Vehiclular Accessories and Enhancements **Wheel Armor/Armored Hubs: A subtle and stylishly painted/crafted plate of armor material mounted on the wheel hub and flared out to cover the tire sidewalls to within an inch of the edge. Provides the wheel with a 4/2 armor rating in addition to any armor rating that the tire itself might have; and makes it very difficult to successfuly target a vehicle's tires. Any such shot has a +2 target number to hit the tire. 500 per wheel, must be matched to the hub, tire and vehicle type, must be mounted in even pairs (both on same axle and same tire) or suffer a +1 handling penality due to the uneven weight distrubition. Every pair of armored hubs decreases the vehicle's current speed by 2%, add the total percentage loss for all hubs before calcuating and subtracting from the vehicle's speed. Note on all vehicular speed modifiers: Each piece of tech increases speed by a certain percentage of the vehicle's base speed (that is, the speed of a shelf model, before any modifications). When adding multiple speed increasers, calcuate each one's speed bonus, then add the bonus to the vehicle's current speed. Likewise, all of this tech has a cost dependant on the vehicle's base cost (the shelf cost, regardless of how much extra you've spent modifying it; use the unmodified cost of the vehicle for the calcuation of tech prices unless a previous modification alters the base cost, creating a new base cost for future modifications to that vehicle). Remember that most of these technologies increase both of the vehicle's speed ratings (cruising and maximum); so you have to compute new speeds for both. If a certain piece of tech only affects one or the other it will say so; otherwise it affects both. Note for B/R on vehicles when modifying:If the character has tools, space to work, designs for both his vehicle and how the new tech will fit in, and the parts; he can do a tech modification himself. The parts cost listed in the tech description is the same if he does it himself, and the B/R test target for the installiation is also listed there. The B/R required will depend on the type of vehicle being modified (if a car is being worked on then Ground Vehicles B/R is needed, a helicopter will require Rotor B/R, etc..). As a general rule of thumb when deciding on labor costs when a character has someone who will be charging him work on a vehicle (a fixer connection, a shop, etc...); B/R services are charged by the hour and dependant on the skill level of the tech. Every 1 point of skill in the skill(s) that will be used to make a test will cost the character 50 per hour (and no, characters can not say "Great! I want a tech with skill level 20, I've got the cred!"; they must search out highly skilled techs through roleplaying and GM mercy if they want their services, and even then it's hard to find really good techs, and it's never cheap). Furthermore, if the tech is using his own tools and spaces (characters can have techs come use their tools and space if they're adaquate for the job), it'll cost an extra 5% for a kit, 10% for a shop and 20% for a facility (techs will only charge the percentage required for the job, even if they're in a facility doing work that only needs a kit) added to the final labor cost (figure that space is part of the required tools). **Overdrive Gearing: This is an extra gear added to the top of the transmission range that increases the maximum speed by 10% but reduces the fuel efficiency by 10% too. Overdrive increases the base Max speed for computation of other modifications to the vehicle. Base time of 20 hours to modify the vehicle (entire engine and transmission must be torn down and rebuilt). For a character to do this himself requires a B/R (5) test and a facility. Parts cost is 5% of the vehicle's base cost. **Tubular Headers: These are extended exhaust pipe bundles, like are commonly seen on dragsters and top fuel funny cars; they increase horsepower for internal combustion engines, and therefore speed (electricly powered vehicles get no benefit from Tubular Headers). Any combustion engine vehicle can utilize these, even motorcycles. Speed bonus is 10% of base speed; fuel efficiency is reduced by 15%. Headers increase the base speed for computation of other modifications to the vehicle. Parts cost is 8% of base vehicle cost, 5 hours base time (engine and exhaust system must be partially and completely (respectively) torn down and reworked). B/R (3) test and a facility to install. **Blueprinted Engines: A blueprinted engine is an engine that has been pampered, loved, coddled and begged into the absoulte best shape it can be, thereby giving the best preformance it can give. Seriously, blueprinting an engine is breaking the entire engine and drive system out of the vehicle body in a facility, tearing it down to it's seperate components, testing and analyzing everything in everyway, then rebuilding and reinstalling it all piece by piece, still testing and analyzing everything in every way, every step along the way. This is a very time consuming and expensive process, but it has a light at the end of the tunnel. After the engine has been blueprinted and reinstalled in the vehicle, the vehicle will have a +20% (of base) speed bonus and will cost 40% of the vehicle's base cost in parts (replacing worn ones, etc...). Only a vehicle tech with the following minimum levels in the following required skills can blueprint an engine; B/R 6 and B/R Theory 6. Furthermore, only a tech with the folloing minimum levels and required skills can repair, tune or modify a blueprinted vehicle without ruining the blueprinting; B/R 5 and B/R Theory 4. To blueprint an engine requires a base time of 100 hours and two tests; B/R (6) and B/R Theory (6), add the successes from both tests together before dividing them into the base time to find the real time. If the blueprinting is ruined by blundering techs, the speed bonus is lost (the character must list the speed bonus seperately for just such an occurance). If a vehicle with ruined blueprinting isn't driven, it's merely a B/R (3) and B/R Theory (3) test and 2 hours base time for a proper tech to "rebalance" the engine, thereby restoring the blueprinting speed bonus. If the vehicle is driven, then the entire blueprinting process must be undergone again (including the time and nuyen). As you can see, blueprinting is not for everybody, even if they have the nuyen; usually only megacorps, the goverment and SOTA riggers can maintain a blueprinted vehicle. When an engine is blueprinted, the base speed plus the speed bonus now becomes the new base speed for all other modifications (existing and future; and if the blueprinting is ruined, the base speed reverts to the orginal). Any other vehicle modifications that will involve the engine MUST be included at the time the engine is blueprinted, to be factored into the maximizing process. Failure to do so will eliminate the blueprinting and require the whole process be repeated. **Advanced Handling/Traction Computer: An expert program that interacts between the driver and the vehicle to aid control of the vehicle. Makes skidding and traction loss nearly impossible, slides are almost as hard. Two levels of AHTC are avaiable, identical in mechanics but different in sophisification of programing (and confered Handling Bonus). Level 1 AHTC gives a -1 Handling, 1000 plus 5% of vehicle's base cost to purchase, B/R (3), 1 hour base time and a shop to install. Level 2 AHTC gives a -2 Handling, 2500 plus 7% of vehicle's base cost to purchase, same installiation. **Stealth Materials Structure: A varient on the Structure Reinforcing tech, this replaces or surrounds the vehicle's structure and body with sensor absorbing, deflecting and evading materials that increase the vehicle's signature. Level 1 adds +1 to Signature, 20,000 plus 5% of base cost. Level 2 adds +2 to Signature, 35,000 plus 10% of base cost. B/R (5) and 25 hours base time. When a stealth vehicle is damaged, it's Signature worses because of the damage. Medium damage drops the Signature by 1, Serious damage drops it by 2. New weaponry and accessories **Recognition Pads: This option is designed for smartlinked systems, but it has been adapted for non cybernetic users. If a smartlink, it puts a code sequence into the user's link pad, and into the weapon. When the weapon is grasped, the system matches the codes, and if they don't, it locks the weapon. This type of modification requires only ten minutes work (total) done to both the link pad, and the weapon itself; and any weapons technician can preform it with an Electronics B/R (4) test, 75 in parts (labor is another story) and adds .05 weight. Non smartlinked weapons are more difficult to secure. A touch sensitive surface is layered over the grips and finger rests (including the trigger) of the weapon. This surface gives a grip equivalent to other types of "sure-grip" substances. When it is picked up, it matches the palm and finger prints of the hand gripping it to the ones in it's processor chip. If a match isn't found, the weapon locks. If the user wants to wear gloves, he'll have to have special ones made with some unusual surface or designs layered on them; and have the designs inserted into the processor's memory (Note that massive skin damage to the user's hand(s) will force the gun to say it doesn't reconginize the user). This type of modification costs 250 in parts, requires 30 minutes base time and adds .15 weight. The processor (in either type of modification) can hold up to 10 different codes or prints. Unlocking a locked weapon without the proper codes or prints requires an Electronic B/R (6) test with a base time of 1 hour. Only one type of recognition can be on any one weapon, they can't be combined. **IFF Saftey Lock Transcievers: IFF (Interrogate Friend or Foe?) is a code sequence normally used in vehicles to identify them to their controlling radars or command posts. In this instance, it's been adapted for use in weapons to help avoid accidental shootings of friendlies by fellow personnel. Every member of the team has a personal transponder on his person, and each transponder usually broadcasts a single and unique code sequence when interrogated. Each weapon has a IFF transciever attached to it. It is constantly scanning for transponders in the direction that it is being pointed when the trigger is being fingered or held tight (keeping any slack on the trigger pulled back). If it detects one, it "interrogates" it, causing it to send out it's code. The IFF recieves the code and checks it's list of athorized codes. If the code is on the list as a friend, the weapon will for that firing action (not fire at the "friend". Most IFF's have a one finger override button (similar in design and placement to the safety) that allows the weapon to be cleared to fire at that code; but each force's IFF system is set up differently. Some have certain codes that are "Ultimates", and can't be fired upon by saftey locked weapons regardless, others have all codes considered to be Ultimates. Transponders are passive until interrogated, producing a 1 second period of transmission. Interrogaters are passive unless scanning. IFF saftey locking of a weapon costs half the base cost of the weapon, plus 5 per IFF code that the weapon is programed to recongnize. Personal transponders are 75 each, changing a transponder's code requires a Computer/Software/Non Matrix programming (3) test and five minutes base time to modify one transponder and IFF saftey locked weapon. Most organizations change transponder codes weekly to avoid being compromised and placed at a disadvantage by inflitraters. **Warbler Grenade: Looks just like the other grenade types. It has all of the usual detonation parameters (interna stop, timed delay, remote). When it "detonates", small panels on the side slide back, revealing small speaker grids. The grenade begins emitting a pitch that oscillates up and down the audible scale in subsonic, nerve wracking levels. Damage is 9M stun vs. Willpower, power reduction of -1 per 2m. Only aural protection (ear baffles and the like) will provide armor against this; consider commercial baffles like used on flight lines to have an armor rating of 6 against warblers. Everyone in the range of effect must resist every turn until they leave the area of effect, or the grenade is destroyed or exhausted. Additionally, the power level that each being resists aganist is a penality to all tgt#'s to do anything requiring the least bit of thought. A warbler has a 15 second (5 turn) battery life; unless altered before used, it will sound until it's power is depleted. Multiple warblers don't increase or add to the effects. 500 each, .20 lbs. Immersion in liquid shorts them out. **Helmets: Helmets come in a number of different forms and levels of protection. First the protection; helmets are important because they shield against attacks directed at the head. Plastic- Armor 1/1 (200) Reinforced Plastic- Armor 1/2 (350) Steel- Armor 2/2 (550) Reinforced Steel- Armor 3/2 (800) Kevlar- Armor 3/3 (1100) Reinforced Kevlar- Armor 3/4 (1350) Titanium- Armor 4/4 (2250) Reinforced Kevlar- Armor 5/5 (2700) This is the ratings and costs for the helmets depending on what they're made of. Note that wearing a helmet styled as anything other than a motorcycle helmet, or wearing it other than while on a cycle, will draw Lone Star attention. Consider the availability of all helmets the average of the two armor ratings (rounded up) added to 1, time 12 hours for the first two (plastic and steel), time 36 hours for the last two (kevlar and titanium). These helmets are all standard models, motorcycle style. Adding an armored collar at the bottom that connects to armored suits to complete a chemical seal or the like adds 25% to the helmet's cost. Configuring the helmet with sensors and either a datajack link or interior screens, along with a totally enclosed construction (no visor) give the helmet's armor rating to the entire head. Costs are generally the same, plus the costs for the sensors and datalinks or HUDs (or both) that the helmet is given. New Cyberware **Tactile Enhancement: Commonly applied only to the hands, though this modification could be made to any portion of the body. Thousands of additional microsensors are implanted in the dermis, drastically increasing the amount and level of sensation available to the subject. This comes with an automatic "dampener" system, cutoffs for drastic, sudden increases in the amount of raw data that gets dumped to the nervous system and brain; to avoid nerve damage or other problems. Tactile Enhancement doubles the dice available for Perception tests involving feel. Essence Cost .3. 15,000. These costs (nuyen and essense) assume for the surface area of the hands (for game simplicity; keep it the same regardless of whether it's a Dwarf's or a Troll's hands being enhanced). **Microcontrol: Purchased for each limb, or for both hands or both feet (two hands or two feet count as one limb for these purposes). Microgyros, tensile sensors and more are implanted in the skeletal and muscular structure of the enhanced areas. The result is a degree of control that can be measured in the molecular range. Characters with Microcontrol have total precision of movement and control over the enhanced limbs. Similar to how smartlinks allow shooters to select their targets regardless of what may also be in the area, Microcontrol allows melee attacks in the same fashion, for example. Other examples include precise pressure and thrust for throwing, catching. The ability to use Tactile Enhancement along with vision magnification to work at delicate tasks. Treat characters with Microcontrol as if they had a smartlink for their limbs. They have total control over the enhanced limb. Throwing, catching, any action that depends on any degree of control over the limb preforming the action has a -2 applied to the target number. This ranges from melee combat to throwing to vehicle piloting to build and repair skills; all get the -2 target number bonus. A special note about Microcontrol bonuses and firearms combat. Full MC bonuses apply to projectile and throwing weapons, but the bonus applies differently for firearms combat. You get the full -2 to the target number ONLY for recoil purposes; in other words, if you have a +1 recoil penality then you'll get a -1 MC bonus applied towards your recoil penality. If a +2, then a -2. The MC only helps with the movement of the gun; the target bonus does not apply unless there are recoil or movement penalities. Essence cost is .75 per whole limb, 45,000. Half limbs may be enhanced (fingers to elbow, toes to knee, for example) for half the essense and nuyen costs. Half limbs can only use half the target number bonus, and only for tasks not involving movement of their upperlimbs. Cyberlimbs may add Microcontrol for only a quarter of the essence lost (multiply the essence cost by .25) and half the nuyen.