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modern grease monkey's vehicle guide

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Page 1: modern grease monkey's vehicle guide
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This product requires the use of the Dungeons and Dragons Player’s Handbook, Third Edition, Published by Wizards of the Coast, Inc. This product is part of the Cyber Style series of products and it is recommended in use with Cyber Style: Wage Slaves, which is the main rulebook of the Cyber Style product line. Open Game Content: All game rules in this book are OGC. Actual names of vehicles should be considered Product Identity. Please contact the publisher if you wish to use items designated as product Identity.

Grease Monkeys: Vehicle Guide Credits

Writ ten By: Writ ten By:

Matt B lakeleyMatt B lakeley Danie l Far leyDanie l Far ley

Nea l Lev in Nea l Lev in

Line Developer: Neal Levin Editor: Rich Taylor Logo: Matthew Smith Art Director: Gillian Pearce

Company Information

Dark Quest, LLC 23 Alec Drive

Howell, New Jersey 07731

WWW.DARKQUEST.COMWWW.DARKQUEST.COM

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Vehicle Vehicle RulesRules

Vehicle Statistics The statistics and abilities of vehicles are given in the same format as a creature, with the following exceptions: Type

All vehicles have the Construct (Vehicle) type. They have all the same abilities and qualities of standard constructs, except that they never have darkvision. Additionally, while vehicles do not take extra damage from critical hits, they can take component damage if a critical hit is scored. See the Critical Hits on Vehicles section for more details.

Speed

Vehicles have two speeds listed – Cruising Speed and Maximum Speed. Any speed up to and including the vehicle’s cruising speed is counted as Cruising Speed for rules purposes, and any speed from cruising to maximum is similarly counted as Maximum Speed.

If a vehicle is moving at Cruising Speed, it is considered to be doing a double move. Any attacks made from the vehicle have a -4 penalty to hit. If the vehicle is moving at Maximum Speed, the vehicle is considered to be running, and all attacks have an -8 penalty to hit. This attack penalty applies to any vehicle-mounted weapons and to all passenger attacks.

If a driver pushes his vehicle above maximum speed, he risks destroying the engine. He must make a vehicle battle damage Piloting check every round spent above maximum speed to avoid damage. If the engine is damaged, see the Critical Hit on Vehicles section for the effects.

Speed Rating: Speeds are listed with combat speed in feet per round first followed by speed in miles per hour. Example: 1200/140 is equivalent to 1200 ft per round/ 140 miles per hour.

Reverse: The vehicle can move no faster than Cruising Speed in reverse and all Piloting check penalties for speed are doubled. Speed Conversion: To convert a speed in miles per hour to feet per round, multiply the mph speed by 44 and then divide it by 5. For combat situations and Piloting checks, use the speed in feet. Armor Class bonus for Speed

A vehicle moving at high speed gains an AC bonus based on its current speed. This bonus is +1 per 200 ft/rnd of speed. Acceleration

Since the d20 system uses a six second round, any vehicle can accelerate to cruising speed in one round, or decelerate from cruising speed to a stop in one round. Cars and motorcycles can accelerate from cruising speed to maximum speed in one round, and can decelerate the same amount in one round. Trucks can accelerate from cruising speed to maximum speed in two rounds (making it halfway at the end of the first round) and can decelerate at the same rate. Decelerating from maximum speed to a complete stop can be done in one round, but requires a difficult control roll (see Piloting checks).

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Special Attacks All vehicle special attacks are

considered extraordinary (Ex). Ram/Sideswipe

A driver can intentionally hit another vehicle. To succeed in a ram or sideswipe, the driver must roll a Pilot check against the AC of the target vehicle. A miss can lead to a mishap and possibly even to a crash. See the Piloting Check section below for more details. Special Qualities

All vehicle special qualities are considered extraordinary (Ex). Hardness

Each vehicle has a hardness score. Whenever the vehicle or its passengers take damage, subtract its hardness from the damage. Only damage in excess of the hardness score is deducted from the vehicle or passenger’s hit points. Hardness applies to all damage, including crashes. Note that the hardness rating of motorcycles does not benefit its riders, since they are not enclosed within the vehicle. Also note that if an attack (or even a crash) does not penetrate the vehicles hardness, the driver does not have to make a Piloting check for battle damage. Cover

All vehicles, including motorcycles, provide cover for the passengers. (The cover bonus for motorcycles reflects attacks that bounce off the motorcycle instead.) The vehicle cover bonuses are the same as in similar cover bonuses in combat. Cover does not have any affect on crashes. Additionally, vehicles do not provide full cover for passengers even if the passenger is completely hidden from sight. A completely concealed passenger has 90% cover (+10 to AC, plus the benefit of the

vehicle’s hardness) against attacks directed at that passenger. Pedestrians hiding behind a parked vehicle also gain the same 90% cover bonus. Ability Scores

The only two ability scores applicable to vehicles are Strength and Dexterity. Vehicles have several additional numbers tied to their ability scores: Weight

This value is the approximate weight of the vehicle in pounds. Maximum Load

The approximate maximum load that the vehicle can carry in pounds. This includes both passengers and cargo. On specific vehicle descriptions, the number of passengers and cargo weight will be specified. For load purposes, each passenger is assumed to weigh 150 pounds in a cramped seat, 200 in a normal seat, and 250 in a luxury seat. Piloting Bonus

Each vehicle gives a bonus to the driver’s Piloting checks based on its Dexterity. This bonus is equal to the Dex bonus. Vehicle Options

Each type of vehicle is available with several options, depending on its size and type. The cost and availability of these options varies by type and is given in the Vehicle Types section below. A vehicle can only have one type of armor or engine modification, but it can have both improved handling and off-road handling, if they are available.

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Armor, Light A vehicle with light armor increases

its Hardness score to 15 and the natural AC bonus to 7. A light armored vehicle takes only ¾ damage (save for 3/8) when it rams another vehicle. If the vehicle is not a motorcycle, it alto grants 75% cover to all passengers, giving a +7 cover bonus to AC and a +3 cover bonus to Reflex saves. Light armor does not protect a motorcycle passenger in any way. Light armor increases the Weight of the vehicle by 10% and decreases the Maximum Load by the same amount. Also, increase the Challenge Rating of the vehicle by 50%. Armor, Medium

A vehicle with medium armor increases its Hardness score to 20 and the natural AC bonus to 10. A medium armored vehicle takes only ½ damage (save for ¼) when it rams another vehicle. It grants 75% cover to the front seat, as above, and 90% cover to all other passengers, giving them a +10 cover bonus to AC and a +4 cover bonus to Reflex saves. Medium armor increases the Weight of the vehicle by 25% and decreases the Maximum Load by the same amount. Also, increase the Challenge Rating of the vehicle by 100%. Armor, Heavy

A vehicle with heavy armor increases its Hardness score to 25 and the natural AC bonus to 12. A heavy armored vehicle takes only ½ damage (save for ¼) in any type of crash. It grants 90% cover to all passengers, as above. Heavy Armor increases the weight of the vehicle by 40% and decreases the Maximum Load by the same amount. Also, increase the Challenge Rating of the vehicle by 200%. Engine, Racing

A higher-performance engine has been fit into the vehicle. A vehicle with a

race engine has its cruising speed increase by 50% and its maximum speed increased by 25%. (Crotch rockets and sports cars only have their cruising speed boosted by 25%.) A race engine increases the Weight of the vehicle by 10% and reduces its Maximum Load by the same amount. Engine, Hauling

The vehicle has a more powerful engine, but the engine increases its load, rather than its speed. A hauling engine increases both the Weight and Maximum Load of the vehicle by 25%. Since this increase the effective Strength of the vehicle, the Game Master can recalculate its strength score if he wishes. Medium vehicles can carry 1 ½ times as much as a humanoid with the same strength, large 3 times, and huge 6 times. Handling, Improved

The vehicle has its handling improved by any of several methods, including better steering or aerodynamics. Improved handling is available at +2, +4, or +6 Dexterity. Improved handling increases the Piloting bonus and thus its AC and Reflex saves. Improved handling does not increase the weight of the vehicle, though it does increase its cost. Handling, Off-road

A vehicle that has off-road capabilities does not suffer Piloting check penalties for off-road conditions if it is going at Cruising Speed or slower. It suffers full normal penalties if it attempts to go above Cruising Speed. An off-road vehicle also gains a -5 bonus to the DC for all checks to avoid bogging down and to be freed once bogged down. Off-road vehicles increase their weight by 10% and decrease their Maximum Load by the same amount.

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Luxury Amenities

This can include anything from custom sound systems, to leather seats, to a mini-bar in a limo. The cost and exact details vary, but luxuries never affect the game statistics of the vehicle. They may or may not reduce the Maximum Load, depending on the type and size of amenity. Many luxury model cars cost twice as much (or more) as a comparable basic car.

Special Note on Fuel: Since the d20 system prefers simple rules over realism, these rules do not track fuel consumption. Under normal circumstances, a character’s vehicle has little chance of running out of fuel. Unless the characters

are fleeing the police across several states, or they are taking a road trip through Arizona, fuel will not be an issue.

Additionally, all the vehicles described in these rules are assumed to be internal combustion engines; electric vehicles are still a curiosity.

Piloting Checks

A driver does not have to make a Piloting check for ordinary driving. Piloting checks are required only in dangerous situations, like heavy traffic, bad roads, bad weather, or combat.

Piloting Maneuvers Base DC Modifer Battle Damage, Driver 10 +1/100 ft speed Battle Damage, Vehicle 5 +1/100 ft speed

-1/100 ft speed Free/Prevent bogged vehicle 20 -5 if is off-road capable +1/2 ft jumped Jump 5 -1/100 ft speed

Move & Act 5 +1/100 ft speed Ram Pilot check vs. AC Rapid Deceleration 15 +1/100 ft speed

+1/100 ft speed Regain Control 5 +loss of control penalties

Sideswipe Pilot check vs. AC+ Turn up to 45 degrees 5 +1/100 ft speed Turn from 45 to 90 degrees 10 +1/100 ft speed Turn from 90 to 135 degrees 15 +1/100 ft speed Turn from 135 to 180 degrees /Bootlegger Reverse

20 +1/100 ft speed

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Engine/Steering damage from critical hit All applicable condition modifiers stack with each other. For example, driving a narrow, icy road at night gives a total penalty of +14.

Maneuver Descriptions

Battle Damage

If either the vehicle or the driver is damaged, the driver must make a Piloting check to keep control of the vehicle.

Free/Prevent Bogged Vehicle

If the vehicle is in conditions where it could bog down, and the driver fails a Piloting check, the driver must make a second Piloting check or become stuck and immediately stop. Speed helps on this check; a fast moving vehicle is less likely to get stuck. This check is also used to free an already bogged vehicle; one check can be made per round. Jump

The vehicle jumps an obstacle or a gap. Other modifiers may apply to the distance or the DC of the maneuver at the Game Master’s discretion. Ground vehicles cannot jump objects of any significant height unless they can use a ramp.

Driving Condition Modifiers Piloting Check Dexterity Bonus +Vehicle Dex bonus Darkness or heavy fog -4 Engine/Steering damage from critical hit -5 Ice -6 Mud -4; possible bogging Mud, thick -6; possible bogging Off-road -4; possible bogging Road, crowded -4 Road, narrow -4 Road, unpaved -2 Snow, light -2; possible bogging Snow, heavy -4; possible bogging Steep slope -2 Undergrowth, moderate -2 Undergrowth, thick -4; possible bogging Wet road -4 Water flooding road -6; possible bogging

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Move and Act If the driver attempts another

action, such as firing a gun or applying makeup, while driving, he must make a Piloting check. Any other passengers of the vehicle can act normally. Ram

The driver intentionally hits an opposing vehicle with the front (or in rare cases the rear) of his car. Both vehicles take normal crash damage, except that the ramming vehicle gets a +2 bonus on its Fortitude save and the opposing vehicles suffers a -2 penalty on its Fortitude save.

Rapid Deceleration

A car or motorcycle can safely decelerate from maximum to cruising speed in one round, and from cruising speed to a stop in another round. A truck can safely decelerate from maximum speed to cruising in two rounds, and from cruising to a stop in another round. If the driver wishes to decelerate the vehicle quicker, he must make a Piloting check to keep control of the vehicle. Regain Control

If the driver fails a driving check, he must immediately make a regain control check or suffer a mishap. He can also make a regain control check at the beginning of every turn until he regains control or the vehicle crashes. Even if the driver regains controls, the maneuver he was attempting still fails. Sideswipe

The driver intentionally hits an opposing vehicle in the side with the side of his vehicle. Both vehicles take crash damage at half of the attacking vehicle’s current speed. The attacking vehicle gets a

+4 bonus on its Fortitude save and the opposing vehicle makes a normal Fortitude save. Turn

If the driver is attempting a sharp turn, a turn at high speed, or a turn on a dangerous road, he needs to make a Piloting check. Bootlegger reverses always require a Piloting check. Turns in normal safe driving conditions do not require control checks. Failed Piloting Checks When a driver fails a Piloting check, and then does not succeed in regaining control of the vehicle, the vehicle goes out of control. This loss of control can range from a slight skid, getting bogged down in mud, a spin, on up to an immediate, unavoidable crash, depending on the situation and how badly the original check was failed. Note that even a slight mishap can cause a crash if the vehicle is diverted towards another vehicle, pedestrian, or object.

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Mishaps

Choose the Mishap that seems most appropriate to the situation: Slight Mishap

If the road conditions can cause bogging, the vehicle is reduced to 75% speed; make another Piloting check or the vehicle stops completely. The vehicle may move erratically, where the driver and any other operators on the vehicle (such as gunners) suffer -2 penalties on all checks until the driver regains control. Minor Mishap

If the road conditions can cause bogging, the vehicle is reduced to 50% speed; make another Piloting check or the vehicle stops completely. The vehicle may slide, moving 10 feet to either the right or left (at random) for every 100 feet it moves, until the driver regains control or the vehicle crashes. Major Mishap

If the road conditions can cause bogging, the vehicle is reduced to 25% speed; make another Piloting check or the vehicle stops completely. The vehicle may skid, moving 25 feet to the right or left for every 100 feet it moves, until the driver regains control or the vehicle crashes.

Serious Mishap

If the road conditions can cause bogging, you automatically bog down. The vehicle may spin out of control, moving half its current speed in a random direction each round, until the driver regains control or the vehicle crashes. If the vehicle has tracks, it throws a track and can no longer move (though it can spin in place). Immediate Disaster

The vehicle immediately has the worst crash possible in its situation. The Game Master is urged to be as fiendish as possible, since this failure is only possible if the driver is attempting a maneuver he cannot possibly succeed at. If there is an oncoming semi, the vehicle will crash into it. If there is a cliff nearby, the vehicle sails off of it. If all else fails, the vehicle can flip end over end, ending with an explosion. If the Game Master has several choices, she should go for whichever one will cause more damage. Alternately, if a vehicle is bogged down, it becomes so stuck that it can only be moved with the help of another vehicle or with several hours of digging.

Failed Initial Check by

Control Check Penalty

Effect

Up to 5 +2 DC Slight Mishap 6-10 +4 DC Minor Mishap 11-15 +6 DC Major Mishap 16-20 +10 DC Serious Mishap

21 or more +15 DC Immediate Disaster

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Crashing

Intentionally or unintentionally,

vehicles in combat often end up crashing. A crash may destroy the vehicle and whatever it hits. The following rules are not entirely realistic but have been designed for simplicity. Damage Dice: The damage die used depends on the size of the vehicle that is crashing. Use the die for the vehicle causing the crash (or ram or sideswipe). In a head-on collision, use the die for the largest vehicle involved. Medium vehicles use a d6; Large a d8; Huge a d10; Gargantuan a d12; and Colossal a d20. (The last two categories are necessary only for trains, airplanes, and ships.) Object or Pedestrian

If the vehicle hits an inanimate object or a pedestrian, roll one damage die per 100 feet of speed per round that the vehicle is traveling. Thus, if a motorcycle hits a pedestrian when it is going 100 mph (900 ft/rnd) it will do 9d6 points of damage to the passenger and to itself. A truck going the same speed would do 9d10 points of damage. Head-on Collision

If two vehicles ram each other in the front quarter of each vehicle, the speeds of both are added together to determine the total crash speed. Use the damage die for the largest vehicle in the collision; roll one die per 100 feet of total crash speed. For example, if the motorcycle and the truck from the previous example collide, both will take 18d10 points of damage.

Ram to the Side

If a vehicle rams either side quarter of an opposing vehicle, use only the speed of the ramming vehicle to determine the crash damage and use the appropriate damage die for the ramming vehicle. Using the same motorcycle and truck as above, if the motorcycle rams into the side of the truck, it causes 9d6 points of damage, while the truck would cause 9d10 points of damage if it rams the motorcycle. Sideswipe

A sideswipe causes half as much damage as a ram to the side (rounded down, but minimum of one die of damage). Rear-end Collision

If a vehicle rams the rear quarter of an opposing vehicle, subtract the speed of the opposing vehicle from the speed of the ramming vehicle. Use the damage die for the ramming vehicle. For example, if a truck going 120 mph (1100 ft/rnd) rams into a motorcycle going 60 mph (500 ft/rnd), it causes 6d10 points of damage. Greater Accuracy

If the Game Master and players want greater accuracy for crash damage, they can compute the actual collision speed of the vehicles using trigonometry. Damage is still one die per 100 feet of crash speed. Saving Throws

A vehicle or unrestrained passenger in a vehicle gets a Fortitude save for ½ damage in a crash. A vehicle that strikes a pedestrian its size or smaller, or a vehicle or object one size class smaller than it, takes ½ damage and makes a Fortitude save for ¼ damage. A passenger with proper restraints (such as a seat belt and airbag) takes only ½ damage and makes a Fortitude save for no damage.

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A pedestrian gets a Reflex save for ½ damage. Objects, including parked cars, do not get a saving throw.

In all cases, the DC of the saving throw is 10 +1 per 100 ft/round of the crash. Saving Throw Modifiers

A vehicle that initiates a ram gets a +2 bonus on its saving throw, while the vehicle it hits has a -2 penalty on its saving throw. These modifiers cancel out in a head-on collision, and apply only if the ram was intentional (rather than the result of a failed Piloting check). A vehicle that initiates a sideswipe gains a +4 bonus on its saving throw.

These modifiers also apply to any passengers involved in the crash. Maximum Crash Damage

In a collision, if one of parties is destroyed (or reduced to 0 or fewer hit points), the other party takes only as much damage as it took to destroy the other. If a vehicle hits a pedestrian or vehicle and destroys it, the maximum damage it takes is the opponent’s hit point total (plus hardness, if any). If a vehicle hits an object (such as a wall), it takes only as much damage as it takes to breach the object (equal to its hardness plus its hit points). The surviving vehicle continues moving in the same direction and at the same speed as before; the driver does not have to make a Piloting check. Using the rear-end collision example, a 12 HD truck (66 hp) hits a 4 HD motorcycle (22 hp). Rolling 6d10, the collision causes 40 points of damage. This easily destroys the motorcycle (22 hp plus a hardness of 10) and the truck can take only 32 points of damage from the collision. Since the truck is two sizes larger than the motorcycle, it will take only ½ damage (16 points), or ¼ (8 points) on a successful

saving throw. Since the truck has a hardness of 10, it will take no damage on a successful save, running the motorcycle over with only a slight bump. Any passengers on the motorcycle, meanwhile, take 40 points of damage (Fortitude save for ½), since they are not restrained. (The passengers take this damage either by being thrown to the side or by being run over, at the Game Master’s whim.) Speed after the Crash

If a vehicle destroys what it hits, it keeps going in the previous direction and at the previous speed, as given above. It does the same if it hits a pedestrian its size or smaller. If a vehicle hits a fixed object and does not breach it, it stops immediately. No Piloting checks are required for any of these situations.

In all other cases, the drivers of all vehicles involved in the crash must make a Piloting check. If the Piloting check fails, consult the Mishaps table to see what happens to the vehicle. If the Piloting check succeeds, the following happens:

In a sideswipe, both vehicles continue moving at the previous speed and in the previous direction. In a rear-end collision, both vehicles continue moving forward, but both are now moving at the speed of the slower vehicle. In a side collision, both vehicles will ricochet off at an angle (determined by the Game Master’s judgment, but usually about 30-45 degrees), with the ramming vehicle moving at 51-70% (50+1d20) of its previous speed. In a head-on collision, both vehicles may suddenly stop, or they may glance off each other at a slight (about 15 degree) angle from their previous direction, with both vehicles moving at 51-70% of their previous speed.

The Game Master will have to use these guidelines on a case by case basis, since no two collisions are the same. Further crashes may occur, even if the

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drivers succeed in their Piloting checks, if the vehicles change direction because of the crash.

Critical Hits on Vehicles

When a critical hit is scored on a vehicle, no extra damage is taken; however, one of its systems may be damaged or destroyed. Also, while the d20 System does not normally use called shots, the Game Master can use the effects given below if a targeted shot on a vehicle is necessary. Roll a d20 on the following table to determine the side effects of the critical hit: If there are multiple damage possibilities, the Game Master should pick an appropriate result based on the circumstances, or pick one at random.

Cosmetic Damage

The car suffers damage to a non-essential (but possibly very expensive) component. This can include a side mirror, the headlights or brake lights, extensive damage to the paint job, a side or fender dent or puncture, etc.

Window Hit

One of the windows is blown out (or more, if the Game Master feels that this is appropriate). Passengers still retain their cover bonuses, but attacks coming through the missing windows ignore the vehicle’s

hardness. Unless the vehicle has armor, the passengers may be hit by flying glass. (Armored glass comes out in one shattered piece.) Any passengers near a blown out unarmored window take 1d6 damage from glass shards (Reflex save, DC 13, for half damage).

Tire Hit

One of the vehicle’s tires is destroyed. The driver must make an immediate battle damage Piloting check and must make a regain control Piloting check every round that he continues driving.

Engine Hit

The driver must succeed on two battle damage Piloting checks to keep control of the vehicle. (If he fails both rules, use the worse roll.) Assuming the driver doesn’t crash, he must decelerate to cruising speed or slower or make a regain control Piloting check every round. Acceleration and safe deceleration rates are cut in half, and all Piloting checks suffer a -5 penalty. If the driver does not stop driving the car within 1d6 minutes, the engine will break completely and expensively, giving another battle damage Piloting check and preventing all further controlled movement.

Passenger or Cargo Hit

One of the passengers, the driver, or an important item of cargo is hit. (Cargo will only be hit if there is an important item on board, or if there is a large amount of

Top or Sides Underbody Component Hit 1-3 1-3 Cosmetic Damage 4-6 4 Window Hit 7-9 5-9 Tire Hit

10-13 10-12 Engine Hit 14-17 13 Passenger or Cargo Hit

18 14-17 Steering Hit 19-20 18-20 Gas Tank/Fuel System Hit

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cargo.) The attacker should roll to hit again, to determine if he scores a critical hit; do not count any bonuses for cover or hardness. The attacker cannot miss on this roll, even if he rolls a one. Roll damage normally. One or more windows may be blown out, too, at the Game Master’s discretion. If the driver is the one hit, he must make a Piloting check, too.

Steering Hit

Some part (or all of) the steering systems of the vehicle is damaged. The vehicle immediately loses any Piloting bonus that it has and further suffers a -5 penalty on all Piloting checks. The vehicle will cease working entirely within 1d6 minutes unless the driver stops. Gas Tank/Fuel System Hit

The gas tank is hit and the car is on fire. The fire does 1d6 points of damage every round to the vehicle, passengers, and all cargo. The vehicle must also make a DC 10 Fortitude save every round or explode in a 10d6 fireball (the vehicle gets a DC 15 Fortitude save and the passengers get a DC 15 Reflex save for half damage). The vehicle must continue making Fortitude saves until it is destroyed (0 hp) or the fire is somehow put out (which cannot normally be done by passengers in a moving vehicle). If the initial fireball does not destroy the vehicle, it can explode more than once.

Vehicle Types

The following three archetypes cover almost every ground vehicle a character is likely to see.

Motorcycles Medium Construct (Vehicle) Hit Dice: 2d10 (11 hp) to 6d10 (33 hp) Initiative: +Piloting bonus Speed: By HD & type, below AC: Varies by HD & type (+5 natural, +Piloting bonus), +1 per 200 ft/rnd of current speed Attacks: None Damage: None Face/Reach: 5 ft x 10 ft/0 ft Special Attacks: Ram/sideswipe Special Qualities: Construct, 25% cover, hardness 10 Saves: Varies by HD & type Abilities: Str varies, Dex varies, Con --, Int --, Wis --, Cha -- Climate/Terrain: Road only Challenge Rating: HD/4 Alignment: Always neutral Advancement: Varies by type and HD, according to the following tables: Options

Armor: Motorcycles can only have light armor, which costs 100% of the base price of the bike.

Engines: Motorcycles can have either a race or a hauling engine installed. Either increases the cost of the bike by 50%.

Handling: Improved handling can be added, up to a +6 Dexterity bonus. Each +2 bonus costs $2,500 for an ordinary motorcycle, and $3,000 for a crotch rocket. Off-road handling costs $2,500 for an ordinary motorcycle and $3,000 for a crotch rocket.

Motorcycles are two-wheeled motorized vehicles. 2 HD models are usually scooters, while 4-6 HD models can usually carry two riders. Motorcycles have no intelligence or personality of any kind.

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Combat

Motorcycles are not normally used in combat, and have no normal attacks. Rams and sideswipes at any significant speed usually destroy the bike and kill any riders. Combat is not recommended on a motorcycle. Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Note that while vehicles do not take additional damage for critical hits, they can suffer component damage (see the Critical Hits on Vehicles section). Ram/Sideswipe: Standard rules, as given in the Piloting Checks section. 25% Cover: Passengers gain a +2 cover bonus to AC and a +1 cover bonus on Reflex saves. Hardness 10: Note that the hardness rating of motorcycles does not benefit its riders, since they are not enclosed within the vehicle. Specific Motorcycles Vespa Sidewinder

Scooters were long popular in Europe and Asia, but never in North America until Vespa introduced the Sidewinder. Their popular ad campaign featured the scooters darting through stop and go rush hour traffic. Sidewinders are now seen everywhere and often help grind traffic to a complete stop. Not only can cars not move, but neither can the Sidewinders – and neither can emergency vehicles. The Sidewinder is found in some eye pleasing colors, like blue or silver, but is most common in garish colors like lime

green, pale fluorescent orange, and pink with purple stripes. Serious Sidewinder fans take special pride in getting the ugliest possible colors and then custom painting on clashing designs. The Sidewinder can only handle one passenger with a small amount of gear. This does not stop some people from carrying an extra passenger, however. If a sidewinder is overloaded like this, however, it cannot go above its Cruising speed of 45 mph. The controls on the Sidewinder are almost nonexistent. On/off, accelerate, brake, turn – that’s all a Sidewinder does. The speedometer is a retro 1950s dial – one of the few real analog displays available. The Sidewinder is not safe in combat under any circumstances. It is designed for the person with no money for transportation. If you can afford anything better, get it. If you can’t, it’ll at least get you there. Eventually.

Sidewinder: CR ½; Medium-sized Construct (vehicle); HD 2d10; hp 11; Init +2; Speed 400 ft/700 ft; AC 17 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 25% cover, hardness 10; AL N; SV Fort +0, Ref +2, Will +0; Str 18, Dex 14, Weight 200, Max Load 250 (one passenger + gear), Piloting Bonus+2. Cost: $2,500; no options.

Honda-GM XR 500Z

This small dirt bike is popular with racers. Quick and maneuverable, it can go off road safely up to 90 mph. Like most crotch rockets, the XR 500Z comes in bright colors. They are typically solid yellow, green, orange, blue, pink, or lavender. They start out with extremely bright paint, but this is usually quickly muted by mud splatters. It can only carry one passenger, along with any gear she is carrying. The bike has no storage spaces of any kind. It could carry small saddle bags.

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The controls are standard for a bike. They are especially well made, however, to keep out the mud and so jarring won’t break them. Displays are on the dash and can also display heads up on the helmet visor. The XR 500Z is not safe in combat, though it may be fast enough to avoid confrontation, especially if it goes off road. This vehicle is your best option if you want a fast off road bike.

XR 500Z: CR ¾; Medium-sized Construct (vehicle); HD 3d10; hp 22; Init +6; Speed 800 ft/1200 ft; AC 21 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 25% cover, hardness 10; AL N; SV Fort +1, Ref +7, Will +1; Str 18, Dex 23, Weight 225, Max Load 225 (one passenger + gear), Piloting Bonus+6. $18,000; off road handling, improved handling +4.

Yamaha YZ 950 Yamaha’s YZ 950 is not the fastest

crotch rocket on the market, but it is the best handling standard model out there. The YZ 950 is especially popular on the track racing circuit, since its excellent cornering allows a skilled driver to take a turn at full speed. This Yamaha model, like most other crotch rockets, usually comes in bright colors, such as yellow, green, orange, blue, red, and purple. Racing bikes will also usually have elaborate designs, including stickers for any sponsors. This bike is designed for only one passenger. It has a tiny storage compartment under and behind the seat, and can carry saddle bags. The controls are fly by wire (electronic rather than mechanical linkages), but they don’t noticeably affect the way the bike is driven. The displays are on the dash and on the rider’s helmet as a heads up display. In practice, the dash displays are

not visible at speed, so the visor has the only real display. The YZ 950 is not safe in combat, though it may be fast enough to avoid it. This is an excellent road and racing bike, combining good handling with decent speed. YZ 950: CR ¾; Medium-sized Construct (vehicle); HD 3d10; hp 16; Init +7; Speed 800 ft/1200 ft; AC 22 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 25% cover, hardness 10; AL N; SV Fort +1, Ref +8, Will +1; Str 18, Dex 25, Weight 225, Max Load 225 (one passenger + gear), Piloting Bonus+7. $18,000; improved handling +6.

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Harley-Davidson Mudskipper While Harley-Davidson used to only

make road bikes, they have now branched out into the dirt bike and crotch rocket market. The Mudskipper is its most popular model of dirt bike, even with the handicap of its overly cute name. The Mudskipper comes in light gray, dark green, dark brown, and tan. The Mudskipper is designed to spend its time in the mud, so its paint is there mainly to prevent rusting. Few owners care what color their bike is, because it isn’t going to stay that color long. It can carry one or two passengers, though few riders carry a passenger. It has a small storage compartment and can carry saddle bags. This vehicle has standard, though sealed and sturdy, controls. The displays are on the dash. Heads up visor display is not standard but can be added for $500.

The Mudskipper is not safe in combat, though it can go off road to avoid it. This is an excellent, affordable off road bike for all but the most serious of racers.

Mudskipper: CR 1; Medium-sized Construct (vehicle); HD 4d10; hp 22; Init +4; Speed 500 ft/1100 ft; AC 19 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 25% cover, hardness 10; AL N; SV Fort +1, Ref +5, Will +1; Str 22, Dex 18, Weight 440, Max Load 360 (one or two passengers + gear), Piloting Bonus+4. Cost: $12,500; off-road handling, improved handling +2.

Kawasaki Ninja

Kawasaki has remained competitive in the crotch rocket market for over 80 years, and their popular Ninja model is still going strong. They have many strong competitors, but the Ninja is still one of the favorite crotch rockets on the street.

Ordinary Motorcycles Max Piloting HD Cruise Maximum Str Weight Load Dex Bonus Fort Ref Will Cost

2 400/45 700/80 18 200 250 14 +2 +0 +2 +0 $2,500 3 500/60 900/100 20 300 300 15 +2 +1 +3 +1 $5,000 4 500/60 1100/120 22 400 400 16 +3 +1 +4 +1 $7,500 5 500/60 1200/140 24 500 550 15 +2 +1 +3 +1 $10,000 6 500/60 1100/120 26 600 800 14 +2 +2 +4 +2 $12,500

Crotch Rockets Max Piloting HD Cruise Maximum Str Weight Load Dex Bonus Fort Ref Will Cost

2 500/60 900/100 16 150 200 18 +4 +0 +4 +0 $6,000 3 800/90 1200/140 18 225 225 19 +4 +1 +5 +1 $9,000 4 800/90 1400/160 20 300 300 20 +5 +1 +6 +1 $12,000 5 800/90 1200/140 22 375 425 19 +4 +1 +5 +1 $15,000 6 800/90 1100/120 24 450 600 18 +4 +2 +6 +2 $18,000

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Most Ninjas come in bright neon colors (blue, green, yellow, orange, red, or purple) with black zigzag designs wrapping around the body. The paint on the Ninja is tougher than most and does not fade much with age, so even an older bike will still almost glow. The Ninja is designed to seat one or two, and has a small storage space under the seat. It can carry small saddle bags, but few riders use them. It has fly by wire controls. The Ninja has displays on the dash, but the primary display is on the heads up helmet display. The Ninja is not safe in combat, but it is fast enough to avoid many confrontations. This is one of the most affordable crotch rocket models, but it still gives very good performance. Anyone who wants to go fast on a budget should consider this bike.

Ninja: CR 1; Medium-sized Construct (vehicle); HD 4d10; hp 22; Init +6; Speed 800 ft/1400 ft; AC 21 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 25% cover, hardness 10; AL N; SV Fort +1, Ref +7, Will +1; Str 20, Dex 22, Weight 300, Max Load 300 (one or two passengers + gear), Piloting Bonus+6. Cost: $15,000; improved handling +2.

BMW R2052 The largest common crotch rocket

model is the R2052. It’s also the quickest common model, capable of traveling far beyond the speeds that most drivers can handle. The R2052 comes with no improved handling but most experts recommend it as a retrofit. When the bike is at its top speed of 200 miles an hour, it is nearly uncontrollable for all but the most skilled of drivers. Many first time buyers of the R series do not live long enough to make repeat purchases. The R2052 comes in more muted tones than most crotch rockets. No neon colors are offered. Most popular are dark blue, gray, red, green, and flat black. The flat black models can be dangerous to their riders if their lights go out – they’re almost invisible at night, even when illuminated. This bike can carry one or two riders and has a small storage space under the seats. It can carry saddle bags. The R series controls are fly by wire. There is a back up display on the dash, but the main display is heads up on the helmet visor. The R2052 is not really safe in combat, but it is fast enough to dodge many attacks. If you must get in a fight on a bike, this is probably the one to choose – if you’re skilled enough to handle the bike. If you want a fast bike, and you’re not concerned about your safety, consider the R2052. It’ll be the ride of your (possibly very short) life.

R2052: CR 1; Medium-sized Construct (vehicle); HD 4d10; hp 22; Init +4; Speed 1000 ft/1750 ft; AC 19 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 25% cover, hardness 10; AL N; SV Fort +1, Ref +5, Will +1; Str 22, Dex 19, Weight 425, Max Load 375 (one or two passengers + gear), Piloting Bonus+4. $22,500; racing engine.

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Harley-Davidson Factory Chopper Harley has done what would have

been unthinkable in their early years: they have started building choppers in the factory. The vehicle is first built on the assembly line, then disassembled and rebuilt by hand. It is also repainted by hand, usually in a flame and skull motif. This doubles the price of the vehicle – if you can find one for the sticker price. True, old school, Harley fans hate the Factory Choppers, but they are almost indistinguishable from the standard custom made bikes. Each Chopper comes with its own unique paint scheme, but in practice most follow a common design. They will be mainly black, red, or chrome and silver. They have flame designs, red on black, black on red, or black and red on the chrome models. They often have skull designs, especially around the headlight. One of the most popular designs has two small headlights in the eyes of a grotesque demonic skull, with a larger one in the mouth. Dragon designs are also increasingly popular. These come mainly painted red or green and usually also include some flames. Choppers all have seats for two. They usually have a storage space under and behind the seats, though not always. They can and usually do have saddle bags. The Chopper has standard bike controls. The displays are on the dash only. They appear to be analog displays, but they are actually disguised digital readouts. The Chopper is not safe in combat. Get off it immediately if someone starts shooting you. The Chopper is all about style. Other bikes are faster, go off road, and handle better, but none of them will look as good as you do. You’ll have the best looking bike on the road, and everyone will know it.

Chopper: CR 1; Medium-sized Construct (vehicle); HD 5d10; hp 27; Init +2; Speed 500 ft/1200 ft; AC 17 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 25% cover, hardness 10; AL N; SV Fort +1, Ref +3, Will +1; Str 24, Dex 15, Weight 500, Max Load 550 (one or two passengers + gear), Piloting Bonus+2. $20,000; luxury amenities (customized styling).

Harley-Davidson Roadhog

Harley-Davidson no longer has the large road bike market to itself. The revived Indian company has the Roadhog as its flagship bike. The Roadhog is more of a luxury model than most Harleys – with heated seats, large storage boxes mounted on the frame, and a sound system audible even at maximum speed. The Roadhog comes in two colors – dark gray and black. All details are in chrome. Many Roadhog owners add the ever popular red flames, but they don’t come standard with the vehicle. The bike has two seats and a fairly large storage area under and beneath them. This storage area is sturdier than most, and comes with good locks (DC 30). A Roadhog can also carry saddlebags. This vehicle has standard bike controls. It also has the same digital disguised as analog displays as the Chopper. No heads up display is offered. The Roadhog is not safe in combat. As with the Chopper, get off it if someone is shooting at you. This hog is designed for the recreational biker who also wants a bit of comfort when he’s on the open road.

Roadhog: CR 2; Medium-sized Construct (vehicle); HD 6d10; hp 33; Init +2; Speed 500 ft/1100 ft; AC 17 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 25% cover, hardness 10; AL N; SV Fort +2, Ref +4, Will +2; Str 26, Dex 14, Weight 600, Max Load 800 (two

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passengers + gear), Piloting Bonus+2. $18,000; luxury amenities. Honda-GM Goldwing

The Goldwing is the largest bike on the road. When a Goldwing falls over, you usually have to call a tow truck to get it up again. But the Goldwing is all about style and comfort. While the Roadhog is a comfortable bike, the only purpose of the Goldwing is to pamper the driver and passenger. They can travel in comfort, pretending they’re bikers while enjoying more amenities than a family car. The Goldwing features heated leather seats; storage compartments on the rear and under the passenger seat, complete with excellent (DC 35) lock systems; a sound system audible at any speed; and even heating and air conditioning that work surprisingly well. The large front windscreen allows the heating and air to work, and incidentally gives 50% cover against all attacks from the front quarter of the vehicle. Most Goldwings are medium gray with gold trim. A few, especially display models, are completely gold plated. Honda-GM doesn’t make much effort to sell the solid gold plate models, since they are practically an invitation to theft. The Goldwing can be ordered in just about any custom color desired, but all come with gold trim, so some care must be taken so that the colors don’t clash. Goldwings have two seats and the above mentioned storage compartments. They can carry saddlebags, but the riders often don’t need more storage space. The controls for the bike are fly by wire. The displays are on the dash, with a heads up either on the windscreen or on the visor of the driver’s helmet. The Goldwing is not safe in combat, though it does provide a bit more cover than other bikes. In most cases, your best

bet is to get off the bike if someone is shooting at you. This bike is designed for people who want a bike but doesn’t want any of the accompanying discomfort. You’ll cruise in such style you won’t even notice the glares from the real bikers.

Goldwing: CR 2; Medium-sized Construct (vehicle); HD 6d10; hp 33; Init +2; Speed 500 ft/1100 ft; AC 17 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 25% cover, 50% cover from the front, hardness 10; AL N; SV Fort +2, Ref +4, Will +2; Str 29, Dex 14, Weight 750, Max Load 1000 (two passengers + gear), Piloting Bonus+2. $25,000; hauling engine, luxury amenities. $30,000 for gold plated models.

GM-Honda Windstorm XC

GM’s Honda division released this model in a direct response to Kawasaki’s prestige in the racing bike market. Though at no small cost, the Windstorm XC is highly competitive with the Ninja on closed professional courses. Other than the Ninja, this is the most prevalent racing bike on the road. Highly contoured epoxy panels curve around the bike’s frame, giving it superior aerodynamic qualities. The gas tank and

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composite panels have a permanent wet sheen; the glossy finish comes in a variety of colors. Wind and handlebar shields add to its sleek efficiency. The long leather seat is slightly arched upwards in the rear, making the bent racing position feel more natural. The Windstorm XC is best suited to one rider; however the seat is just long enough for a passenger. Small foot rests protruding near the center of the rear wheel, currently in the upright position, can be locked down horizontally for added comfort. What little of the engine is visible, along with the muffler, is chromed and shimmering.

Windstorm XC: CR 1; Medium-

sized Construct (vehicle); HD 4d10; hp 22; Init +6; Speed 800 ft/1400 ft; AC 21 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 25% cover, hardness 10; AL N; SV Fort +1, Ref +7, Will +1; Str 20, Dex 22, Weight 300, Max Load 300 (one or two passengers + gear), Piloting Bonus+6. Cost: $15,000; improved handling +2.

KCMG Shizoku

KitCorp Motor Group launched their motorcycle division with this model. The Shizoku is the first kit racing bike that truly performs in an exceptional manner. The kit comes with two rugged street-tread tires, a powerful racing engine, and several other perks. Upon releasing the Shizoku, KitCorp finally won the capital and market share to completely monopolize the vehicle kit industry. Even though the bike sells primarily because of its incredibly low price, it is certainly not the weakest racing bike on the road. Where speed and acceleration are concerned, the Shizoku is smooth and mean outperforming all but the most expensive racing bike models. Its small body is sleek and lightweight; the aerodynamics typical of a racing bike is present for increased fuel efficiency and acceleration. The composite aerodynamic body matches the wheel guards in color, typical factory shades; navy blue, neon green, cherry red, et cetera. A skilled mechanic can put the bike together in a day or two. All of the standard items are included in the kit, including enough fluids and a gallon of gasoline to put the bike on the road. Kit Cost: $8,500 Assembled Cost: $12,000

Shizoku: CR 1; Medium-sized Construct (vehicle); HD 4d10; hp 22; Init +4; Speed 500 ft/1100 ft; AC 19 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 25% cover, hardness 10; AL N; SV Fort +1, Ref +5, Will +1; Str 22, Dex 18, Weight 440, Max Load 360 (one or two passengers + gear), Piloting Bonus+4. Cost: $12,500; off-road handling, improved handling +2.

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Harley-Davidson TurboGlide This could be considered the

Cadillac of racing bikes. The TurboGlide is basically a hybrid racing and tour bike. Though not as big as the other Glide models, which are mostly tour bikes, still it weighs in much heavier than the average racing bike. While its weight does sacrifice takeoff speed to the other racers, at top speeds this model can keep up with the best of them. The TurboGlide is usually used more for rally style racing or an object for the owner to brag about. It is not competitive in short distance races due to the takeoff speed. The standard package includes; high capacity gas tank, side mirrors, 10 chafer capacity audio player, and roadside emergency kit. It also boasts significant storage capacity, plenty of room for a passenger, and optional sidecar.

TurboGlide: CR 1; Medium-sized Construct (vehicle); HD 5d10; hp 27; Init +2; Speed 500 ft/1200 ft; AC 17 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 25% cover, hardness 10; AL N; SV Fort +1, Ref +3, Will +1; Str 24, Dex 15, Weight 500, Max Load 550 (one or two passengers + gear), Piloting Bonus+2. $16,500. Jupiter Velocity

Jupiter’s motto “A unique kind of company, a unique kind of car.” obviously doesn’t apply to their recently established motorcycle division. For all intents and purposes, this high performance racing bike was designed to look as much like Kawasaki’s Ninja that the law would allow. However, without access to the innovative and patented fuel injection technologies present in the Ninja, this bike would have a hard time finishing in first place. It is rumored that Jupiter security forces led an illegal and unfruitful assault on a Kawasaki plant, in an attempt to seize this technology. Were it not for inferior fuel injection, this

bike’s performance would be comparable to the Ninja and Windstorm. Stagnant sales have forced the Velocity into a very affordable price range. While not amongst the most popular racing bikes, the Velocity is not an uncommon model due to the price.

Velocity: CR 1; Medium-sized Construct (vehicle); HD 4d10; hp 22; Init +6; Speed 800 ft/1400 ft; AC 21 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 25% cover, hardness 10; AL N; SV Fort +1, Ref +7, Will +1; Str 20, Dex 22, Weight 300, Max Load 300 (one or two passengers + gear), Piloting Bonus+6. Cost: $12,200; improved handling +2. Indian Scout

The Indian company released this dirt bike model to rival the Harley-Davidson Mudskipper. The advertising vehemence that was being exchanged between these two companies eventually led to a dreadfully effective Indian commercial, where the Scout is compared to the faulty ‘Mudslinger’ and ‘Mud slipper’ model. Now Indian shares a comfortable piece of the dirt bike market, and most Scout owners seem to be strongly opposed to Harley-Davidson dirt bikes. The Scout is an incredibly effective bike, and performs much more similar to the Mudskipper than the commercials would have you believe. It boasts an efficient suspension system and rugged knobby tires. The factory paint jobs are all done in flat hues, and are earth tones and camouflages in variety. The Scout, like most dirt bikes, is light and bare bones to reduce impact force on the shocks and unneeded clutter.

Scout: CR 1; Medium-sized Construct (vehicle); HD 4d10; hp 22; Init +4; Speed 500 ft/1100 ft; AC 19 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 25% cover, hardness 10; AL N;

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SV Fort +1, Ref +5, Will +1; Str 22, Dex 18, Weight 440, Max Load 360 (one or two passengers + gear), Piloting Bonus+4. Cost: $12,500; off-road handling, improved handling +2. Indian Lightfoot

The Lightfoot is an essentials only racing bike with limited off-road capabilities. Though it is designed for road use, this frugal design’s lightweight structure can handle several rutty jaunts. This will put tremendous wear on tires which were not designed for maximum off-road endurance; blowouts are a risk. The Lightfoot employs what is called ‘Reburning Technology’, which consumes nearly 100 percent of the fuel’s volume twice as fast as normal. This causes higher temperatures and added stress to the engine, basically amounting to a weak nitro-like effect. The Lightfoot was designed to specifications with the working title “Light Fast Incursion” to satisfy a landmark deal with the General Motors Corporation. Originally all of these bikes were sold directly to General Motors, who have proven themselves amicable towards Indian. By the third year of production the word was out on the street and sales to private owners skyrocketed to 85% of the model’s gross sales. The bike’s range on a full tank is only 80 miles, or about 20 miles to the gallon. The Lightfoot was designed with spartan range and amenities because it was originally built to facilitate a mobile command center. The available paint jobs are comparable to the Scout; earth tones and camouflages. This bike is amongst the smallest ‘full size’ bikes on the market, built exceptionally slender and light to make possible undemanding storage and cost efficiency.

Lightfoot: CR 3; Medium-sized Construct (vehicle); HD 5d10; hp 30; Init +2; Speed 500 ft/1100 ft; AC 19 +1/200 ft

Speed; Atk none; SA Ram/sideswipe; SQ Construct, 25% cover, hardness 10; AL N; SV Fort +1, Ref +3, Will +1; Str 24, Dex 15, Weight 520, Max Load 200 (one or two passengers + gear), Piloting Bonus+2. Cost: $10,000 Indian Contingent

This is very analogous in design to the typical scooter, but with more distinctive luxurious looks and handling. A boxy seating area houses battery, engine, and wheel well beneath. A spacious floor panel gives plenty of legroom and provides pedals for both acceleration and braking. Velocity and braking is also possible with handlebar controls. A three gear stick shift provides forward, reverse, and overdrive for interstate travel. The front section rises from the base as a long pedestal, from wheel well to windshield. The electric motor can travel 24 hours at 60mph, or 2,160 miles average on a single charge. The ionized zinc-chlorine battery can be recharged via a convenient cord dispenser and adapter which couples with any standard AC outlet.

Contingent: CR 1; Medium-sized Construct (vehicle); HD 2d10; hp 15; Init +2; Speed 400 ft/700 ft; AC 17 +1/80 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 25% cover, hardness 10; AL N; SV Fort +0, Ref +2, Will +0; Str 18, Dex 14, Weight 200, Max Load 250 (one passengers + gear), Piloting Bonus+2. Cost: $3,200. KitCorp Economy S-100

The Economy is probably the most affordable ride on the road. This kit scooter is exceptionally frugal; most of the cost is attributed to the ionized zinc-chlorine battery that powers it. The Economy S-100 is probably purchased by parents for their children more than any other motorcycle or scooter model. A modest seat built above

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the battery and rear wheel well can carry one person. A small platform for the feet gives way to the handlebar shaft that rises out of the front wheel well. Simple disc brakes supply stopping power, and a small foot lever provides two gears; forward and reverse. The Economy has a regulator preventing speeds in excess of 50mph. This is usually only useful for intra-city travel between blocks. A basket behind the seat supplies enough room for textbooks or takeout; students and delivery workers seem to enjoy this model as it is extremely energy efficient. This particular model may be purchased either in kit form or assembled from the factory. The kit takes a mere five to six hours for a skilled mechanic to assemble. Kit Cost: $900 Assembled Cost: $1,200

Economy S11: CR ½; Medium-sized Construct (vehicle); HD 2d10; hp 7; Init +2; Speed 400 ft/700 ft; AC 17 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 25% cover, hardness 10; AL N; SV Fort +0, Ref +2, Will +0; Str 18, Dex 14, Weight 200, Max Load 250 (one passenger + gear), Piloting Bonus+2. Cost: $1,200; no options possible. Harley-Davidson Lowrider

The Lowrider style is a distinct extraordinarily long chopper design; low-swept, chromed front shock and wheel area. Although it is amongst the longest of road hogs, it is intentionally one of the lightest. This road bike sports an austere naked look, proudly displaying a large chromed engine. Well padded black leather seating adds much needed comfort for that long haul; the leather often aged from the factory to stress the bare essentials no nonsense fashion. In the rear a chromed grill compliments the small glossy black storage compartment; the grill intended for strapping gear down such as bedrolls or a

cooler. The handlebars follow the swept-back design of the front, readily available for a laid back driver. The chromed glass pack muffler is designed to draw attention to the bike; loud and throaty purring, like the engine is a cacophonous basso singer. The bike comfortably seats two and has additional storage space beneath the hinged seat.

Lowrider: CR ¾; Medium-sized Construct (vehicle); HD 3d10; hp 15; Init +7; Speed 800 ft/1200 ft; AC 22 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 25% cover, hardness 10; AL N; SV Fort +1, Ref +8, Will +1; Str 18, Dex 25, Weight 225, Max Load 225 (one passenger + gear), Piloting Bonus+7. $16,000; improved handling +4. KitCorp Razorback

Shortly after KitCorp released this chopper style motorcycle kit, its popularity soared to be the most popular kit vehicle of recent times. Perhaps the appeal is the spartan amenities, huge chromed engine, or high swept back chopper-like handlebars. Even amateur motorcycle enthusiasts buy this kit, taking special time and care to properly assemble it correctly. If for nothing else, the trend of the kit helps the sales; the finished bike closely resembles the Harley-Davidson Lowrider, a popular bike to say the least. A skilled mechanic can assemble the bike in a day or two. The bike comes in black only, not counting the predominant chromed accessories which are also included. All the basics required to build the bike are included, excluding tools; lights, handlebar mirrors, black leather seat, engine fluids, and one gallon of gasoline. Kit Cost: $5,200 Completed Cost: $11,000

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Razorback: CR ¾; Medium-sized Construct (vehicle); HD 3d10; hp 15; Init +7; Speed 800 ft/1200 ft; AC 22 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 25% cover, hardness 10; AL N; SV Fort +1, Ref +8, Will +1; Str 18, Dex 25, Weight 225, Max Load 225 (one passenger + gear), Piloting Bonus+7. $11,000. GM Roadwarrior

This large road bike is at times a life saver to those who can afford it. Sold primarily to corporate security forces and law enforcement, the bike features a detachable bullet resistant shell. Building upon standard aerodynamics, the shell uses composite transparent material to extend a shield beyond the handlebar shield and windshield to fully encompass up to two people. Often artistic painted designs or decals are in areas around the shield to give a uniform and stylish look in parallel to the bike’s paint job. The shield acts as light armor and comes with the standard package, small windows and slots may be opened for air or gun barrel holes. For all intents and purposes the shield resembles a bubble, similar to some helicopter cockpits. The Roadwarrior has a powerful engine and configuration allowing it to attach optional trailer and sidecar simultaneously. The total standard package; heating, air conditioning, 10 chafer audio system with patented 4DA™ Surround speakers, PA system, two-way radio, light armor removable shell, high capacity gas tank. A commanding and reliable gyro system drains sufficient energy from the engine to balance the bike, even when the engine is idling.

Roadwarrior: CR 2; Medium-sized Construct (vehicle); HD 6d10; hp 33; Init +2; Speed 500 ft/1100 ft; AC 17 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 25% cover, hardness 10; AL N;

SV Fort +2, Ref +4, Will +2; Str 26, Dex 14, Weight 600, Max Load 800 (two passengers + gear), Piloting Bonus+2. $30,000; light armor. KitCorp 4W-AT

This is KitCorp’s four-wheel all-terrain kit. The completed product resembles a large four-wheeler, capable of seating two comfortably. A large storage compartment is built into the composite body in the rear. A large grill area for fastening extra loads is included for both front and rear. The kit sports a powerful engine, high in horsepower. The four included tires are knobby and designed for off-road, though they are just as capable on pavement. The drive components are integral four-wheel drive, incapable of two-wheel drive; though this is an advantage off-road, it can significantly slow it down on an open highway. A skilled mechanic can assemble this kit in three days. Amongst the customary amenities; off-road handling, all-weather all-terrain tires, headlight, winch. Also included is a small survival kit with; energy bars, protein bars, water purification tablets, flares, simple first aid kit. Kit Cost: $4,800

4W-AT:CR 1; CR ½; Medium-sized Construct (vehicle); HD 2d10; hp 15; Init +2; Speed 400 ft/700 ft; AC 17 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 25% cover, hardness 10; AL N; SV Fort +0, Ref +2, Will +0; Str 18, Dex 14, Weight 200, Max Load 250 (one or two passenger + gear), Piloting Bonus+2. Cost: $4,800; off-road handling.

GM FAV-LAN The GM model of the “Fast Attack

Vehicle” comes standard with light armor and minimal panels for cover. This vehicle is fast and low to the ground, and has a wide

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wheelbase to compensate for top heaviness. The General Motors version has grown quite popular with everyone from devoted beach goers to military forces. The original FAV started production in the 1980s and have been used for; scouting, mechanized infantry fast attack battalions of U.S. Army light divisions, and various Special Forces commissions including SEAL Teams during the Gulf War of 1991. The frame and design closely resembles a “dune buggy”, with roll bars and headlights. It comfortably seats two and can carry 300 pounds of cargo or a third person in the rear. A hard point is provided on top of the roll bars, providing a weapon mount for a gunner standing up in the back. The FAV-LAN also comes standard with improved suspension for off-road handling, radio and long range boom antenna, spare wheel and gas can.

FAV-LAN: CR 1; Medium-sized

Construct (vehicle); HD 4d10; hp 22; Init +4; Speed 500 ft/1100 ft; AC 19 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 25% cover, hardness 10; AL N; SV Fort +1, Ref +5, Will +1; Str 22, Dex 18, Weight 440, Max Load 360 (one or two passengers + gear), Piloting Bonus+4. Cost: $22,000 Light vehicle armor, off-road handling.

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Car Large Construct (Vehicle) Hit Dice: 3d10 (16 hp) to 9d10 (49 hp) Initiative: +Piloting bonus Speed: By HD & type, below AC: Varies by HD & type (-1 size, +5 natural, +Piloting bonus), +1 per 200 ft/rnd of current speed Attacks: None Damage: None Face/Reach: 5 ft x 10 ft/0 ft Special Attacks: Ram/sideswipe Special Qualities: Construct, 50% cover, hardness 10 Saves: Varies by HD & type Abilities: Str varies, Dex varies, Con --, Int --, Wis --, Cha -- Climate/Terrain: Road only Challenge Rating: HD/4 Alignment: Always neutral

Advancement: Varies by type and HD, according to the following tables: Options

Armor: Cars can have either light or medium armor. Light armor increases the cost of the car 50%, and medium armor costs 100% of the base price of the car.

Engines: Cars can have either a race or a hauling engine installed. Either increases the cost of the car by 50%.

Handling: Improved handling can be added, up to a +6 Dexterity bonus. Each +2 bonus costs $5,000 for an ordinary car, and $7,500 for a sports car. Off-road handling costs $5,000 for an ordinary car and cannot be added to a sports car.

Ordinary Cars Max Piloting HD Cruise Maximum Str Weight Load Dex Bonus Fort Ref Will Cost 3 500/60 800/90 23 1,000 750 16 +3 +1 +4 +1 $15,000 4 500/60 900/100 25 1,500 1,000 17 +3 +1 +4 +1 $20,000 5 500/60 1100/120 27 2,000 1,250 18 +4 +1 +5 +1 $25,000 6 500/60 1100/120 29 2,500 1,500 17 +3 +2 +5 +2 $30,000 7 500/60 1100/120 30 3,000 1,750 16 +3 +2 +5 +2 $35,000 8 500/60 1100/120 31 3,500 2,000 15 +2 +2 +4 +2 $40,000 9 500/60 1100/120 32 4,000 2,250 14 +2 +3 +5 +3 $45,000

Sportscars Max Piloting HD Cruise Maximum Str Weight Load Dex Bonus Fort Ref Will Cost 3 800/90 1200/140 20 750 500 22 +6 +1 +7 +1 $30,000 4 800/90 1400/160 23 1,125 700 23 +6 +1 +7 +1 $40,000 5 800/90 1600/180 25 1,500 900 24 +7 +1 +8 +1 $50,000 6 800/90 1600/180 27 1,875 1,100 23 +6 +2 +8 +2 $60,000

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The most common sort of vehicle is the car. Compact cars have 3 HD. Most models are in the 4-6 HD range, including mid-sized cars, station wagons, minivans, and small pickup trucks. The 7-9 HD models include limousines, vans, SUVs, and full-size pickup trucks. Cars have no intelligence or personality of any kind. Combat Cars are not normally used in combat, and have no normal attacks. The driver of the vehicle can choose to Ram or Sideswipe, but both of these options cause damage to the vehicle and possibly its passengers. Otherwise, the only attack options are for the passengers to fire weapons out open windows of the vehicle. Armored vehicles may have vehicle-mounted weapons, but do not come with them as standard equipment. Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Note that while vehicles do not take additional damage for critical hits, they can suffer component damage (see the Critical Hits on Vehicles section). Ram/Sideswipe: Standard rules, as given in the Piloting Checks section. 50% Cover: Passengers gain a +4 cover bonus to AC and a +2 cover bonus on Reflex saves. Passengers that are completely concealed have 90% cover and gain a +10 cover bonus to AC and a +4 cover bonus on Reflex saves. Specific Cars Volkwagon Turtle

For the first time ever, the venerable Volkswagen Beetle has competition in the looks department. The Turtle features the same styling as the Bug at a lower price. It

is rapidly becoming the most common entry level small car. The Turtle comes in a number of bright colors: white, light gray, black, light and dark blue, light and dark green, lavender, purple, pink, red, yellow, orange, tan, and brown. Many owners get custom paint jobs to make the Turtle look like a turtle shell. These vary widely in quality, from cartoon like to photorealistic. Since this is such a popular option, most DC dealerships can now do these custom paint jobs at the time of purchase for only $500 to $1,500, depending on quality. The CL is fairly cramped, but it can hold up to four adult passengers. Passengers over 6 feet tall will not be comfortable in this car. The XL is much roomier, since it only holds two passengers, and it can accommodate any height. The CL has a tiny trunk, but the XL can carry a decent amount of cargo for such a small car. The CL’s trunk can be improved by folding down the rear seats. The Turtle has standard controls and dash displays. The XL also comes with a heads up display that covers all vehicle systems, including the sound system.

Of special note for the 2052 model year is the new Turtle XL model. The standard model, the CL, is by far the most common. The XL looks exactly like the CL from the outside, but it features a racing engine, improved handling, and luxuries including a top of the line sound system. If you’re looking for a bit of speed, but don’t want to attract attention, the XL might be the car for you. The XL means that you can be the fastest car on the road, but the sports car next to you will still be the one getting the ticket. The Turtle is not safe in combat, though an XL might be able to outmaneuver a target that is expecting the performance of a CL. The Turtle CL is for the person who needs a car but has no

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money. The Turtle XL is for the person who likes to drive fast but doesn’t like talking to the police.

Turtle CL: CR ¾; Medium-sized Construct (vehicle); HD 3d10; hp 16; Init +3; Speed 500 ft/800 ft; AC 17 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 50% cover, hardness 10; AL N; SV Fort +1, Ref +4, Will +1; Str 23, Dex 16, Weight 1,000, Max Load 750 (four cramped passengers + 150 in trunk), Piloting Bonus+3. $15,000; no options.

Turtle XL: CR ¾; Medium-sized Construct (vehicle); HD 3d10; hp 16; Init +5; Speed 750 ft/1000 ft; AC 19 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 50% cover, hardness 10; AL N; SV Fort +1, Ref +6, Will +1; Str 23, Dex 20, Weight 1,100, Max Load 650 (two normal front seats + 250 in trunk), Piloting Bonus+5. $35,000; racing engine, improved handling +4, luxury amenities.

Saab 575 Saab’s 575 model is now the most

popular mid sized car on the road. Greatly improved engineering, low maintenance, and low cost have come together to make the 575 the car of choice for many families. The 575 comes in most basic colors, from white, black, and silver to red, green, blue, and purple. Metallic finishes are most popular for the 2052 model year, as are darker colors. This is a typical mid sized car. The driver and front passenger are comfortable, while any adults in the back seat will be cramped. Children, who are what the back is designed for, can sit in the rear in reasonable comfort. The trunk is spacious enough for most day to day uses, and can carry a fairly impressive 850 pounds if the rear seats are folded down. The controls are standard. The displays either show on the dash or on a

heads up display; normally, only the speedometer shows up on the heads up display. This car is not safe in combat and should avoid it at all times. The 575 is a comfortable family car. It is thus also popular with some smugglers, who use its near invisibility to their advantage. A popular strategy is to get one of the smuggler’s grandmothers to drive the car, almost eliminating any chance of it being pulled over.

575: CR 1; Medium-sized Construct (vehicle); HD 5d10; hp 27; Init +4; Speed 500 ft/1100 ft; AC 18 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 50% cover, hardness 10; AL N; SV Fort +1, Ref +5, Will +1; Str 28, Dex 18, Weight 2,000, Max Load 1,250 (two comfortable front seats, three cramped back seats + 400 in trunk), Piloting Bonus+3. $25,000; no options.

Honda-GM 6600 ZX The most common sports car on

the road today is the 6600 from Honda-GM. The ZX model is the most popular model and features the safest handling available from any standard vehicle. Even a novice driver can handle the 6600 ZX at any legal speed. The 6600 comes mostly in bright, “arrest me red.” Black and silver are also available though much less popular. Custom paint jobs usually include the ever popular flame motif. One paint job that is becoming trendy is black with purple and lavender flames. The 6600 has very comfortable front seats, and a remarkably comfortable back seat for a sports car. Any adult will be uncomfortable, but children can sit easily. The ZX has a tiny trunk unless the rear seats are folded down.

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This vehicle does not have a steering wheel or peddles. Instead, it has control sticks analogous to those on an aircraft: push to the side to turn, push forward to accelerate, pull back to brake. The sticks use electronic linkages rather than mechanic linkages, so this is a fly by wire system. All displays can either be on the dash or heads up display, at the driver’s command. The 6600 is not safe in combat, but it is fast and maneuverable enough to avoid many attackers. This is the sports car choice for the mildly wealthy, or for parents who don’t want to grow up and drive a “family” car even though they have kids.

6600 ZX: CR 1; Medium-sized Construct (vehicle); HD 5d10; hp 27; Init

+10; Speed 800 ft/1600 ft; AC 24 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 50% cover, hardness 10; AL N; SV Fort +1, Ref +11, Will +1; Str 25, Dex 30, Weight 1,500, Max Load 900 (two luxury front seats, two cramped back seats + 100 in trunk), Piloting Bonus+10. $72,500; improved handling +6.

Daimlerchrysler-Jeep Apache

DC has revived the dormant Jeep line with this revised Apache model. It features excellent off road and street handling. The Apache comes mainly in earth tones (brown and green) and black. As an off road vehicle, it often ends up caked in mud anyway, so brighter designs wouldn’t show up anyway.

This Jeep model has roomy but not especially comfortable bucket seats for all four passengers. It can carry a decent amount in the rear. The rear seats do not fold down, so larger items will not fit. This vehicle has standard controls. All displays are on the dash and have the retro look of

fake analog displays. The Apache is not safe in combat, but it can go off road to avoid many combatants. This vehicle is a good all around off road vehicle, and is the best choice for someone on a budget.

Apache: CR 2; Medium-sized Construct (vehicle); HD 6d10; hp 33; Init +4; Speed 500 ft/1100 ft; AC 18 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 50% cover, hardness 10; AL N; SV Fort +2, Ref +6, Will +2; Str

29, Dex 19, Weight 2,750, Max Load 1,250 (four normal seats + 450 in cargo), Piloting Bonus+4. $40,000; off road handling and improved handling +2. Porsche 999

One of, if not the, fastest cars on the road, the 999 cruises at a higher speed than a Turtle CL can even reach. The 999 includes basic luxury amenities, including leather seats and Bose sound. The 999 can rarely be found on a car lot, since it sells out faster than it is built.

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Baring a lucky find at a dealership, all 999’s are custom ordered and are available in any color that the purchaser desires. They are available with just about any paint design, as long as the purchaser provides the design she wants. No design, no matter how complicated or offensive, has so far been refused. This Porsche has spacious and comfortable front seats. The rear seats are uncomfortable even for children and the trunk is barely there. Since the engine is in the rear, the trunk space cannot be improved, either. The car has control sticks which are molded at the factory to fit the hands of the owner. All displays default to heads up display but can be rerouted to the dash. This vehicle is not safe in combat, but it is fast enough to avoid just about anything short of a helicopter or plane. The Porsche 999 is the sports car for the speed fanatic. If you want to go as fast as you can, get a 999.

999: CR 2; Medium-sized Construct (vehicle); HD 6d10; hp 33; Init +9; Speed 1000 ft/2000 ft; AC 23 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 50% cover, hardness 10; AL N; SV Fort +2, Ref +11, Will +2; Str 27, Dex 29, Weight 2,050, Max Load 925 (two luxury front seats, two cramped back seats + 125 in trunk), Piloting Bonus+9. $140,000; racing engine, improved handling +6, luxury amenities. Daimlerchrysler 950i

Many models are available in the luxury market, but the 950i is this year’s favorite. Leather interior, the latest and trendiest sound system, and zone air are just a few of the amenities of the 950i. The 950i most often comes in conservative tones. Dark blue, silver, gray, white, and black are the most common.

The front seats of the 950i are extremely comfortable, and the rear seats are more comfortable than the front of most family sedans. The trunk is large and becomes huge if the rear seats are folded down. This vehicle has control sticks which, like the Porsche 999, are molded to fit the hands of the driver. It has a heads up display, but it defaults to dash displays unless the driver changes it. This car is not safe in combat and should avoid it. The 950i is the cream of the luxury car market. If you’re driving one, you’re probably either over 50 or a drug dealer.

950i: CR 2; Medium-sized Construct (vehicle); HD 7d10; hp 38; Init +3; Speed 500 ft/1100 ft; AC 17 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 50% cover, hardness 10; AL N; SV Fort +2, Ref +5, Will +2; Str 30, Dex 16, Weight 3,000, Max Load 1,750 (two luxury front seats, three normal back seats + 650 in trunk), Piloting Bonus+3. $70,000; luxury amenities.

Hyundai C4600

Hyundai has clawed its way to dominance in the light truck division, an area where they previously didn’t even offer a model. The C4600 is their most popular light truck. The C4600 comes in most colors, but this year the most popular color is a bright orange. They are rarely seen with custom paint jobs, since they are usually a working vehicle.

The seats in this pickup are adequate but not especially comfortable. The cargo space is all in the pickup bed and comes with a retractable soft cover. This vehicle has standard controls. Only the speedometer has a heads up display; everything else appears on the dash.

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This vehicle is not safe in combat, but it is large enough that it can take a fair amount of damage. The C4600 is a good light pickup designed mainly for city use. It’s the cheapest option for carrying cargo.

C4600: CR 2; Medium-sized Construct (vehicle); HD 7d10; hp 38; Init +3; Speed 500 ft/1100 ft; AC 17 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 50% cover, hardness 10; AL N; SV Fort +2, Ref +5, Will +2; Str 30, Dex 16, Weight 3,000, Max Load 1,750 (two normal seats, one sideways cramped seat in the back of the cab + 1,200 in the bed), Piloting Bonus+3. $35,000; no options.

Daewoo Guiron

No one maker dominates the profitable minivan market, but Daewoo’s Guiron is a surprise hit with many families. The Guiron has one of the best reliability records for the past five years, along with excellent fuel economy. The Guiron, as a family minivan, comes in any boring, unexciting color imaginable. Few if any Guirons ever get custom paint jobs. It has comfortable front seats and decent rear seats. It can carry a large amount of cargo; all four rear seats can be folded down or removed. This vehicle has control sticks. All displays default to the heads up display, but can appear on the dash, too. An added curiosity on the Guiron is that the displays can also appear on the seatbacks, so all passengers can see them. This vehicle is not safe in combat, but it is large enough that it can absorb a lot of punishment. The Guiron is primarily for families, but it can be used by any group who isn’t too embarrassed to drive a minivan. Like the Saab 575, the Guiron is mostly invisible to the police.

Guiron: CR 2; Medium-sized Construct (vehicle); HD 8d10; hp 44; Init +2; Speed 500 ft/1100 ft; AC 16 +1/200 ft

Speed; Atk none; SA Ram/sideswipe; SQ Construct, 50% cover, hardness 10; AL N; SV Fort +2, Ref +4, Will +2; Str 31, Dex 15, Weight 3,500, Max Load 2,000 (two luxury seats, four normal seats in three rows + 700 in cargo), Piloting Bonus+2. $40,000; no options.

Ford Excalibur

Ford continues their dominance of the SUV market for the third decade in a row. The Excalibur is a back to basics model that features actual off road capability, unlike many other SUV models. The Excalibur is available in most colors. Dark blue is most popular, and most have a metallic and/or a dark finish. It has unremarkable but decent seating and a reasonable cargo space. The rear three seats can be folded down or removed. This vehicle has standard controls. The speedometer defaults to heads up display, but all displays can appear there or on the dash. This SUV is not safe in combat, but it can go off road to avoid many attackers. The Excalibur is a good large SUV and a common large family car.

Excalibur: CR 2; Medium-sized Construct (vehicle); HD 8d10; hp 44; Init +2; Speed 500 ft/1100 ft; AC 16 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 50% cover, hardness 10; AL N; SV Fort +3, Ref +5, Will +3; Str 31, Dex 15, Weight 3,850, Max Load 1,650 (five normal seats in two rows + 650 in cargo), Piloting Bonus+2. $50,000; off road handling.

Honda-GMC Whitehorse

Ford, DC, and Honda-GMC all fight for dominance in the heavy pickup truck market, but the Whitehorse is the winner of the year. The Whitehorse can haul a ton of cargo, while seating four in comfort.

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The trademark Whitehorse comes mainly in white with black striping. It is available, by special order, in dark blue, dark red, dark purple and solid black. The Whitehorse has comfortable seats for a pickup. The pickup bed is well designed, and comes either with a retractable soft cover, retractable webbing, or a removable hard cover. This vehicle has standard controls. All displays default to the dash, but can be displayed heads up. This pickup is not really safe in combat, but it is large enough that it can handle most attacks and keep going. The Whitehorse is primarily a farm or construction truck, but is useful for anyone who needs to haul large amounts of materials.

Whitehorse: CR 2; Medium-sized Construct (vehicle); HD 9d10; hp 49; Init +2; Speed 500 ft/1100 ft; AC 16 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 50% cover, hardness 10; AL N; SV Fort +3, Ref +5, Will +3; Str 34, Dex 14, Weight 5,000, Max Load 2,800 (four normal seats in two rows + 2,000 in cargo), Piloting Bonus+2. $67,500; hauling engine. Rolls Royce Phantom 2100

The ultimate in luxury, this limousine comes standard with light armor. It can seat six in the rear in comfort, with a driver and gunner in the front seat. Though Rolls Royce denies it, twin front mounted machine guns can be added the vehicle at the factory for certain customers, at the price of two of the back seats. These models cannot be bought for any amount of money – special connections are required to get them. Luxury amenities in the Phantom include a full entertainment and sound system (currently a top of the line Bose system), mini bar, and heated leather seats. Just about any amenity can be added, often

for little or no additional price. Some entertainers have Phantoms with a vibrating bed in the back instead of seats. Jacuzzis and waterbeds are not available, however, due to the weight of the water. The Phantom normally comes only in black, dark blue, dark purple, and dark metallic gray. Rolls Royce will provide them in any color or design, but they will also deliver a healthy dose of condescension to anyone who orders a garish limousine. The front seats are very comfortable, but the rear seats are the best available. Cargo space is a secondary consideration on this vehicle, but the rear section could carry quite a lot of cargo if necessary. The Phantom has control sticks; they can fit to the driver’s hands, if the buyer wishes. All displays are heads up, though they can also be simultaneously displayed on the dash. The displays can also be accessed in the back, primarily by passengers who want to see how fast they’re going. This vehicle is reasonably safe in combat and, if weaponry is added, it is strong enough to handle most light combat situations. The Phantom is for senior proms, the richest of the rich, and for light urban combat operations. If you can afford it, you want one.

Phantom 2100: CR 5; Medium-sized Construct (vehicle); HD 9d10; hp 49; Init +5; Speed 500 ft/1100 ft; AC 21 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 75% cover, hardness 15; AL N; SV Fort +3, Ref +8, Will +3; Str 34, Dex 20, Weight 5,400, Max Load 2,400 (two normal seats in front, six luxury seats in back, 200 for amenities including TV & mini bar, + 300 in cargo), Piloting Bonus+5. $150,000; light armor, hauling engine, improved handling +6, luxury amenities.

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Honda-American Motors HMMVW/Humvee

The Humvee is the most popular off road vehicle for the few who can afford it. This is the most common light vehicle used by the US military. Machine guns can easily be added, but are not included at the factory. Humvees only come in gray, green, brown, and various camouflage designs. Any military camouflage design is available even on the civilian models. Southwestern US desert camouflage is the most popular design. A camouflaged Humvee gets a +4 AC bonus, but only if it is in the terrain that the camouflage was designed for. A desert camo gives no benefit in the city, and winter camo is ineffective without snow. The seats are designed more to be sturdy than to be comfortable. The cargo space is large and becomes larger if the rear three seats are folded down or removed. The Humvee has standard controls. All displays are heads up. There are back up displays on the dash, but they are rarely used in practice. If the driver is wearing a helmet, the displays can be rerouted to the visor. This vehicle is designed for combat, and can handle anything short of a full sized military vehicle (like an APC or a tank) or aircraft. The Humvee is a good vehicle for off road uses and for light combat operations.

Humvee: CR 5; Medium-sized Construct (vehicle); HD 9d10; hp 49; Init +4; Speed 500 ft/1100 ft; AC 20 +1/200 ft Speed, +4 in correct conditions; Atk none; SA Ram/sideswipe; SQ Construct, 75% cover, hardness 15; AL N; SV Fort +3, Ref +7, Will +3; Str 34, Dex 18, Weight 5,800, Max Load 2,000 (six normal seats in two rows, + 800 in cargo), Piloting Bonus+4. $105,000; light armor, hauling engine, improved handling +4, off road handling.

KCMG City HB-300

Despite the economically affordable agenda raising questions of both comfort and safety, this car is very common on the road and is a main breadwinner for KitCorp Motor Group. The City hatchback 300 is fuel efficient and affordable. Small and boxy, the City is far from a luxury model. Two small doors open to bucket seats in the front, providing adequate space for driver and passenger. A very diminutive rear seat provides enough room for two, comfort mainly dependent on how long the occupant’s legs are. An aluminum block four cylinder engine supplies sufficient horsepower to move the automobile and her load. The car is so light, even the driver side airbag doesn’t really promise safety in case of collision. The City comes in only four glossy colors from the factory; forest green, powder blue, beige, silver. In a pinch this car could haul five adults and the hatchback provides enough space to stow about 8 cubic feet of cargo. Kit Cost: $4,500

City HB-300: CR ¾; Medium-sized Construct (vehicle); HD 3d10; hp 16; Init +3; Speed 500 ft/800 ft; AC 17 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 50% cover, hardness 10; AL N; SV Fort +1, Ref +4, Will +1; Str 23, Dex 16, Weight 1,000, Max Load 750 (2 bucket seats + 2 passengers), Piloting Bonus+3. $10,000; no options. KitCorp Citizenry FS-500

The KitCorp Citizenry FS-500 is the predominant kit car on the market. The car, when successfully built, resembles the standard design and frame of a small four door family sedan. The engine is not the weakest amongst the class, and the car can comfortably seat five people; two in the

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front and three in the back. The trunk provides spare tire and jack, as well as adequate room to store about 10 cubic feet of cargo. The exterior of the car only comes in a flat gray finish, providing a neutral tone for a finishing paint job. The Citizenry’s primary selling point is the price, and any skilled mechanic using the instructions can put it together properly with four or five days of labor. The kit comes with the standard features of the average family sedan; headlights, turning signals, dash displays, brake lights, 5 chafer audio system, radial tires, six cylinder engine, power brakes, power steering, et cetera. The kit also includes generic brands of all the necessary fluids to put it on the road, not including gasoline. Kit Cost: $6,900

Citzenry FS-500: CR ¾; Medium-sized Construct (vehicle); HD 3d10; hp 16; Init +3; Speed 500 ft/800 ft; AC 17 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 50% cover, hardness 10; AL N; SV Fort +1, Ref +4, Will +1; Str 23, Dex 16, Weight 1,000, Max Load 750 (four cramped passengers + 150 in trunk), Piloting Bonus+3. $15,000; no options. General Motors EV-C43

This is the newest model of GM’s EV series electric car, originally launched in 1996 as the EV1. The frame of the C43, or Centennial ’43, is similar to a small four-door family sedan. The batteries are usually ionized zinc-chlorine or magnetized ferronickel hydride. The car will run an average of 2,160 miles at 90mph, or 24 hours, on a charge. An average cruising speed of 60mph will attain a bit more efficiency from the charge, giving a total of 2,520 miles traveled in about 42 hours. The engine is designed for 60mph; anything over this begins to drain heavy amounts of energy from the battery. Speeds over 90mph drain exponentially more energy, in fact at

120mph the car can only run for 2 hours. For an additional $2,000, you can double the car’s energy capacity with an extra battery pack at the expense of the small trunk. The batteries absorb energy quickly, allowing for a full charge in 2 hours.

EV-C43: CR ¾; Medium-sized Construct (vehicle); HD 3d10; hp 16; Init +3; Speed 500 ft/800 ft; AC 17 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 50% cover, hardness 10; AL N; SV Fort +1, Ref +4, Will +1; Str 23, Dex 16, Weight 1,000, Max Load 750 (four cramped passengers + 150 in trunk), Piloting Bonus+3. $10,000; no options. KCMG GTX

KitCorp is no longer solely in the kit business; they now also sell factory built vehicle models under the name “KCMG”. Upon gaining sufficient revenue for the gamble, KitCorp decided to release this pre-built high performance sports car. KitCorp Motor Group soon found the GTX was highly successful and the classic look in demand. The GTX is reminiscent of the classical sports car. Accentuated curves and bulges in the composite body give it a mean yet stylish look. Two large doors open to two leather bucket seats. A small seat in the back is scarcely more than a tiny place to stow a few cubic feet of cargo. A large chrome intake on the hood feeds the merciless twelve cylinder engine vast amounts of oxygen, pushing the envelope of speed ever further. Wide and intentionally bald, the racing tires are best used on the open road for peeling off layers onto asphalt or cement. Quaint analog readouts display varied information such as speed and rpm, with a classic style. Dual chrome tailpipes release spent air and exhaust as fast as the engine can deliver it. The factory paint job comes in a variety of classic lustrous favorites; candy apple red, lemon yellow,

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charcoal black, fire engine red, dusk lavender, sunrise blend. A wide variety of custom paint and decal jobs are available for an additional $700.

GTX: CR ¾; Medium-sized Construct (vehicle); HD 3d10; hp 16; Init +5; Speed 750 ft/1000 ft; AC 19 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 50% cover, hardness 10; AL N; SV Fort +1, Ref +6, Will +1; Str 23, Dex 20, Weight 1,100, Max Load 650 (two bucket front seats), Piloting Bonus+5. $44,000; racing engine, improved handling +6. Buick Ladonna ZX

Lithe and eloquent, this luxury car is a wonder to behold. The Ladonna is most commonly sold in glossy black or deep red, to accentuate the chromed finish of the petite bumpers and other silvery components. The powerful eight cylinder engine provides ample clout to pull the reinforced crash resistant frame and body at exceptional velocities. Ladonna, meaning in Italian “the woman”, was designed with wealthy families in mind; four doors and plenty of space both in the front bucket seats and the rear seat. Superior beige Corinthian leather seats devour in shameless opulence any that would be fortunate enough to sit in this sumptuous sedan. The factory package includes many luxurious amenities; power windows, power seats, power sun roof, power mirrors, advanced sound proofing, 50 chafer audio system, dual airbags, and dynamic theft prevention.

Ladonna ZX:CR 1; Medium-sized Construct (vehicle); HD 5d10; hp 27; Init +10; Speed 800 ft/1600 ft; AC 24 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 50% cover, hardness 10; AL N; SV Fort +1, Ref +11, Will +1; Str 25, Dex 30, Weight 1,500, Max Load 900 (two luxury front seats, two cramped back seats + 100 in trunk), Piloting Bonus+10.

$100,500; improved handling +6, luxury amenities. Truck Huge Construct (Vehicle) Hit Dice: 8d10 (44 hp) to 24d10 (132 hp) Initiative: +Piloting bonus Speed: By HD & type, below AC: Varies by HD & type (-2 size, +5 natural, +Piloting bonus), +1 per 200 ft/rnd of current speed. Attacks: None Damage: None Face/Reach: 10 ft x 15 ft/0 ft Special Attacks: Ram/sideswipe Special Qualities: Construct, 50% cover, hardness 10 Saves: Varies by HD & type Abilities: Str varies, Dex varies, Con --, Int --, Wis --, Cha -- Climate/Terrain: Road only Challenge Rating: HD/4 Alignment: Always neutral Advancement: Varies by type and HD, according to the following tables: Options

Armor: Trucks can have any level of armor. Light armor increases the cost of the truck 50%, medium armor costs 100% of base price, and heavy armor costs 200% of the base truck price.

Engines: Trucks will normally only have a hauling engine, which increases its cost by 50%. Racing engines are only occasionally seen on monster trucks or the like, and increase the cost of the vehicle 100%.

Handling: Improved handling can be added up to a +4 Dexterity bonus. Each +2 bonus costs Cost: $10,000. Off-road handling is occasionally seen on lower-HD models, and costs $10,000.

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The truck includes most vehicles larger than a car. The base and mid-sized models are transport trucks, tankers, or buses. The largest models are tractor-trailer rigs or articulated buses. Trucks have no intelligence or personality of any kind. Combat Trucks are not normally used in combat, and have no normal attacks. The driver of the vehicle can choose to Ram or Sideswipe, but both of these options cause damage to the vehicle and possibly its passengers. Otherwise, the only attack options are for the passengers to fire weapons out open windows of the vehicle. Armored vehicles may have vehicle-mounted weapons, but do not come with them as standard equipment. Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Note that while vehicles do not take additional damage for critical hits, they can suffer component damage (see the Critical Hits on Vehicles section). Ram/Sideswipe: Standard rules, as given in the Piloting Checks section. 50% Cover: Passengers gain a +4 cover bonus to AC and a +2 cover bonus on Reflex saves. Passengers that are completely concealed have 90% cover and gain a +10 cover bonus to AC and a +4 cover bonus on Reflex saves. Specific Trucks Honda-GMC Drafthorse

A common small truck, the Drafthorse can carry three tons of cargo. Most Drafthorses come in a flatbed version, but some have an enclosed cargo section. Drafthorses come in white, dark blue, light gray, dark gray, dark red, and black.

This truck has sturdy, moderately comfortable seats. The front cargo space is behind the seats; it can hold an additional two passengers in an emergency. The rear cargo area can be any design from a flatbed, to a bed with sides, to a fully enclosed box with a rear door. The Drafthorse has standard controls. It has both a heads up display and dash displays. This truck is not meant for combat, but can absorb a lot of damage. The Drafthorse is primarily for medium sized cargo uses, especially within a city.

Drafthorse: CR 2; Medium-sized Construct (vehicle); HD 9d10; hp 49; Init +2; Speed 500 ft/1100 ft; AC 15 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 50% cover, hardness 10; AL N; SV Fort +3, Ref +5, Will +3; Str 32, Dex 14, Weight 6,000, Max Load 7,000 (three normal seats in cab, +400 in rear of cab, + 6,000 in cargo), Piloting Bonus+4. $45,000; no options. Ford F-3500

A common “armored car” model used by many banks. It features heavy armor standard and there are rumors that some models may have armament added at the Ford factory. The F-3500 comes in a gray metallic finish, usually with the name of the bank or other organization that owns the vehicles. Some companies get custom colors, with white and brown being most popular. The seats in the F-3500 are all reasonably comfortable; those in the cab are spacious, allowing plenty of room for personal weapons storage. The rear is fully enclosed in heavy armor. This vehicle has control sticks; they can be molded to fit the driver, and can be interchangeable for multiple drivers. All displays are heads up, with a rarely used backup on the dash. The displays can be routed to a helmet visor, but

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rarely are in practice. All displays can also be accessed from the rear compartment. This vehicle is designed for combat and can shrug off all but the largest of guns. It is safe against anything short of a tank or attack helicopter; it can even ignore most APCs. The F-3500 is the vehicle for any sort of secure cargo, be it money, gold, or Pokemon cards. It can also be used for heavy urban combat operations.

F-3500: CR 9; Medium-sized Construct (vehicle); HD 10d10; hp 55; Init +1; Speed 500 ft/1100 ft; AC 21 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 90% cover, hardness 25; AL N; SV Fort +3, Ref +4, Will +3; Str 36, Dex 13, Weight 13,200, Max Load 9,300 (two luxury seats in front +500 cab cargo; two normal seats rear + 7,900 in cargo), Piloting

bonus+1. $175,000; heavy armor, hauling engine. Winnebago Warrior

A common motor home/recreational vehicle. “With the Winnebago Warrior, you can fight the road and win,” is their current ad jingle. The Warrior has comfortable accommodations for up to four passengers, and could sleep up to ten in a pinch. The Winnebago Warrior comes only in white. The standard model has green trim, but they’re available with any color trim. The front has two luxurious leather seats. The rear usually has two sets of bunks beds, or one larger set of bunk beds. There are also up to four swiveling chairs at a table, secured to the floor. Most storage

Ordinary Trucks Max Piloting HD Cruise Maximum Str Weight Load Dex Bonus Fort Ref Will Cost

8 500/60 1100/120 29 4,000 4,000 14 +2 +2 +4 +2 $40,000 9 500/60 1100/120 32 6,000 7,000 14 +2 +3 +5 +3 $45,000 10 500/60 1100/120 35 8,000 10,000 13 +1 +3 +4 +3 $50,000 11 500/60 1100/120 36 10,000 13,000 13 +1 +3 +4 +3 $55,000 12 500/60 1100/120 38 12,000 16,000 12 +1 +4 +5 +4 $60,000 13 500/60 1100/120 39 14,000 19,000 12 +1 +4 +5 +4 $65,000 14 500/60 1000/110 40 16,000 22,000 11 +0 +4 +4 +4 $70,000 15 500/60 1000/110 41 18,000 25,000 11 +0 +5 +5 +5 $75,000 16 500/60 1000/110 42 20,000 28,000 10 +0 +5 +5 +5 $80,000 17 500/60 1000/110 42 22,000 31,000 10 +0 +5 +5 +5 $85,000 18 500/60 1000/110 43 24,000 34,000 9 -1 +6 +5 +6 $90,000 19 500/60 900/100 44 26,000 37,000 9 -1 +6 +5 +6 $95,000 20 500/60 900/100 44 28,000 40,000 8 -1 +6 +5 +6 $100,000 21 500/60 900/100 45 30,000 43,000 8 -1 +7 +6 +7 $105,000 22 500/60 900/100 45 32,000 46,000 7 -2 +7 +5 +7 $110,000 23 500/60 900/100 46 34,000 49,000 7 -2 +7 +5 +7 $115,000 24 500/60 900/100 46 36,000 52,000 6 -2 +8 +6 +8 $120,000

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space is in cabinets attached to the wall. There is also a storage space under the floor which is accessible only from the outside and when the vehicle is stopped. Other configurations are possible, and some have been retrofitted with spying equipment or mobile labs.

This vehicle comes either with standard controls or with control sticks. All displays can be heads up or dash at the driver’s choice. The Winnebago Warrior, despite the name, is not designed for combat. It is, however, very large, and any attacks are much more likely to hit cargo or amenities than passengers. The Warrior is for anyone who wants to travel on the open road but not leave the comforts of home behind. It’s also for anyone who wants to have a roving lab or spy operation, too.

Warrior: CR 3; Medium-sized Construct (vehicle); HD 12d10; hp 66; Init +1; Speed 500 ft/1100 ft; AC 14 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 50% cover, hardness 10; AL N; SV Fort +4, Ref +5, Will +4; Str 38, Dex 12, Weight 24,000 (including extra-large fuel tanks, toilet, kitchen, bunk beds, etc.), Max Load 4,000 (two luxury seats in front +3500 pounds for passengers, furniture & cargo in back), Piloting Bonus+1. $120,000; luxury amenities including living quarters.

Daimlerchrysler-Freightliner Brontosaurus

A common model of ten ton truck that does a lot of intra-city hauling. Most Brontosauri are painted by the organization that buys them. They come from the factory mostly in gray or white. The Brontosaurus has a cab much like the Drafthorse. It’s available in a number of different configurations – flatbed, bed with sides, regular cargo container, refrigerated cargo container, and tanker are the most common models. Each

carries about the same amount of cargo, though in very different configurations. This truck comes with standard controls. It uses heads up as the primary display, but drivers can switch to the dash if they wish. This vehicle is not designed for combat, but it is large enough to shrug off a lot of damage, especially from small arms fire. If it is a tanker model, all passengers should abandon it immediately if the vehicle is attacked. The Brontosaurus is a good vehicle for hauling large cargos between nearby cities.

Brontosaurus: CR 4; Medium-sized Construct (vehicle); HD 14d10; hp 77; Init +0; Speed 500 ft/1000 ft; AC 13 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 50% cover, hardness 10; AL N; SV Fort +4, Ref +4, Will +4; Str 40, Dex 10, Weight 16,000, Max Load 22,000 (three normal seats in cab, +400 in rear of cab, + 21,000 in cargo), Piloting Bonus+0. $70,000; no options. $90,000 for model with refrigerated cargo container or tanker. Henlys-Blue Bird Xceleration

A common city bus model. Similar models are used by schools and by inter-city bus lines. Most buses come in white, or yellow-orange if they are used by a school. They can be painted by Blue Bird in virtually any color or design that the purchaser desires, however. The driver’s seat is very comfortable (which is one of few perks of the job). The other seats are comfortable unless there are standing passengers on the bus. (This usually only happens on city buses.) In that case, conditions are reduced to cramped. City buses and school buses have no cargo space. Inter-city buses can have storage in the rear, under the bus, or overhead – or any combination of the three. This storage space does not usually go over 4,000

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pounds, to maximize the number of passengers. The XCeleration can come with standard controls or control sticks, with heads up display, dash display, or both, depending on what the customer wants. This bus should avoid combat at all costs if it has passengers. With a fully loaded bus, an attack that penetrates, even if it is not a critical hit, may hit a passenger. The XCeleration is a good choice for any type of people moving operation.

XCeleration: CR 4; Medium-sized Construct (vehicle); HD 14d10; hp 77; Init +0; Speed 500 ft/1000 ft; AC 13 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 50% cover, hardness 10; AL N; SV Fort +4, Ref +4, Will +4; Str 40, Dex 10, Weight 16,000, Max Load 22,000 (one luxury seat for driver, +60 normal seats, +standing room for about 30), Piloting Bonus+0. All hits that penetrate the Hardness have a 50% chance of also hitting a passenger or the driver. $70,000; no options.

Volvo-Mack Vision 250S

A common long haul tractor-trailer. This model includes a sleeper cab with two bunks. The cab of this vehicle costs $100,000. The trailer costs $40,000, or $60,000 if it is refrigerated or a tanker. The Vision cab comes in basic colors of white, gray, blue, red, and black, but many are custom painted. Most trailers are separate, and are painted by the freight company that owns them, so the trailer may clash horribly with the cab if both have elaborate designs. This semi has a very comfortable cab. The seats are excellent, and the bunks are comfortable as long you aren’t claustrophobic. The trailer can have any of a number of configurations, from flatbed, to a bed with sides, to an enclosed container, to a refrigerated container, to a tanker. The

trailer can detach, so any configuration can be used with a single cab. This vehicle is one of the first semis to come with control sticks. The sticks can be molded to fit the driver, and can be interchanged for separate drivers. Heads up is the primary display, but the dash can also be used. This truck is not designed for combat but is large enough that it can absorb a lot of damage. Tankers, however, should avoid combat at all costs. The Vision is meant to haul large cargos across entire continents. It is the largest cargo vehicle on wheels.

Vision 250S: CR 6; Medium-sized Construct (vehicle); HD 22d10; hp 121; Init 0; Speed 500 ft/900 ft; AC 13 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 50% cover, hardness 10; AL N; SV Fort +7, Ref +7, Will +7; Str 45, Dex 10, Weight 32,000, Max Load 46,000 (two luxury seats, two bunks (counts as two luxury seats each), +500 pounds of gear in cab; +44,000 cargo in trailer), Piloting Bonus+0. $140,000; improved handling +4, luxury amenities in cab. $160,000 with refrigerated trailer or tanker. KitCorp Trailrunner

Keeping consistent with its track record in other vehicle classes, KitCorp’s Trailrunner is the leading kit on the market for small pickup trucks. Miniature but durable, the Trailrunner is proficient in hauling small payloads of goods. The diminutive size of the Trailrunner affords it superior agility and handling over its larger cousins, the mid and full sized pickups. However it does lack significant horsepower due to the modest four cylinder engine. The surface of the truck bed is a mere two and a half feet from the ground, and the roof of the cab a mere five feet from the ground. Bumper to bumper the finished product is ten feet in length, the width is right at five feet. A skilled mechanic can assemble this

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kit in less than a week, all necessary components are supplied other than tools. The Trailrunner comes standard with; 5 chafer audio system, five speed transmission, all-weather tires, rust resistant bed liner. Kit Cost: $8,500

Trailrunner: CR 2; Medium-sized Construct (vehicle); HD 8d10; hp 44; Init +2; Speed 500 ft/1100 ft; AC 16 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 50% cover, hardness 10; AL N; SV Fort +3, Ref +5, Will +3; Str 31, Dex 15, Weight 3,850, Max Load 1,650 (2 normal seats + 1000 in cargo), Piloting Bonus+2. $25,000. KCMG Roughrider

Long and heavy, the Roughrider is a capable hauler of cargo as well as being able to withstand rough back roads. Sturdy shocks and rugged tires ensure a great ride, on road or off. The full length bed is coated with sprayed composite material that significantly reduces wear and tear. A large poly-metal alloy winch is attached to the thick metal front bumper, the spool filled with a sturdy stainless metal wire. A single leather seat is in the cab, though the truck is wide enough that four adults could be seated with little or no discomfort. A set of levers on the dash will engage or disengage automatic transmission and four-wheel drive alike. The Roughrider has one of the best reputations on the road for its durability, perseverance and power. All models come equipped with; 20 chafer audio system, all-weather all-terrain tires, anti-lock brakes, off-road suspension, fog lights, removable roll bar behind the cab, heavy duty winch, titanium alloy bumpers.

Roughrider: CR 2; Medium-sized Construct (vehicle); HD 8d10; hp 42; Init +2; Speed 500 ft/1100 ft; AC 15 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 50% cover, hardness 10; AL N;

SV Fort +2, Ref +4, Will +2; Str 29, Dex 14, Weight 4,000, Max Load 4,000 (single bench seat in cab + 3,500 in cargo), Piloting Bonus+4. $31,000; no options. Chevy Avalanche ORXT

Due to over competition in the SUV and pickup truck market, GM decided to pull this once common model out of the mainstream market. Carefully redesigned, this is now an off-road vehicle which caters to richer clientele. The Avalanche resembles a club cab full size pickup truck. Ample space is provided in the cab to comfortably seat two in the front and three in the back. The back glass can be taken out and fitted inside the back wall panel, which in turn can be locked down horizontally. This completely removes the barrier between the cab and the bed, allowing a person to haul very long items, or allowing people to move between the cab and the bed safely while the truck is in motion. Large lockable insulated compartments are built into the carbon fiber sides of the bed. These could be used for beer cooling and contraband smuggling alike. The factory package includes; Light Armor, armor bed liner, 20 chafer audio system, motor powered air compressor, all-weather all-terrain off-road tires, theft prevention and global tracking system. Also included is a hard point in the center of the bed, for hauling a large trailer or for something more menacing.

Avalanche ORXT: CR 3; Medium-sized Construct (vehicle); HD 11d10; hp 55; Init +1; Speed 500 ft/1100 ft; AC 14 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 50% cover, hardness 10; AL N; SV Fort +3, Ref +4, Will +3; Str 36, Dex 13, Weight 10,000, Max Load 13,000 (two luxury seats in front +3 passengers, & cargo in back), Piloting Bonus+1. $89,000; light armor, off-road package.

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Chevrolet El Camino VS Hybrid car and truck, the El Camino

has resurfaced time and time again through GM’s long history. Built on a car frame, the El Camino has one front seat and a long open bed in the back. People are often confused as to what to call this vehicular oddity. One thing is certain; the El Camino has a unique style that is unmatched in the automobile industry. El Camino owners are usually diehard fans of the design, and many custom kits are on the market to decal and customize the El Camino in various ways. This is the fourteenth time GM’s Chevrolet division has brought the proud and popular design out of retirement. This new VS, or “Vintage Series”, model sports one of the more original classic looks and comes customary with the following amenities; air conditioning, heating, two tone and three color pinstripe, bumper strips and guards, rally wheels, power windows, power mirrors, tinted glass, bed rails and tie downs, cruise control, power door locks, 50 chafer audio system with Bose™ sound, 250hp eight cylinder engine.

El Camino: CR 2; Medium-sized Construct (vehicle); HD 5d10; hp 25; Init +3; Speed 500 ft/1100 ft; AC 14 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 50% cover, hardness 10; AL N; SV Fort +1, Ref +5, Will +1; Str 27, Dex 17, Weight 2,000, Max Load 1,500 (1 bench seat + cargo bed), Piloting Bonus+3. $21,500, no options. GM Neolith

The Neolith is a full size van usually purchased for use by large families or small organizations. Two large seats in the front provide space for driver and passenger. In the rear three long seats, one shortened a bit for sliding side-door access, provide space so that eight people may be seated comfortably. The roof is about seven feet in height and the total length of the vehicle is

about fourteen feet. A gasoline powered hauling engine provides adequate horsepower at the expense of reduced fuel efficiency. The backs of the rear seats may be locked down to increase cargo space. A door at the back of the van is present for the loading and unloading of cargo. The following amenities come provided from the factory; 10 chafer audio system, environmental speakers, heater and air conditioner, all-weather tires, power windows, power mirrors.

Neolith: CR 2; Medium-sized Construct (vehicle); HD 8d10; hp 44; Init +2; Speed 500 ft/1100 ft; AC 16 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 50% cover, hardness 10; AL N; SV Fort +2, Ref +4, Will +2; Str 31, Dex 15, Weight 3,500, Max Load 2,000 (two luxury seats, four normal seats in three rows + 500 in cargo), Piloting Bonus+2. $32,000; no options. KCMG Conversion

The KitCorp Motor Group’s Conversion van is dependable and capable of carrying plenty of cargo. A monster even by van standards, the roof is 10 feet high and from bumper to bumper the van stretches a full twenty four feet. The two bucket seats in the front sit high off the ground and provide a commanding view of the road. The diesel powered hauling engine purrs with authoritative power even when idling. The engine is partially accessible from inside of the van; it juts outward between the driver and passenger side seats. Cup and audio chafer holders are molded into the composite engine cover for added convenience. A series of identical seats are firmly bolted in the rear cargo area, holding a total of 20 passengers comfortably. One or more of the five rear seats may be taken out with little effort to significantly increase cargo space. The hauling engine and strong frame make the Conversion capable of

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hauling thousands of pounds effortlessly. This van is very common for small business use or any other role where a rig is not cost efficient or practical. The standard amenity package includes; 10 chafer audio system, front and rear speakers, fore and aft heating and air conditioning, roadside emergency kit, two-way radio, ergonomic Comfort Zone™ brand seats, track lighting for localized light, two fuel tanks, and extended warranty.

KCMG Conversion: CR 2; Medium-sized Construct (vehicle); HD 9d10; hp 45; Init +2; Speed 500 ft/1100 ft; AC 16 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 50% cover, hardness 10; AL N; SV Fort +3, Ref +5, Will +3; Str 34, Dex 14, Weight 5,000, Max Load 2,800 (2 bucket seats + 18 passenger seats in 5 rows), Piloting Bonus+2. $52,000 GM MCC-3000

General Motors Corporation originally designed the “Mobile Command Center” for internal corporate use only. With the increased corporate and industrial based hostilities, such as terrorist attacks and corporate wars, GM soon realized this model had serious marketing potential. Built on reinforced tractor and trailer frames, the MCC-3000 is the culmination of much research and redesign. The price tag is staggering; regardless it sells to just about any organization with the budget that is in need of one. The tractor and trailer of the MCC-3000 boasts several power and security systems which are interdependent; acting as backup systems and relays. Various hard points throughout the structures provide a wide variety of optional armament. Two independent supercomputers, one in the tractor and one in the trailer, relentlessly store telemetry and other data. The computers share and synchronize all information received,

effectively providing a data failsafe. The entirety of the MCC-3000 has environmental climate controls; CO2 scrubbers are capable of recycling the air supply and the rig is airtight, in case the outside environment becomes hostile. All of the tires on the eighteen-wheeler have bulletproofing and resealing technology; originally a product of military research and development. If a projectile does manage to make it through the titanium-rubber poly blended exterior of a tire, an inner layer of patented tar-like material quickly pours out, hardening to rubber-like consistency and durability when in contact with air.

The extended sleeper cab has been refitted to accommodate a navigation, communications, and telemetry center. Three small but adequate workstations are situated along the right side of the cab. A narrow hallway leading to the trailer separates the computer area from the sleeping area. The left side of the sleeper cab provides barely enough room for a person to squeeze into one of the three provided bunks for a nap. The bunks have a small screen built above the top of each bed, small speakers and detachable earphones for each. A wide variety of video and audio media may be accessed from the computer core with these dumb terminals, limited access to the main computer and NET link are also granted. The computer core is housed in heavy armor beneath the floor plates of the sleeper cab. A door divides the driving area from the sleeper cab. The front of the cab is no more traditional in atmosphere and certainly no less high tech. Glowing readouts of everything from fuel consumption to engine temperature lends a residual eerie hue to the fore of the compartment, day or night. Three large chairs command spacious areas; it looks more like a commercial aircraft cockpit than a rig. Dual sets of gears and various switches and levers surround two

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steering wheels at the front, one for pilot and copilot. A third seat at the back provides a computer console; capable of navigational and other telemetries, communications or NET access. The trailer of the MCC-3000, like the front, is plated in heavy armor. Reinforced to incredible strength, the trailer is heavy and tough. The flexible, medium armor, hallway between the cab and trailer opens up to a sleeping and restroom area. The small room makes optimum use of space; twelve bunks identical in form and function to those found in the sleeper cab are here, as well as two small restrooms with convertible showers and chemical toilets. Beyond this room is a hallway; on the left a VIP quarters that sleeps up to six people, on the right a cramped kitchenette and dining area. This room also has a well stocked medical kit, even disposable scalpels and suture kits are stocked; simple operations can be performed in a pinch. Next is the “Command Center”, lovingly called the “War Room”. This room is intentionally kept dark at all hours. Five computer consoles are positioned in such a way so anyone using them may also glance up at the large telemetry screen that occupies one entire wall. The consoles in this room are the only ones in the entire rig with the capability of using the processing power of both mainframes simultaneously. Further down the hallway a large room, about center to the trailer, houses a large modern conference table. The table boasts integrated computer consoles for every seat; twelve total. Around the room several other computer consoles and telemetry displays are built smartly into the walls. The back of the trailer serves as an armory, holding cell, and a garage. Two lockable doors reinforced with armor plating are on either side of the hallway here. One is marked “Armory”, the other marked “Interrogation and Holding”. The interrogation room has strict amenities

at best; six bunks with very thin foam mattresses and a table with six unpadded chairs. Like all other rooms in the MCC-3000, a closed circuit camera keeps a watchful eye over anyone that may be held here. The armory can be used interchangeably as a second interrogation room or general storage area; No weaponry or ammunition comes standard with the purchase of this vehicle. The back of the trailer features an impressive garage area; specially designed to house up to twelve Indian Lightfoots or four GM Roadwarriors. Both of which were custom designed for the MCC-3000. Each of four storage slots will hold one Roadwarrior or three Lightfoots. An area for servicing and repairing the bikes is supplied, along with all the tools necessary and enough spare parts to build two complete Lightfoots or one Roadwarrior. Four large holding tanks, coated in a spray composite light armor, can each store up to 200 gallons of liquid. One of these is usually used for motorcycle fuel, the rest for fresh water supply or diesel for the rig. A powered ramp serves as the rear door and can be raised and lowered when the rig is in transit or stationary. The top of the trailer touts a small helicopter pad, capable of holding and securing one light helicopter at a time. A small bay at the other end of the trailer top can be opened or closed from the Command Center. The bay allows the launch of remote controlled helicopters, controlled from a console in the Command Center. The helicopters are ideal for telemetry and forward-observation, and are capable of ‘painting’ a target with the small laser they are equipped with. Four of these RC helicopters can be stored in the bay area; each is about one meter in length and the body about .25 meters in width. The helicopters have a range of about 60 miles, then must turn back or risk running out of fuel. They are equipped with both a forward and downward facing camera capable of;

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FLIR, thermal, starlight and spectroscopic analysis.

MCC-3000: CR 6; Large-sized Construct (vehicle); HD 24d10; hp 132; Init 0; Speed 500 ft/900 ft; AC 13 +1/200 ft Speed; Atk none; SA Ram/sideswipe; SQ Construct, 50% cover, hardness 10; AL N; SV Fort +7, Ref +6, Will +8; Str 46, Dex 10, Weight 32,000, Max Load 52,000, Piloting Bonus+0. $2,625,000; luxury amenities, medium armor.

Vehicle Build and Repair

These rules provide a simplified and

abstract system for building, modifying, repairing, and maintaining vehicles. The three main skills used for these tasks are Knowledge (Vehicles), which allows the character to identify vehicles and vehicle parts; Profession (Mechanic), which allows the character to diagnose vehicle problems and to run a mechanic shop; and Craft (Vehicles), which actually allows the character to build, modify, repair and maintain vehicles. Additionally, an auto shop will often have someone with either the Craft (Paint) or Craft (Airbrush) skill to paint finished vehicles. A mechanic cannot effectively work on vehicles for more than 8 hours a day. If he wishes to work longer, a mechanic suffers the same fatigue as if he was making a forced march. (See Core Rulebook I, p. 143, for the game effects.)

Tools In order to build & repair vehicles, a mechanic must have the proper tools. They come in the following six levels: No tools or inappropriate tools Cost: Free

Most jobs are impossible without tools, but an experienced vehicle mechanic can do simple tasks even with sledge hammers and axes (see the Improvise Tools abilities of the vehicle mechanic class). Toolkit Cost: $200

This is a very basic set of tools that comes in a small box and fits in a corner of a trunk. It can weigh as little as 20 pounds. Only the simplest tasks can be done with these tools. A vehicle mechanic must have at least this level of tools to use his Jury Rig and Duct Tape & Bailing Wire abilities, no

matter what level of Improvise Tools he has. Toolbox Cost: $2,000.

This is a more complete set of tools that would fill a trunk, though they are normally kept in a garage. The tools weigh at least 100 pounds. Many amateur mechanics have this level of tools. Some minor jobs can be done with these tools. A vehicle mechanic needs this level of tools to use his Maintenance abilities. Mechanic’s Toolbox Cost: $20,000

These tools could only be transported in a truck and are normally found only in garages. These tools weigh at least 300 pounds, and often include bulky

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diagnostic equipment. Some amateurs and small businesses have this level of tools. Many complicated tasks can be done with these tools, including replacing the engine of a vehicle. Mechanic Shop Cost: $200,000

These are the tools found in the average mechanic’s shop. The weight of the tools for both types of shops is irrelevant, since it would take at least one semi to transport them. Most tasks short of building a vehicle from the ground up can be done with these tools. Vehicle Shop Cost: $2,000,000

This is a complete installation that can do anything up to and including building a vehicle from basic parts. Racing teams and companies that retrofit arms and armor to vehicles have this level of tools. Note that this cost outlay is per vehicle that can be worked on at one time. Large vehicle shops that work on 10 or more projects at once will cost at least twenty million. As with vehicles, “luxury tools” are also available. They have no game benefit, but can cost up to four times as much as basic tools. These costs also do not include the cost of buying or leasing a building for shops. Maintenance

A character can have his vehicle maintained by a vehicle mechanic once a week, if he wishes and can afford it. If he does it himself, or has a fellow player character do it, this maintenance is free. If an NPC does it, however, it generally costs $10 per level of the mechanic every week. Higher level mechanics may charge even more if they wish, reaching up to $50 per level. Maintenance takes one hour and must be done weekly to maintain any abilities.

Only one vehicle mechanic can maintain a single vehicle at a time. If a second mechanic works on a vehicle, the effects of the previous maintenance are ignored. Maintenance abilities can only be used by a character with at least one level of vehicle mechanic or 5 ranks of Piloting. Other drivers are not skilled enough to take advantage of the added capabilities. Also, while a mechanic can do ordinary maintenance with a toolkit, he must use at least a toolbox to use maintenance abilities. A vehicle that does not receive regular maintenance can develop a problem that goes unnoticed and leads to a major disaster. Every month, there is a 10% chance that a vehicle will develop a minor problem. This chance jumps to 10% a week if the car has been destroyed (reduced below 0 hit points) and rebuilt. This problem can be fixed as a minor repair (see below). If it is not found and repaired, it has a 25% chance each week of developing into major component damage. If it does, roll as if it were a critical hit. For game purposes, this damage will always appear during driving, preferably during combat or dangerous maneuvers.

Fuel system damage from this will not lead to fire or explosions, however. It will simply trash the fuel system, causing the vehicle to decelerate to a stop in two rounds. Diagnosing a Problem

Some problems are easy to diagnose – a shattered window or a slashed tire requires no roll. Most combat damage does not require a diagnosis, either, since there will be evidence like bullet holes. However, the natural problems that crop up on a vehicle must be diagnosed. The mechanic rolls a Profession (Mechanic) roll (DC 20) to spot any minor problems. The check takes one hour to complete and can be combined with maintenance. This roll is

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repeatable and takes one hour each time. Mechanics with the Repair Sense ability can diagnose a problem much more quickly (see the vehicle mechanic class).

Once a minor problem is found, it can be repaired, following the rules in the next section. Repairs

When a mechanic tries to repair a vehicle, he can repair some of the hit point damage it has sustained, or he can repair component damage, including minor repairs and rebuilding a destroyed vehicle. Better tools allow more hit point damage to be repaired at once. Certain component damage can only be repaired with the higher levels of tools.

Each attempt to repair hit point damage on a vehicle repairs the amount of damage given on the table above. The level is the character’s full vehicle mechanic level, plus half of his levels in any other classes, to a minimum of 1 level. The mechanic can repair hit point damage as many times as he wishes, but each attempt requires a separate repair attempt and a new set of parts. It is much cheaper and quicker to repair hit point damage with better tools.

Component damage and minor repairs are an all or nothing affair. The problem is either fixed or it isn’t.

A vehicle shop can rebuild a destroyed vehicle (one that has gone below 0 hit points) but it is usually not worth the cost and effort to do so. A vehicle that has been destroyed and rebuilt has many more problems pop up (see the Maintenance section above). Additionally, any components destroyed by critical hits must

Level of Tools Hit Points Repaired Component Damage

No/Inappropriate Tools 1d3 cannot repair

Toolkit 1d8 +1/level

(max +5) Tire Hit

Toolbox 2d8 +1/level

(max +10) Cosmetic Damage or Minor Repair

Mechanic Toolbox

3d8 +1/level (max +15) Engine Hit

Mechanic Shop 4d8 +1/level Any Component Damage Vehicle Shop All damage Destroyed Vehicle

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also be repaired at additional cost of time and money. Jury Rig and Duct Tape & Bailing Wire will not work on a destroyed vehicle. There’s not enough left of it to duct tape back together.

The difficulty and cost of repairs varies with the type of damage and the cost of the vehicle. Parts for more expensive vehicles cost more, so the cost of repairs is given as a percentage of the original vehicle cost. Two DCs and costs are given below for each type of repair, depending on how much detail the GM wants to go into. For the detailed version, the same roll is applied to the DC and to the cost, except for the Cosmetic Damage: roll separately for the DC and for the cost. A repair takes one day (8 hours) for hit point damage or a minor repair. Tires can be replaced in 10 minutes, if the mechanic has them on hand. A destroyed vehicle takes two weeks (ten 8 hour days) to rebuild, plus the time for any necessary component repairs. Other repairs take four days (32 hours). A vehicle mechanic can reduce these times with the Quick Repair skill.

These repair costs often include the costs of labor, if a character has someone else do the repairs. However, mechanics may charge for their time; typical rates are $10 an hour per level of the mechanic. Custom Paint Jobs

Most mechanics don’t do paint jobs. Paint specialists have the Craft [Painting or Airbrushing] skill. A simple repainting job has a DC of 10, and costs $1,000, or 5% of the vehicle price, whichever is greater. More complicated paint jobs have a DC of 15 (metallic finish or a simple design) or even 20 or 25 (more complicated and demanding designs, including murals). These more complicated jobs cost $2,000 or 10% of the vehicle price, whichever is greater. Custom paint jobs on sports cars (or semis) can be very, very expensive. A failed Craft roll still covers the car in paint, but the job is botched and unattractive. A botched paint job costs 50% of the original price to fix, along with a new Craft roll. The painter does not usually give refunds or discounts beyond this unless sued or threatened with violence.

Simple Detailed

Component DC Cost (% of Vehicle) DC

Cost (% of Vehicle)

Hit Point Damage 15 1% per roll 15 1% per roll Minor Repair 15 1% 15 1% Cosmetic Damage 15 5% 1d10+10 1d10 % Destroyed Vehicle 25 50% 1d10+20 (1d10*2) +40% Engine 20 10% 1d10+15 1d10+5 % Gas Tank or Fuel System 20 10% 1d10+15 1d10+5 % Steering 20 10% 1d10+15 1d10+5 % Tires 10 2% 10 2% Windows 15 5% 1d8+12 1d8%

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Upgrading and Building Vehicles A mechanic needs to own at least a

toolbox if he wishes to modify or build a vehicle. Each successive level of tools can do everything that simpler tools could. A mechanic can do the following with each level of tools: Toolbox: You can retrofit most luxury amenities, such as leather seats, music systems, GPS, etc. Mechanic Toolbox: You can retrofit Improved Handling +2, or improve existing handling by +2 (up to the maximum of +6). You can also retrofit a new standard or racing engine, but it takes double the normal amount of time with this level of tools. Mechanic Shop: You can retrofit a hauling engine, along with the necessary frame upgrades to handle the additional load. You can retrofit other engines in the standard amount of time. You can retrofit any level of improved handling, and you can retrofit light armor. You can also build kit vehicles (see below for details). Vehicle Shop: You can retrofit any level of armor and add weapons, both of which usually involve the complete rebuilding of the vehicle. You can retrofit off road handling, which also involves substantial rebuilding. You can also build any vehicle from the ground up, which is often easier than retrofitting components like armor or off road handling. Retrofitting Parts: The DCs for upgrading vehicle components are given on the following table. The cost varies by vehicle type, and is given with each vehicle type. Experienced vehicle mechanics can find the parts cheaper (see the Scrounging ability), but everyone else pays full price. It

takes one week (five days of 8 hours each) to retrofit a component to an existing vehicle. Component DC Armor, Light 20 Armor, Medium 25 Armor, Heavy 30 Engine, Racing 20 Engine, Hauling 25 Handling, Improved 20 Handling, Off road 30 Luxury Amenities 1d10+10

Building a Vehicle from Scratch

Building a vehicle costs as much as buying it new would. It takes eight weeks (forty days of 8 hours each) to build a vehicle from the ground up. Building a vehicle requires that the mechanic succeed at eight Craft (Vehicle) checks. These checks each have a DC of 20. If a check is failed, the mechanic loses one-eighth of the time and components; this increases the time and cost of the project by one-eighth.

Usually, a mechanic will only build a vehicle if it has medium or heavy armor, has a hauling engine, or off road handling. It is easier, though by no means cheaper, to build a vehicle with these options than it is to retrofit a vehicle with them. Additionally, only higher level vehicle mechanics will willingly build vehicles from scratch, since they can reduce the cost and time required for the project. Kit vehicles: Kits cost 50% more than the equivalent car parts would, but reduce the DC to build the vehicle to 15. Eight rolls are still required. If one is failed, the mechanic can make another Craft

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Vehicle check with a DC of 25. If he succeeds at this second roll, one-eighth of the time is still lost, but the components are not damaged. Kits are typically found only for motorcycles and small sports cars (with 3 or 4 HD). Kit vehicles are not common and are mainly a hobby for high level vehicle mechanics. Labor Costs: Mechanics always charge for labor when they retrofit or build vehicles. They generally charge $10 dollars an hour per level of vehicle mechanic, though they may charge more, especially for large and complex jobs. Labor on armed or armored vehicles will always be at least $20 dollars an hour per level.

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OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

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