Difference between revisions of "SR5:Vehicle Modifications"
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|Threshold=12|Tools=Facility|Availability=4|Cost=7,500 | |Threshold=12|Tools=Facility|Availability=4|Cost=7,500 | ||
|Special= | |Special= | ||
− | |Description= | + | |Description=With this modification, the fuel consumption of the vehicle has been optimized to use the minimum amount necessary for standard operation. Additionally, the vehicle is fitted with a variety of different means to gather operational power from the environment around it including sunlight, static electricity, and wind. A vehicle with improved economy doubles its operational time as long as it is operating within normal parameters—no high speed chases. |
|Jackpoint= | |Jackpoint= | ||
|Source=SR5:R5.0}} | |Source=SR5:R5.0}} | ||
+ | |||
==Manual Control Override== | ==Manual Control Override== | ||
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|Threshold=4|Tools=Shop|Availability=6|Cost=500 | |Threshold=4|Tools=Shop|Availability=6|Cost=500 | ||
|Special= | |Special= | ||
− | |Description= | + | |Description=For runners that are extra paranoid about the Matrix security on their vehicle (or just unwilling to pay for it), they can install a manual control override system. Nearly every modern vehicle made in the 2070s has the ability to be piloted remotely or purely through its electronic controls as well as its manual/mechanical controls. If a rigger is really nervous about those electronic controls being taken over, they can install a switch so that the manual controls will always take priority over the electronic ones. In order to prevent the switch from being remotely deactivated, it is always mechanical in nature with the physical pressing of the button making or breaking connections to ensure the precedence of the manual controls. In game terms, when manual control override is activated, piloting a vehicle via AR or VR is not possible. The system can only be activated by someone physically in the vehicle, within reach of the switch (usually the driver’s seat), and by using a Free Action. |
|Jackpoint= | |Jackpoint= | ||
|Source=SR5:R5.0}} | |Source=SR5:R5.0}} | ||
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|Slots=4 | |Slots=4 | ||
|Threshold=20|Tools=Shop|Availability=10|Cost=Body x 1,000 | |Threshold=20|Tools=Shop|Availability=10|Cost=Body x 1,000 | ||
− | |Special= | + | |Special=For teams that frequently find themselves needing to travel far away from the comforts of modern civilization, modifying a vehicle with a multifuel engine has provide invaluable. First, a portable plasma furnace is installed on the vehicle that can render small quantities of matter down to its constituent parts. Then, the vehicle’s engine is modified to be able to consume the raw material output of the plasma torch. This allows nearly any matter to be fed into the vehicle as fuel. A vehicle with a multifuel engine can always be refueled as long as there is raw material around to be processed. |
|Description= | |Description= | ||
|Jackpoint= | |Jackpoint= | ||
|Source=SR5:R5.0}} | |Source=SR5:R5.0}} | ||
− | ==Off-Road Suspension | + | ==Off-Road Suspension== |
{{SR5:Power Train Mods Template|Name=Off-Road Suspension 2 | {{SR5:Power Train Mods Template|Name=Off-Road Suspension 2 | ||
|Slots=8 | |Slots=8 | ||
|Threshold=Shop|Skill=4|Availability=Vehicle|Cost=cost|CostNote= x 25% | |Threshold=Shop|Skill=4|Availability=Vehicle|Cost=cost|CostNote= x 25% | ||
|Special= | |Special= | ||
− | |Description= | + | |Description=For those that like to make their own roads rather than follow them, there is the off-road suspension. Most modern vehicles are designed to operate on a smoothly prepared road and do not respond well out of that environment. With an off-road suspension, a vehicle’s suspension system has been replaced with one designed to operate in more rugged environments. The downside, however, is that the vehicle loses some of it responsiveness when operating in regular on-road environments. A vehicle with an off-road suspension has +1 Handling when driving off-road, but –1 Handling on-road. This stacks with bonuses from off-road tires. |
+ | |Jackpoint= | ||
+ | |Source=SR5:R5.0}} | ||
+ | |||
+ | ==Removed Manual Controls== | ||
+ | {{SR5:Power Train Mods Template|Name=Removed Manual Controls | ||
+ | |Slots=1 | ||
+ | |Threshold=Shop|Skill=4|Availability=2|Cost=200 | ||
+ | |Special= | ||
+ | |Description=Riggers who are completely confident in their Matrix skills and security but worried about their lack of physical security will often add a removed manual controls modification. Almost all vehicles in the 2070s are capable of being piloted by either electronic or manual controls. With this modification, the owner simply removes the option for manual controls, relying entirely on the electronic ones. Anyone wishing to pilot the vehicle who is not the owner must succeed on a Control Device Matrix action (p. 238, SR5). | ||
|Jackpoint= | |Jackpoint= | ||
|Source=SR5:R5.0}} | |Source=SR5:R5.0}} | ||
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|Slots=2 | |Slots=2 | ||
|Threshold=6|Tools=Kit|Availability=8|Cost=1,500 | |Threshold=6|Tools=Kit|Availability=8|Cost=1,500 | ||
− | |Special= | + | |Special=For riggers, there is no safer place where they would leave their body than a rigger cocoon. Generally built into the driver’s seat of a vehicle, the cocoon is designed solely for the safety and comfort of someone who’s consciousness is going to be somewhere other than their body. The cocoon has ballistic cloth and hard armored plating for physical protection, is fire resistant, has its own oxygen supply, and carries a host of biomed sensors to monitor the occupant’s condition. Additionally, the cocoon has a variety of safety systems to keep the occupant safe through the most extreme vehicle maneuvers and even crashes. Getting into a rigger cocoon takes about a minute, but it can be exited with a Complex Action using a quick-release system. |
− | |||
− | |||
− | |||
− | + | Treat the rigger cocoon as a barrier with an Armor of 12 and Structure of 8 (p. 197, SR5). The occupant of the rigger cocoon receives +6 dice to resist damage from crashes or other vehicle maneuvers. | |
− | |||
− | |||
− | |||
− | |||
|Description= | |Description= | ||
|Jackpoint= | |Jackpoint= | ||
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|Threshold=36|Tools=Facility|Availability=16F|Cost=Body x 5,000 | |Threshold=36|Tools=Facility|Availability=16F|Cost=Body x 5,000 | ||
|Special= | |Special= | ||
− | |Description= | + | |Description=Vehicle operators who are truly daring (or have a death wish) cannot resist installing a rocket booster. This extreme modification installs a high-powered rocket propulsion system to allow the vehicle to make short jumps over intervening terrain or obstacles. That could be a gap in an unfinished road for a ground vehicle, or a dyke or dam that a boat might attempt to leap over. For aircraft, this allows them to take off with half the normal required distance. The rocket is angled to generate an upward lift of about 5 meters, similar to a jump ramp, allowing the vehicle to clear an object or gap about the size of a semi trailer or train car. The gamemaster should have the driver make a Vehicle Test with a difficulty they feel appropriate for the jump. Activating the rocket system takes a Complex Action and is in no way subtle, but it is spectacular. When landing the vehicle must resist (Body) DV damage, following all of the rules for Crash damage (p. 201, SR5). Additionally, the driver must make an immediate Vehicle Test to maintain control. If successful, the vehicle can continue driving as normal, but if it is failed the vehicle crashes. |
|Jackpoint= | |Jackpoint= | ||
|Source=SR5:R5.0}} | |Source=SR5:R5.0}} | ||
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|Threshold=10|Tools=Shop|Availability=4|Cost=1,000 | |Threshold=10|Tools=Shop|Availability=4|Cost=1,000 | ||
|Special= | |Special= | ||
− | |Description= | + | |Description=Does your team have a backseat driver who’s always wanting to take control? Or maybe your always sitting in the vehicle of teammate and wishing you had your own gas control so they would just get moving? Both of those problems can be solved with the secondary manual controls modification. This modification literally provides a second set of manual controls that can be used to pilot the vehicle, just like the primary set. Either set can control the vehicle, but the primary set always has priority. If the vehicle also has manual control override, the system can be set to switch only when a manual switch is activated. Secondary manual controls are useful for teams that may need a secondary person to control a vehicle while the driver is otherwise occupied or particularly vulnerable. |
|Jackpoint= | |Jackpoint= | ||
|Source=SR5:R5.0}} | |Source=SR5:R5.0}} | ||
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|5||1||1 | |5||1||1 | ||
|} | |} | ||
− | ===Secondary Propulsion (Amphibious, Surface | + | ===Secondary Propulsion (Amphibious)=== |
+ | There are times when only the most dramatic action will break off a pursuer, and having your vehicle ditch into the water and keep going is definitely a dramatic action. An amphibious operation package is a dramatic modification that allows the vehicle to travel on water (if it didn’t already have the means to do so). The modification comes in two versions, surface and submersible, depending on how far the owner wants to take the modifications and what the needs are for water travel. | ||
+ | |||
+ | ====Surface==== | ||
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Amphibious, Surface) | {{SR5:Power Train Mods Template|Name=Secondary Propulsion (Amphibious, Surface) | ||
|Slots=4 | |Slots=4 | ||
|Threshold=10|Tools=Shop|Availability=6|Cost=Body x 200 | |Threshold=10|Tools=Shop|Availability=6|Cost=Body x 200 | ||
|Special= | |Special= | ||
− | |Description= | + | |Description=With the surface version, the vehicle is able to float on top of the water. This could involve a variety of systems including a secondary hull shaped to displace an appropriate amount of water, inflatable skirts or ballasts that expand to create flotation, or pontoons attached to the hull of the vehicle. Regardless of the exact form, the modification is fairly extensive, and it is immediately obvious to any observer that something dramatic has been done to the vehicle. When operating on water, the vehicle can use its normal means of propulsion or a low-powered propeller. If the latter is used, speed and maneuverability are fairly limited, but the vehicle at least functions. It probably wouldn’t do well crossing an ocean or large lake, but it can easily get across a river, sound, or bay. |
|Jackpoint= | |Jackpoint= | ||
|Source=SR5:R5.0}} | |Source=SR5:R5.0}} | ||
− | === | + | ====Submersible==== |
{{SR5:Power Train Mods Template|Name=Secondary Propulsion (Amphibious, Submersible) | {{SR5:Power Train Mods Template|Name=Secondary Propulsion (Amphibious, Submersible) | ||
|Slots=8 | |Slots=8 | ||
|Threshold=20|Tools=Shop|Availability=12R|Cost=Body x 2,000 | |Threshold=20|Tools=Shop|Availability=12R|Cost=Body x 2,000 | ||
|Special= | |Special= | ||
− | |Description= | + | |Description=With the submersible version, the vehicle has been modified to operate under the water. This modification is much more extensive but also more subtle than the surface version. Seals are put in to make sure the vehicle and its essential components are watertight. A secondary propulsion system is then installed to allow it to move while submerged. Classically, this means a propeller powered by the vehicle’s drive train, but it can also be a ducted waterjet system for those that like later technology. Finally, internal or external ballast tanks/balloons are added so that the vehicle can control its depth. While the vehicle is capable of moving underwater, it does not handle extreme conditions well and can only handle depths of about 100 meters. |
|Jackpoint= | |Jackpoint= | ||
|Source=SR5:R5.0}} | |Source=SR5:R5.0}} | ||
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|Threshold=16|Tools=Shop|Availability=12|Cost=Body x 1,000 | |Threshold=16|Tools=Shop|Availability=12|Cost=Body x 1,000 | ||
|Special= | |Special= | ||
− | |Description= | + | |Description=A well-traveled rigger knows that lots of areas in the world have demanding terrain. Plus, the work of a runner means that they often need to take the path less traveled. For a truly versatile vehicle, there is the hovercraft upgrade. As with all secondary propulsion systems, this is an extensive upgrade that adds an entire alternate means of motion to the vehicle. A large rubber skirt is added all around the vehicle that can be inflated on demand. Steering and control mechanisms are added so that the vehicle can be directed while hovering, which usually involve using compressed air or expanding gas. While hovering, the vehicle only lifts a few centimeters off of the ground, but it can travel across water. Maneuvering is sluggish compared to most standard modes. |
|Jackpoint= | |Jackpoint= | ||
|Source=SR5:R5.0}} | |Source=SR5:R5.0}} | ||
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|Threshold=24|Tools=Facility|Availability=12R|Cost=Body x 3,000 | |Threshold=24|Tools=Facility|Availability=12R|Cost=Body x 3,000 | ||
|Special= | |Special= | ||
− | |Description= | + | |Description=A well-traveled rigger knows that lots of areas in the world have demanding terrain. Plus, the work of a runner means that they often need to take the path less traveled. For a truly versatile vehicle, there is the hovercraft upgrade. As with all secondary propulsion systems, this is an extensive upgrade that adds an entire alternate means of motion to the vehicle. A large rubber skirt is added all around the vehicle that can be inflated on demand. Steering and control mechanisms are added so that the vehicle can be directed while hovering, which usually involve using compressed air or expanding gas. While hovering, the vehicle only lifts a few centimeters off of the ground, but it can travel across water. Maneuvering is sluggish compared to most standard modes. |
|Jackpoint= | |Jackpoint= | ||
|Source=SR5:R5.0}} | |Source=SR5:R5.0}} | ||
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|Threshold=14|Tools=Shop|Availability=10|Cost=Body x 1,000 | |Threshold=14|Tools=Shop|Availability=10|Cost=Body x 1,000 | ||
|Special= | |Special= | ||
− | |Description= | + | |Description=Another in the line of secondary propulsion modes, the tracked mode is the ultimate in conquering off-road terrain. This ingenious modification features a system where jacks are deployed to lift the vehicle off the ground, then the tires (or other regular propulsion) are retracted partially into the body, and the tracks are deployed. Finally, the jacks are retracted, and the tracks become the means of propulsion. Smugglers that use a watercraft as their primary vehicle have found this system extremely helpful in allowing their boat to make short excursions into the typically rugged terrain frequented by smugglers. Others who have installed them in ground craft do so because they find other methods of off-road travel not good enough, or they want the versatility of being able to switch from a primary on-road system to the tracked system without making a sacrifice to either. |
+ | |||
+ | When moving in tracked mode, a vehicle can move through extremely rough terrain without issue, including crossing trenches and climbing steep angles. Gamemasters should reduce driving difficulty as appropriate. Though the vehicle’s speed is limited, it can pivot on the spot since both tracks can move forward or backward independently. | ||
|Jackpoint= | |Jackpoint= | ||
|Source=SR5:R5.0}} | |Source=SR5:R5.0}} | ||
− | ==Walker== | + | ==Secondary Propulsion (Walker)== |
{{SR5:Power Train Mods Template|Name=Walker | {{SR5:Power Train Mods Template|Name=Walker | ||
|Slots=8 | |Slots=8 | ||
|Threshold=16|Tools=Shop|Availability=12|Cost=Body x 2,000 | |Threshold=16|Tools=Shop|Availability=12|Cost=Body x 2,000 | ||
|Special= | |Special= | ||
− | |Description= | + | |Description=For truly exceptional or demanding terrain, some riggers install a walker system of secondary propulsion on their vehicles. Using a variable number (four to eight, as needed) of retractable mechanical legs, the vehicle can deploy the system to give the vehicle the versatility and mobility of a walker. When deployed, the body of the vehicle is lifted about a meter off of the ground to provide clearance from the terrain, with each leg able to move backwards or forwards independently to provide a walking motion. When in walker mode, a vehicle is able to traverse far more rugged terrain than any other propulsion and still be highly maneuverability, though its speed is severely limited. When using the walker mode of secondary propulsion, the vehicle uses those stats for Handling, Speed, and Acceleration. Additionally, while in walker mode, the vehicle has the basic maneuverability of a metahuman meaning it can stop instantly and pivot on the spot. |
|Jackpoint= | |Jackpoint= | ||
|Source=SR5:R5.0}} | |Source=SR5:R5.0}} | ||
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|Source=SR5:R5.0}} | |Source=SR5:R5.0}} | ||
+ | Using a variety of techniques and equipment (depending on the vehicle), including things such as superchargers, fuel distribution optimization, and parts replacement, the top speed of the vehicle is increased. More dramatic increases in top end speed require more extensive modifications to the vehicle as it is pushed far beyond its original design and limitations. Some designs can only be pushed so far. In the end, though, having that raw top-end speed can save your hoop. Speed Enhancement modification can be taken with a Rating of 1 to 3, with the Rating adding to the Speed attribute of the vehicle. | ||
=Protection Modifications= | =Protection Modifications= |
Revision as of 04:54, 8 February 2018
5th Edition Lists |
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Gear // Magic // Hacking // Skills // Qualities // Packs // Creatures |
Armor/Clothing // Cyberware // Magical // Vehicles/Drones // Vehicle Mods // Weapons // Electronics // Security // Medical // Others |
Contents
- 1 Vehicle Equipment
- 2 Power Train Modifications
- 2.1 Acceleration Enhancement
- 2.2 Gecko Tips
- 2.3 Gliding System
- 2.4 Handling Enhancement
- 2.5 Improved Economy
- 2.6 Manual Control Override
- 2.7 Multifuel Engine
- 2.8 Off-Road Suspension
- 2.9 Removed Manual Controls
- 2.10 Rigger Cocoon
- 2.11 Rocket Booster
- 2.12 Secondary Manual Controls
- 2.13 Secondary Propulsion
- 2.14 Secondary Propulsion (Walker)
- 2.15 Speed Enhancement
- 3 Protection Modifications
- 4 Weapon Modifications
- 4.1 Ammo Bin
- 4.2 Standard Drone Rack
- 4.3 Landing Drone Rack
- 4.4 Gun Port
- 4.5 Missile Defense System
- 4.6 Oil Slick Sprayer
- 4.7 Smoke Projector
- 4.8 Thermal Smoke|Cost=+100
- 4.9 Road Strip Ejector
- 4.10 Weapon Mount
- 4.11 External Visibility
- 4.12 Internal Visibility
- 4.13 Concealed Visibility
- 4.14 Fixed Flexibility
- 4.15 Flexible Flexibility
- 4.16 Turret Flexibility
- 4.17 Remote Control
- 4.18 Manual Control
- 4.19 Armored Manual Control
- 5 Body Modifications
- 5.1 Assembly/Disassembly
- 5.2 Chameleon Coating
- 5.3 Extra Entry/Exit Points
- 5.4 Extreme Environment Modification
- 5.5 Increased Seating
- 5.6 Life Support
- 5.7 Mechanical Arm
- 5.8 Nanomaintenance System (R 1-4)
- 5.9 Realistic Features (R 1-4)
- 5.10 Smuggling Compartment
- 5.11 Special Equipment
- 5.12 Valkyrie Module
- 5.13 Winch
- 5.14 Workshop
- 6 Electromagnetic Modifications
- 7 Cosmetic Modifications
Vehicle Equipment
The following are not considered modifications to the vehicle since they do not integrate into the systems of the vehicle in a significant way. They are standard pieces of equipment that can be purchased and easily installed or used.
Rigger interface
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When added to a vehicle, this lets you use a control rig to jump in and control it directly through immersive virtual reality. The standard rigger interface allows the vehicle to be controlled with either a direct fiber-optic cable or wireless link. See Being the Machine, p. 265. |
Standard weapon mount
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Vehicles may be equipped with a number of weapon mounts equal to their unaugmented Body ÷ 3 (round down). Standard weapon mounts may hold any assault rifle or smaller-sized weapon and 250 rounds of ammo. |
Heavy weapon mount
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Heavy weapon mounts count as two weapon mounts and can hold any weapon and up to 500 rounds of belted ammo or up to Body rockets/missiles. All weapon mounts are operated remotely and can target a ninety-degree arc of fire (horizontal and vertical). |
Manual operation
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Manual operation can be added, but only for vehicles, not drones, and at extra cost. |
Morphing License Plate
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|Description=While most modern governments primarily use electronic identification for vehicles, they still require some sort of physical identification plate to uniquely identify a vehicle. Since being positively identified is something that an average shadowrunner wants to avoid, most install a special morphing license plate. Made from smart materials, a morphing license plate can reshape itself with a Complex Action and mimic any of the forms used in governments around the world today. Runners will typically also purchase a spoof chip keep their vehicle from being identified.
Spoof Chip
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All governments in the civilized world require that a vehicle be uniquely tagged and broadcast that identification on demand. This allows law enforcement and any authorized government agency (and some unauthorized) to quickly identify and track a vehicle. All of that may sound great to the common wageslave, but those are all things that a shadowrunner wants to avoid like a VITAS plague. Consequently, installing a spoof chip has become a common practice for anyone wanted to use a vehicle for their shadow activities. The spoof chip mimics a standard vehicle identifier chip but can be command with a Complex Action to change its identifier to a different random value that is arithmetically generated to appear authentic. Installing a spoof chip requires a Hardware + Logic [Logic] (2) Test. |
Road Strips
Road strips use a myomeric rope to stretch out over a length of about fifteen meters (approximately four lanes of traffic) in order to cause some effect on the vehicle(s) that drive over it.
Spike Strip
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This strip consists of sharp, penetrating spikes that damage the tires of any vehicle that drives over it. The vehicle’s tires immediately blow out unless they are run flat tires (see below), forcing the driver to make an immediate Vehicle Test to avoid crashing. Even if the crash is avoided, flat tires give a –2 dice pool penalty on Vehicle Tests. |
Zapper Strip
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The zapper strip is equipped with hundreds of tiny “feelers” that extend upward to brush against the chassis of a vehicle that passes over. When a vehicle drives over it, the strip sounds a powerful electromagnetic pulse into the chassis of the vehicle, attempting to damage its electronics. A vehicle that drives over a zapper strip suffers 10 DV(e) damage. A zapper strip has enough power for 10 discharges before needing to be recharged. |
Tracking Strip
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The tracking strip is a subtle way to gather information about vehicles that pass by. Once deployed, whenever a vehicle passes over a tracking strip, it “fires” a stealth tag that attaches itself to the vehicle. A tracking strip contains fifty stealth tags. |
Special Tires
Tires are one of the easiest ways to customize a vehicle. The following tires are available for all wheeled ground craft. Changing tires requires a Automotive Mechanic + Logic [Logic] (4, 5 minutes) Extended Test; or you can get your brother-in-law to do it for a case of beer, though that tends to take longer.
Off-road Tires
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Designed specifically for rough terrain, these tires are not as effective as standard tires on standard roads. When equipped, the vehicle’s off-road Handling is increased by +1, and on-road Handling is reduce by –1. Off-road tires are also considered Run Flat Tires. |
Racing Tires
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The flip-side of off-road tires, racing tires are designed to maximize vehicle performance in urban conditions. When equipped, the vehicle’s on-road Handling is increased by +1 and off-road Handling is reduced by –1. |
Run Flat Tires
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A common upgrade for shadowrunners, run flat tires are filled with a dense but flexible foam instead of air. They continue to operate even when the tire has been punctured but will quickly deteriorate if the tire suffers significant structure damage. |
Tool Kit
It never hurts to be prepared! A smart vehicle owner will purchase at least an Automotive Mechanic Kit in their vehicle to affect emergency repairs, and possibly others if the vehicle has more exotic equipment.
Power Train Modifications
Acceleration Enhancement
Acceleration Enhancement R1
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Acceleration Enhancement R2
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Using a variety of techniques, like adding fuel accelerants (such as nitrous oxide), turbochargers, optimized air intakes, afterburners, or hydrofoil drives, the acceleration of a vehicle is increased. Due to inherent limitations in a vehicle’s design, its acceleration performance can only be increased so far. In the end, though, there’s nothing like going from zero to gone before you get shot. Acceleration enhancement can be taken at Rating 1 or 2, with the Rating of the modification being added to the vehicle’s Acceleration value.
Gecko Tips
Gecko Tips (Body 1–3)
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Gecko Tips (Body 4–6)
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Using cutting-edge technology, the portion of any vehicle that contacts a surface can be made to strongly adhere to that surface. With the gecko tips modification, small vehicles can be made to literally climb walls or adhere to surfaces at an extremely sharp angle. The larger and heavier a vehicle is, the more extensive the modifications that are necessary to make the gecko tips system work. There are definite limits to the technology however, as it can only practically be installed on small mass vehicles and still allow them to move. If the gecko technology was applied to larger vehicles, they would literally rip away chunks of the surface they were adhered to if they tried to move. A vehicle installed with gecko tips can move on surfaces with angles that would otherwise be impossible, including vertically.
Gliding System
Gliding System (Body <= 12)
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Gliding System (Body > 12)
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For those rare but frightening times when you find your (non-flying) vehicle plummeting to the ground, you’ll thank the Great Ghost you installed a gliding system. The gliding system deploys a large-scale parachute and uses a series of small thrusters installed on the hull of the vehicle to provide limited maneuverability while descending. For vehicles with an exceptionally large mass, there is an upgraded system that uses other methods, including multiple parachutes and retro-thrusters, to slow the descent. While the system allows a vehicle to fall and not be utterly destroyed, the landing is far from graceful. When it lands, the vehicle takes (Body / 2) damage just as if it had crashed (p. 201, SR5). Owners planning on using the gliding system on a regular basis will often install a Passenger Protection System (see p. 159). After it has been deployed, the parachute(s) in the gliding system can be released with a wireless or manual command. Repacking the parachute(s) for reuse is a manual process requiring about one hour.
Handling Enhancement
Handling Enhancement (R1)
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Handling Enhancement (R2)
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Handling Enhancement (R3)
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By adjusting the suspension and/or adjusting the workings of control systems, a vehicle can be made more responsive to manual or electronic controls. This can range from optimizing control system response times, to more dramatic changes like gyroscopic stabilizers, or destabilizing the structural integrity of the hull. Handling enhancement can be taken with a Rating of 1 to 3, with the Rating added to the Handling (both on-road and off-road) of the vehicle.
Improved Economy
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With this modification, the fuel consumption of the vehicle has been optimized to use the minimum amount necessary for standard operation. Additionally, the vehicle is fitted with a variety of different means to gather operational power from the environment around it including sunlight, static electricity, and wind. A vehicle with improved economy doubles its operational time as long as it is operating within normal parameters—no high speed chases. |
Manual Control Override
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For runners that are extra paranoid about the Matrix security on their vehicle (or just unwilling to pay for it), they can install a manual control override system. Nearly every modern vehicle made in the 2070s has the ability to be piloted remotely or purely through its electronic controls as well as its manual/mechanical controls. If a rigger is really nervous about those electronic controls being taken over, they can install a switch so that the manual controls will always take priority over the electronic ones. In order to prevent the switch from being remotely deactivated, it is always mechanical in nature with the physical pressing of the button making or breaking connections to ensure the precedence of the manual controls. In game terms, when manual control override is activated, piloting a vehicle via AR or VR is not possible. The system can only be activated by someone physically in the vehicle, within reach of the switch (usually the driver’s seat), and by using a Free Action. |
Multifuel Engine
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For teams that frequently find themselves needing to travel far away from the comforts of modern civilization, modifying a vehicle with a multifuel engine has provide invaluable. First, a portable plasma furnace is installed on the vehicle that can render small quantities of matter down to its constituent parts. Then, the vehicle’s engine is modified to be able to consume the raw material output of the plasma torch. This allows nearly any matter to be fed into the vehicle as fuel. A vehicle with a multifuel engine can always be refueled as long as there is raw material around to be processed. |
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Off-Road Suspension
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For those that like to make their own roads rather than follow them, there is the off-road suspension. Most modern vehicles are designed to operate on a smoothly prepared road and do not respond well out of that environment. With an off-road suspension, a vehicle’s suspension system has been replaced with one designed to operate in more rugged environments. The downside, however, is that the vehicle loses some of it responsiveness when operating in regular on-road environments. A vehicle with an off-road suspension has +1 Handling when driving off-road, but –1 Handling on-road. This stacks with bonuses from off-road tires. |
Removed Manual Controls
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Riggers who are completely confident in their Matrix skills and security but worried about their lack of physical security will often add a removed manual controls modification. Almost all vehicles in the 2070s are capable of being piloted by either electronic or manual controls. With this modification, the owner simply removes the option for manual controls, relying entirely on the electronic ones. Anyone wishing to pilot the vehicle who is not the owner must succeed on a Control Device Matrix action (p. 238, SR5). |
Rigger Cocoon
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For riggers, there is no safer place where they would leave their body than a rigger cocoon. Generally built into the driver’s seat of a vehicle, the cocoon is designed solely for the safety and comfort of someone who’s consciousness is going to be somewhere other than their body. The cocoon has ballistic cloth and hard armored plating for physical protection, is fire resistant, has its own oxygen supply, and carries a host of biomed sensors to monitor the occupant’s condition. Additionally, the cocoon has a variety of safety systems to keep the occupant safe through the most extreme vehicle maneuvers and even crashes. Getting into a rigger cocoon takes about a minute, but it can be exited with a Complex Action using a quick-release system. Treat the rigger cocoon as a barrier with an Armor of 12 and Structure of 8 (p. 197, SR5). The occupant of the rigger cocoon receives +6 dice to resist damage from crashes or other vehicle maneuvers. |
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Rocket Booster
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Vehicle operators who are truly daring (or have a death wish) cannot resist installing a rocket booster. This extreme modification installs a high-powered rocket propulsion system to allow the vehicle to make short jumps over intervening terrain or obstacles. That could be a gap in an unfinished road for a ground vehicle, or a dyke or dam that a boat might attempt to leap over. For aircraft, this allows them to take off with half the normal required distance. The rocket is angled to generate an upward lift of about 5 meters, similar to a jump ramp, allowing the vehicle to clear an object or gap about the size of a semi trailer or train car. The gamemaster should have the driver make a Vehicle Test with a difficulty they feel appropriate for the jump. Activating the rocket system takes a Complex Action and is in no way subtle, but it is spectacular. When landing the vehicle must resist (Body) DV damage, following all of the rules for Crash damage (p. 201, SR5). Additionally, the driver must make an immediate Vehicle Test to maintain control. If successful, the vehicle can continue driving as normal, but if it is failed the vehicle crashes. |
Secondary Manual Controls
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Does your team have a backseat driver who’s always wanting to take control? Or maybe your always sitting in the vehicle of teammate and wishing you had your own gas control so they would just get moving? Both of those problems can be solved with the secondary manual controls modification. This modification literally provides a second set of manual controls that can be used to pilot the vehicle, just like the primary set. Either set can control the vehicle, but the primary set always has priority. If the vehicle also has manual control override, the system can be set to switch only when a manual switch is activated. Secondary manual controls are useful for teams that may need a secondary person to control a vehicle while the driver is otherwise occupied or particularly vulnerable. |
Secondary Propulsion
NAME | HANDLING | SPEED | ACCEL |
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Amphibious (Surface) | 2 | 2 | 1 |
Amphibious (Submersible) | 2 | 2 | 2 |
Hovercraft | 2/2 | 3 | 2 |
Rotor | 2 | 3 | 2 |
Tracked | 2/4 | 2 | 1 |
Walker | 5 | 1 | 1 |
Secondary Propulsion (Amphibious)
There are times when only the most dramatic action will break off a pursuer, and having your vehicle ditch into the water and keep going is definitely a dramatic action. An amphibious operation package is a dramatic modification that allows the vehicle to travel on water (if it didn’t already have the means to do so). The modification comes in two versions, surface and submersible, depending on how far the owner wants to take the modifications and what the needs are for water travel.
Surface
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With the surface version, the vehicle is able to float on top of the water. This could involve a variety of systems including a secondary hull shaped to displace an appropriate amount of water, inflatable skirts or ballasts that expand to create flotation, or pontoons attached to the hull of the vehicle. Regardless of the exact form, the modification is fairly extensive, and it is immediately obvious to any observer that something dramatic has been done to the vehicle. When operating on water, the vehicle can use its normal means of propulsion or a low-powered propeller. If the latter is used, speed and maneuverability are fairly limited, but the vehicle at least functions. It probably wouldn’t do well crossing an ocean or large lake, but it can easily get across a river, sound, or bay. |
Submersible
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With the submersible version, the vehicle has been modified to operate under the water. This modification is much more extensive but also more subtle than the surface version. Seals are put in to make sure the vehicle and its essential components are watertight. A secondary propulsion system is then installed to allow it to move while submerged. Classically, this means a propeller powered by the vehicle’s drive train, but it can also be a ducted waterjet system for those that like later technology. Finally, internal or external ballast tanks/balloons are added so that the vehicle can control its depth. While the vehicle is capable of moving underwater, it does not handle extreme conditions well and can only handle depths of about 100 meters. |
Secondary Propulsion (Hovercraft)
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A well-traveled rigger knows that lots of areas in the world have demanding terrain. Plus, the work of a runner means that they often need to take the path less traveled. For a truly versatile vehicle, there is the hovercraft upgrade. As with all secondary propulsion systems, this is an extensive upgrade that adds an entire alternate means of motion to the vehicle. A large rubber skirt is added all around the vehicle that can be inflated on demand. Steering and control mechanisms are added so that the vehicle can be directed while hovering, which usually involve using compressed air or expanding gas. While hovering, the vehicle only lifts a few centimeters off of the ground, but it can travel across water. Maneuvering is sluggish compared to most standard modes. |
Secondary Propulsion (Rotor)
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A well-traveled rigger knows that lots of areas in the world have demanding terrain. Plus, the work of a runner means that they often need to take the path less traveled. For a truly versatile vehicle, there is the hovercraft upgrade. As with all secondary propulsion systems, this is an extensive upgrade that adds an entire alternate means of motion to the vehicle. A large rubber skirt is added all around the vehicle that can be inflated on demand. Steering and control mechanisms are added so that the vehicle can be directed while hovering, which usually involve using compressed air or expanding gas. While hovering, the vehicle only lifts a few centimeters off of the ground, but it can travel across water. Maneuvering is sluggish compared to most standard modes. |
Secondary Propulsion (Tracked)
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Another in the line of secondary propulsion modes, the tracked mode is the ultimate in conquering off-road terrain. This ingenious modification features a system where jacks are deployed to lift the vehicle off the ground, then the tires (or other regular propulsion) are retracted partially into the body, and the tracks are deployed. Finally, the jacks are retracted, and the tracks become the means of propulsion. Smugglers that use a watercraft as their primary vehicle have found this system extremely helpful in allowing their boat to make short excursions into the typically rugged terrain frequented by smugglers. Others who have installed them in ground craft do so because they find other methods of off-road travel not good enough, or they want the versatility of being able to switch from a primary on-road system to the tracked system without making a sacrifice to either. When moving in tracked mode, a vehicle can move through extremely rough terrain without issue, including crossing trenches and climbing steep angles. Gamemasters should reduce driving difficulty as appropriate. Though the vehicle’s speed is limited, it can pivot on the spot since both tracks can move forward or backward independently. |
Secondary Propulsion (Walker)
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For truly exceptional or demanding terrain, some riggers install a walker system of secondary propulsion on their vehicles. Using a variable number (four to eight, as needed) of retractable mechanical legs, the vehicle can deploy the system to give the vehicle the versatility and mobility of a walker. When deployed, the body of the vehicle is lifted about a meter off of the ground to provide clearance from the terrain, with each leg able to move backwards or forwards independently to provide a walking motion. When in walker mode, a vehicle is able to traverse far more rugged terrain than any other propulsion and still be highly maneuverability, though its speed is severely limited. When using the walker mode of secondary propulsion, the vehicle uses those stats for Handling, Speed, and Acceleration. Additionally, while in walker mode, the vehicle has the basic maneuverability of a metahuman meaning it can stop instantly and pivot on the spot. |
Speed Enhancement
Speed Enhancement (R1)
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Speed Enhancement (R2)
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Speed Enhancement (R3)
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Using a variety of techniques and equipment (depending on the vehicle), including things such as superchargers, fuel distribution optimization, and parts replacement, the top speed of the vehicle is increased. More dramatic increases in top end speed require more extensive modifications to the vehicle as it is pushed far beyond its original design and limitations. Some designs can only be pushed so far. In the end, though, having that raw top-end speed can save your hoop. Speed Enhancement modification can be taken with a Rating of 1 to 3, with the Rating adding to the Speed attribute of the vehicle.
Protection Modifications
Anti-Theft System
Anti-Theft System (R1)
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Anti-Theft System (R2)
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Anti-Theft System (R3)
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Anti-Theft System (R4)
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Armor
Armor (Standard)
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Armor (Concealed)
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PPS (Rating 1-6)
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Personal Armor (Rating 1-10)
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Special Armor Modification
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Weapon Modifications
Ammo Bin
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Standard Drone Rack
Standard Drone Rack (Mini)
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Standard Drone Rack (Small)
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Standard Drone Rack (Medium)
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Standard Drone Rack (Large)
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Landing Drone Rack
Landing Drone Rack (Mini)
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Landing Drone Rack (Small)
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Landing Drone Rack (Medium)
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Landing Drone Rack (Large)
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Gun Port
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Missile Defense System
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Oil Slick Sprayer
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Smoke Projector
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Thermal Smoke|Cost=+100
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Road Strip Ejector
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Weapon Mount
Weapon Mount (Light)
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Weapon Mount (Standard)
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Weapon Mount (Heavy)
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External Visibility
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Internal Visibility
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Concealed Visibility
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Fixed Flexibility
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Flexible Flexibility
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Turret Flexibility
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Remote Control
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Manual Control
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Armored Manual Control
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Body Modifications
Assembly/Disassembly
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Chameleon Coating
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Extra Entry/Exit Points
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Extreme Environment Modification
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Increased Seating
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Life Support
Life Support (L1)
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Life Support (L2)
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Mechanical Arm
Mechanical Arm (Basic)
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Mechanical Arm (Articulated)
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Nanomaintenance System (R 1-4)
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Realistic Features (R 1-4)
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Smuggling Compartment
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Smuggling Compartment (Shielding)
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Special Equipment
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Valkyrie Module
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Winch
Winch (Basic)
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Winch (Enhanced)
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Workshop
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Electromagnetic Modifications
Electromagnetic Shielding
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ECM
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Gridlink
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Gridlink Override
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Pilot Enhancement (R1–3)
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Pilot Enhancement (R4–6)
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Retrans Unit
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Satellite Link
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Sensor Enhancement (R1–3)
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Sensor Enhancement (R4–6)
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Signature Masking (R1–6)
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SunCell
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Touch Sensors
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Cosmetic Modifications
Amenities
Amenities (Squatter)
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Amenities (Middle)
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Amenities (High)
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Luxury
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Enhanced Image Screens
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Metahuman Adjustment
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Rigger Interface
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Interior Cameras
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Searchlight
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Vehicle Tag Eraser
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Yerzed Out (R1–4)
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