8+ to hit. 9+ to hit vehicles with metal armor. Once hit, it connects by punching into the armor with explosive bolt driven claws (4 of them). If you hit a pedestrian, you would reel in a dead one.
Does 1d6+1 damage to plastic armor and 1 damage to metal armor (a '6' roll does 2 metal armor damage). Hooked up to 75 feet of cable (internally) you could reel in a target at about 5 mph/sec. Good for taking that car about to get away and reel him in!
One shot item.
3 DP, 1 space, $2500, 250 lbs. (200 lbs after firing).
36 barrel Metal Storm Vehicular System
MSVS, area, 7+ (each 'burst' must be rolled separately), 1d6-1, 1 DP
(fragile system), 1 space, 20 'bursts'(can all be fired in one phase, in
reality there are 180 rounds but are fired as independent nine-round
'bursts' for game purposes, thus a magazine of 20 'bursts'), $1260
($2100 loaded), 115 lbs (130 lbs loaded), $42/'burst', 0.75 lbs/'burst'.
The strength of the MSVS is the weight and volume. The ammunition is half the weight of normal machine gun ammunition since there is no casing to add weight. Since each round is packaged back to back
there is virtually no limit to it's firing rate as well.
The downside is that it cannot benefit from a magazine as other bored weapons can. Takes 5 rounds to reload a Metal Storm Machine Gun but the vehicle carrying it must not be in motion and the armor panels removed to access the system (no armor on the side where the Metal Storm Machine Gun is directed out of while reloading is being done). Removing one side of armor plating protecting the system takes about 15 minutes.
Due to the sheer number of projectiles spat out from this system, a targeting computer is 1 less effective with aiming it. A hi-res targeting computer will only give this system a +1 to hit. Tracer ammunition and a hi-res targeting computer do not give you a +2 to hit. You must take the tracer bonus or the computer bonus of +1.
Special Note: Anti-Personnel, Explosive, Tracer, Incendiary, High-Density ammunition is not available for this system. The MSVS ammunition is special ammunition.
This weapon system should be a reward for a mission or some role playing scenario where it's found in a military facility, as it's exceedingly rare to find.
Also the volume is reduced so it could be placed in lower division vehicles. The only drawback is that it does not benefit from targeting computers, is fragile and does not have as much punch as a machine gun. It cannot take exotic ammunition nor can it benefit from extra ammunition magazines as other bored weapons can.
Extra Light Machine Gun (9mm armor piercing) (prototype)
XLtMG 1d4 damage, area, 7+, 1d4, 1 DP, ½ space, 20 shots, $665 ($965 loaded), 80 lbs (116 lbs loaded), $15/shot, 1.8 lbs/shot. Cannot use any exotic ammunition.
This weapon opens up to possibilities for ½ space pop-up turrets!
Toltrin Electronix Electronic Dynamic Paint System
$2750, 0 spaces, 30 lbs, Vehicle is coated with a special paint that changes color within 2 seconds to any of one of the 16 million colors in the visible spectrum by running an special electrical current through it.
Once the armor on that side is completely destroyed, the paint system is no longer operative and must be completely replaced. No patterns or pictures may be displayed using this system. Cost reflects just one
point of plastic armor mixed in with the current plastic armor on all sides and may be reflective, fireproof, radar resistant and sloped as well. Uses up 1 Power Unit per use and must have a battery to operate
it if the vehicle has a gas powered engine. Developed by Toltrin labs in Portland, Oregon in 2050.
The Heavy Duty Mine Dropper (HDMD)
Developed by Totrin Industries, Portland, Oregon.
Dropped ¾" x¾" area, 2d6-2 damage to under and tires, 3 DP, 3 Spaces, $750, 175 lbs. CPS: $85, WPS: 8 lbs, 8 shots per magazine.
Circa 2036, the big brother to the Mine Dropper. Introduced to the Portland, Oregon autoduel Arenas in Oregon City first in 2036, it proved to be quit a surprise to 'Quick Draw' Oswego Mendez, the local
ace as he drove over two patches of these destructive weapons. Next thing he knew it shredded his PR tires then his ego when his thin underbelly armor failed to protect the damage as it raged into his finely tuned T-Cat electric engine and took half of Oswego's right leg (his famous 'floor to the metal leg') with it. Steve Fitz, a relative unknown at the time but friend to Toltrin Industries, was the one who successively tested this weapon on 'Quick Draw' Oswego. Fitz took home a Division 15 trophy and 'Quick Draw' retired to Lower Washington with half his leg blown off. To this day they are actually still friends and Oswego holds no ill will to Fitz. Sometimes 'Quick Draw' Oswego runs gunner position with him on postal trips to Idaho for some extra cash.With the Heavy Duty Mine Dropper, you have less ammunition, and the rounds are experimental (and thus if two ones are rolled it means zero damage, in other words 0-10 damage) but the bang for the buck is a really good gamble.
The Super Heavy Chassis
+265% body price, allows 35% more weight to be carried than the standard chassis.
The Super Heavy Chassis requires 6 wheels, all the same type, if weight is in excess of 6700 lbs.
Since the Super Heavy Chassis is experimental, it is not usable yet with the Carbon-Aluminium frames, sloped armor, nor streamlining. It also reduces the handling of the vehicle by one if weight of the vehicle is in excess of 6700 lbs.
No wheel modifications nor any other type of HC modification (even skill) can overcome this Super Heavy Chassis handling handicap, sorry.
Introduced by Toltrin Metals in 2047, it is the heaviest chassis type to date for vehicles in the four ton weight range. This chassis is excellent for recent use as road block busters for convoys heading into Idaho from Oregon to relieve the food shortages there since 2035. The Super Heavy Chassis is rarely ever seen in the dueling area due to the benefits of the extra weight almost completely countered by the reduction in handling performance and high cost. Some, if not rarely, convoys employ the Super Heavy Chassis for vehicles in the rear position with metal/plastic armor and extra rear mounted weapons due to the weight advantages. Having four extra tires in the rear has it's advantages as well for the tail end charlie...
Plastic armor ejection system.
+10% cost of armor point (after all modifiers), +5% armor weight, no space.
The driver is able to discard any number of points from the vehicle. To dump the burning armor on a vehicle the driver must dump double the points in plastic armor of the burn modifier from the weapon that caused the fire. For instance he can to dump 8 points of plastic armor to 'put it' a burn modifier 4 fire. The 8 points of armor are a burning pile of plastic armor that is a D1 hazard any vehicle driving over it. For every 5 points of burning plastic (rounded down), it does 1 point of damage to any tire driven over it on a 1, 2 or 3 on 1d6 (same as debris). For every 5 points of burning armor, there is a ¼"x½" counter that burns for 1d6 turns. After that - it is removed, it got burned up! Any remainder armor is not presented, only in multiples of 5 is presented with a counter. Fireproof tires are immune to the burning damage.A vehicle with this system can effective dump any amount of or ALL the vehicle's armor and create quit a field of obstacles and debris at a great cost to defense.
Applicable to any armor side. If 10 points of plastic armor is ejected, burning or not, it creates an obstacle ½"x½" that is a D3 hazard to drive over. If burning, it still does only 1 point of damage per 5 points burning
plastic armor (2 burning damage to tires for 10 points). Fireproof tires are immune to the burning damage.
There is no system for ejecting metal armor yet since there really is no need. Junk droppers and drop spike plates do the job rather well!
$2650, 2 spaces, 550 lbs, 10 shots, CPS: 80, WPS:7 lbs, 75 foot
range (5 game inches & does not gain +4 bonus for under 15 away),
1d6-5 damage initially but the side of armor targeted is now weak for 1d6+2 phases.
An armor side weakened, and thus made more brittle, by the Cryogun.
Plastic armor on the side targeted takes double damage from any weapon except any weapon that has a burn modifier or a burn duration. That side is said to have been 'cryo-frozen' and pedestrian weapons have full effect to that armor as well. A cryo-frozen metal armor point on the side effected is removed on a 5 or 6 instead of a 6 for the rolled phase duration. A cryo-frozen armor side is cryo-frozen for one less phase per fire duration of the weapon attacking it.
Say a flamethrower attacks a side that has been cryo-frozen and a 1d6+2 throw is a 5(+2)=7 phases. That side is now cryo-frozen for 3 phases less now since the flamethrower has a fire modifier of 4. A cryo-frozen side absorbs up to the fire modifier of fire damage of the attacking weapon per phase the armor is effected (cold counteracts the fire).
So pairing up a flamethrower up with a Cryogun is not a great idea. An already cryo-frozen armor side may be attacked again with the cryogun, doing normal 1d6-5 damage, but not adding more time to the cryo-freeze duration.