y22A-1 Temblor Bomb 	2689 	¤12,000,000,000	1 	5/50 	Special*	Requires five rounds to lock on target. Will completely destroy any planet with either seismic sub-category rated at Heavy or Extreme; causes 60,000 points of damage in all other cases.
====Weapons, Non-Starfaring and Special Equipment====
Non-Starfaring Weapons and Special Equipment
Name 	Service Date	Cost 	Refire 	Range 	Damage	Effects
Drop Tank 	1937 	¤100,000	N/A 	N/A 	N/A 	Adds ten fuel points to a vehicle; it may attach to any Light Ordnance or Heavy Ordnance hardpoint.
Targeting Pod 	1965 	¤150,000	N/A 	N/A 	N/A 	Assists in targeting; +5 DC to all Targeting, Marksmanship and Ballistics Checks when active. It may attach to any Light Ordnance or Heavy Ordnance hardpoint.
Flamethrower, Early 	673 	¤20 	1 	5 	3 	Beam weapon, requires Special Weapon mounting. Cannot be used on Submarines or any Space Vehicle. Causes Fire Damage.
Flamethrower, Standard 	1901 	¤50 	1 	10 	7 	Beam weapon, requires Special Weapon mounting. Cannot be used on Submarines or any Space Vehicle. Causes Fire Damage.
Flamethrower, Spread-shot 	1914 	¤50 	1 	9 	3 	Beam weapon, requires Special Weapon mounting. Cannot be used on Submarines or any Space Vehicle. Causes Fire Damage. Fires in a 45-degree cone ahead of the weapon; causes equal damage to all targets hit.
Flamethrower, Heavy 	1940 	¤140 	1 	10 	12 	Beam weapon, requires Special Weapon mounting. Cannot be used on Submarines or any Space Vehicle. Causes Fire Damage.
Flamethrower, Heavy Spread-shot 	1942 	¤140 	1 	9 	6 	Beam weapon, requires Special Weapon mounting. Cannot be used on Submarines or any Space Vehicle. Causes Fire Damage. Fires in a 45-degree cone ahead of the weapon; causes equal damage to all targets hit.
Flamethrower, Late 	2100 	¤230 	1 	15 	17 	Beam weapon, requires Special Weapon mounting. Cannot be used on Submarines or any Space Vehicle. Causes Fire Damage.
Flamethrower, Late Spread-Shot 	2150 	¤230 	1 	14 	8 	Beam weapon, requires Special Weapon mounting. Cannot be used on Submarines or any Space Vehicle. Causes Fire Damage. Fires in a 45-degree cone ahead of the weapon; causes equal damage to all targets hit.
Slugthrower, Cannon 	1326 	¤10 	1/3 	3 	8 	Listed ratings are for standard Round Shot. Can be configured for Chain Shot (75% damage with 1d10% Engine Damage against Stone and Metal Age vehicles), Grape Shot (50% damage plus d% Lethal Damage to all target occupants if the vehicle has No Cover or d10 Lethal Damage for vehicles with Limited Cover) or Hot Shot (causes Fire Damage).
Slugthrower, Mortar 	1453 	¤20 	1/3 	3 	10 	Listed ratings are for standard Round Shot. Can be configured for Chain Shot (75% damage with 1d10% Engine Damage against Stone and Metal Age vehicles), Grape Shot (50% damage plus d% Lethal Damage to all target occupants if the vehicle has No Cover or d10 Lethal Damage for vehicles with Limited Cover) or Hot Shot (causes Fire Damage).
Slugthrower, Howitzer 	1758 	¤50 	½	3 	10 	Listed ratings are for standard Round Shot. Can be configured for Chain Shot (75% damage with 1d10% Engine Damage against Stone and Metal Age vehicles), Grape Shot (50% damage plus d% Lethal Damage to all target occupants if the vehicle has No Cover or d10 Lethal Damage for vehicles with Limited Cover) or Hot Shot (causes Fire Damage).
Slugthrower, Carronade 	1759 	¤75 	½	2 	10 	Listed ratings are for standard Round Shot. Can be configured for Chain Shot (75% damage with 1d10% Engine Damage against Stone and Metal Age vehicles), Grape Shot (50% damage plus d% Lethal Damage to all target occupants if the vehicle has No Cover or d10 Lethal Damage for vehicles with Limited Cover) or Hot Shot (causes Fire Damage).
Slugthrower, Rifled Cannon 	1854 	¤100 	½	6 	10 	 
Slugthrower, Autocannon 	1888 	¤160 	30 	9 	4 	 
Slugthrower, Field Gun 	1914 	¤320 	1/3 	9 	12 	 
Slugthrower, 5-inch 	1934 	¤500 	1/5 	9 	17 	 
Slugthrower, 16-inch 	1943 	¤700 	1/5 	9 	19 	 
Slugthrower, 18-inch 	1940 	¤750 	1/5 	9 	20 	 
Slugthrower, Railgun 	2020 	¤1,000 	1 	15 	26 	 
Slugthrower, Helical Railgun 	2250 	¤1,250 	2 	15 	26 	 
Missile, Rocket 	1792 	¤1,200 	8 	1/2 	20 	Requires direct line-of-sight to hit the target. In the event of a miss, any other craft in range (friendly or not) must roll to see if they suffer a hit instead.
Missile, Heat Seeker 	1951 	¤7,200 	1 	2/2 	70 	May only be fired into Aft defense arc of target. Spoof DC 50.
Missile, Semi-Active Radar Guided	1954 	¤7,600 	1 	1/1 	70 	Requires two rounds to lock and firing platform must maintain radar-lock on its target for the duration of its flight. Spoof DC 60. Re-acquires target at -10 HD in event of miss next round, decreasing by -10 HD on subsequent miss. Active for two rounds.
Missile, Radar Guided 	1956 	¤8,400 	1 	3/4 	70 	Requires two rounds to lock. Spoof DC 50. Re-acquires target at -5 HD in event of miss next round, decreasing by -5 HD on subsequent miss. Active for two rounds.
Missile, Long-Range Radar Guided 	1974 	¤13,200 	1 	8/15 	100 	Requires two rounds to lock. Spoof DC 50. Re-acquires target at -5 HD in event of miss next round, decreasing by -5 HD on subsequent miss. Active for four rounds.
Missile, Wire Guided 	1970 	¤12,000 	1 	1/2 	100 	Requires stationary firing platform. Cannot be spoofed. Use BHD.
Missile, Contrast Seeker 	1983 	¤9,000 	1 	2/3 	70 	Requires two rounds to lock. Spoof DC 40. Re-acquires target at -5 HD in event of miss next round, decreasing by -5 HD on subsequent miss. Active for two rounds.
Torpedo, Unguided 	1868 	¤1,000 	1 	2/15 	20 	Cannot be installed on Land Vehicles.
Torpedo, Sonar Guided 	1952 	¤2,000 	1 	8/15 	40 	Cannot be installed on Land Vehicles. Removes HD bonus to Submarines.
Torpedo, Wire Guided 	1960 	¤10,000 	1 	9/15 	40 	Cannot be installed on Land Vehicles.
Torpedo, Advanced Capability 	1972 	¤750,000	1 	15/15 	70 	Cannot be installed on Land Vehicles. Removes HD bonus to Submarines.
Laser, Beam 	2029 	¤80 	1 	∞	9 	Beam weapon, requires Special Weapon mounting. Causes Fire Damage. Damage amount falls off by 1 point per range increment travelled (minimum 1). Non-functional in heavy smoke or precipitation.
Laser, Pulse 	2045 	¤250 	1 	∞	13 	Causes Fire Damage. Damage amount falls off by 1 point per range increment travelled (minimum 1). Non-functional in heavy smoke or precipitation.
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Category:WCRPG