Aircrafts
My own version of these rules, a big thanks to the original creators that did all the initial work that inspired me to make this! I still use the 'Gearhead' perk from 123Jimbly for crafting, so you will need to access the original Google doc for details, (page 43).
Extremely hard to come by outside of major regional factions, these vehicles are designed to deliver support to the battlefield in a number of crucial ways. From cargo hauling to aerial strikes and troop transport, they are a crucial piece of equipment to maintain influence in the region.
Speed Rules
Piloting Difficulties increase as you increase your speed, but so does your Defense. Unlike with ground vehicles, if the aircraft does not maintain a minimum control speed of 100 mph it will begin to fall from the sky. Aircrafts that can hover do not suffer from this, however they still take an increased amount of risk.
MPH
100-200
201-300
301-400
401-500
501-600
601+
Pilot Diff/Defense
-1
0
+1
+2
+3
+4^
Crash
10
12
14
16
18
20*
- ^ +1 for every 100 mph over 600
- * +2 for every 100 mph over 600
- Crash damage is considered Vicious and ignores all DR
Weapon Slots : One Nose-Mount, Two Wing-Mounts
Hardware Slots: 1
Software Slots: 2
Maximum HP: 45
Base Physical DR: 3
Base Energy DR: 3
Max Speed: 350 mph
Climbing Speed: 4,000 feet per minute
Maximum Altitude: 30,000 feet
Crew: 1 Pilot, 1 Co-pilot
Coolant for every hour of operation: 1
Armaments: Nose-mounted 12.7 mm machine guns, wing-mounted missile pods.
Special: Quick and easy to maneuver with a lot of the extras cut out, add one to Defense when attempting a Defend or Accelerate action.
~
Current Mods
- Nose-Mount - 12.7mm Machine Gun
- Right Wing-Mount - Missile Pod
- Left Wing-Mount - Missile Pod
- Hardware - IR Smoke/flares
- Software - Navigational Computer
Weapon Slots : Two Nose-Mounts, Two Wing-Mounts, One Ordinance
Hardware Slots: 2
Software Slots: 3
Maximum HP: 55
Base Physical DR: 6
Base Energy DR: 6
Max Speed: 300 mph
Climbing Speed: 3,500 feet per minute
Maximum Altitude: 30,000 feet
Crew: 1 Pilot, 1 Co-pilot, 2 Gunners, 1 Loader, 4 Passengers
Coolant for every hour of operation: 2
Armaments: Two nose-mounted gatling lasers, wing-mounted missile racks, and an underbelly mini-nuke launching bay.
~
- Right Nose-Mount - Gatling Laser
- Left Nose-Mount - Gatling Laser
- Right Wing-Mount - Missile Launcher
- Left Wing-Mount - Missile Launcher
- Ordinance - Mini Nuke Bay
- Hardware - Insulation
- Softwareware - IR Scanner
- Software - Navigational Computer
Weapon Slots : Two Nose-Mounts, Two Door-Mounts
Hardware Slots: 3
Software Slots: 2
Maximum HP: 50
Base Physical DR: 5
Base Energy DR: 5
Max Speed: 250 mph
Climbing Speed: 3,000 feet per minute
Maximum Altitude: 30,000 feet
Crew: 1 Pilot, 1 Co-pilot, 2 Gunners, 8 Passengers
Coolant for every hour of operation: 2
Armaments: Two nose-mounted light machine guns, and two side-mounted 5 mm miniguns.
Hardware Slots: 3
Software Slots: 2
Maximum HP: 50
Base Physical DR: 5
Base Energy DR: 5
Max Speed: 250 mph
Climbing Speed: 3,000 feet per minute
Maximum Altitude: 30,000 feet
Crew: 1 Pilot, 1 Co-pilot, 2 Gunners, 8 Passengers
Coolant for every hour of operation: 2
Armaments: Two nose-mounted light machine guns, and two side-mounted 5 mm miniguns.
~
- Right Nose-Mount - Light Machine Gun
- Left Nose-Mount - Light Machine Gun
- Right Door-Mount - Minigun
- Left Door-Mount - Minigun
- Hardware - Racks (adds Passenger space)
- Software - IR Scanner
- Software - Navigational Computer
Weapon Slots : Four Wing-Mounts, Two Ordinance
Maximum HP: 35
Base Physical DR: 3
Base Energy DR: 3
Max Speed: 600 mph
Climbing Speed: 7,000 feet per minute
Maximum Altitude: 50,000 feet
Crew: 1 Pilot
Coolant for every hour of operation: 5
Armaments: Nose-mounted 12.7 mm machine guns, wing-mounted missile pods.
Maximum HP: 35
Base Physical DR: 3
Base Energy DR: 3
Max Speed: 600 mph
Climbing Speed: 7,000 feet per minute
Maximum Altitude: 50,000 feet
Crew: 1 Pilot
Coolant for every hour of operation: 5
Armaments: Nose-mounted 12.7 mm machine guns, wing-mounted missile pods.
~
Current Mods
- Right Wing-Mount 1 - Tri-barreled 12.7mm Machine Gun (reroll up to two dice when firing, adds Ammo Hungry 3)
- Left Wing-Mount 1 - Tri-barreled 12.7mm Machine Gun (reroll up to two dice when firing, adds Ammo Hungry 3)
- Right Wing-Mount 2 - Twin-linked Rocket Pod (reroll 1d20 for free when making an attack, adds Ammo Hungry 2)
- Left Wing-Mount 2 - Rocket Pod (reroll 1d20 for free when making an attack, adds Ammo Hungry 2)
- Right Ordinance - Mini Nuke Bay
- Left Ordinance - Mini Nuke Bay
- Hardware - IR Smoke/flares
- Hardware - Pressurized Cabin (cannot use for structures)
- Software - Sensor Array
- Software - Targeting Computer
- Software - Infrared Scanner
- Software - Navigational Computer
Custom Modifications
by RedPhantom00
While many factions take pride in providing and maintaining a high standard for their machines, those that find themselves in a more desperate situation may choose to make their own modifications to whatever they can scavenge. Affectionately known as 'junkyard birds', these vehicles are typically only flown by wastelanders with the perfect mix of smart and crazy. Weapons can be swapped out so long as they fit the designated spot, however some modifications have prerequisites and can affect vehicle performance overall.
Weapon Systems
Harpoon Launcher
Using air pressurized by a gunner-operated hand-crank, this pneumatic weapon fires a large solid spear-like projectile at targets within medium range. Barbed and with the option of being attached to a towing cable, this device can be used to impale and drag other vehicles or large creatures. Reloaded by hand, it puts the operator in the delicate position of reaching outside the aircraft during flight or spending twice the amount of time winding the entire frame inside. You may choose to use a major action rather than a minor one when reloading according to the 'Slow Load' quality, if you do not, increase the Complication Range of your next attack by two.
Damage - 8cdDamage Effects - Piercing 1Damage Type - Physical
Fire Rate - 0Range - MQualities - Slow Load
Weight - 75 lbsCost - 250 capsRarity - 2Light Machine Gun
A cheaper and easier to produce alternative to the air-cooled rotary guns most often seen hanging out of the side of a vertibird, they could also carry more ammunition into each engagement which made them a popular choice for nose-gunners before the war.
~ Stats on page 60 of the Wanderers Guide supplement.
~ Takes up Nose-Mount, Wing-Mount, or Door-Mount modification slot.
Requires Gun Nut 1 and Gearhead 1 to install personally.
Costs 200 caps, + 50 caps for shop install.12.7mm Machine Gun
Although typically designed for the 'submachine' category, these weapons can deliver a devastating amount of firepower in air-to-air combat under the right conditions. It was expensive to make ammunition for early on in the design process and so it was phased out for other variants that were easier to produce and maintain.
~ 12.7 SMG stats on page 60 of the Wanderers Guide supplement, however increase Fire Rate by two.
~ Takes up Nose-Mount, Wing-Mount, or Door-Mount modification slot.
Requires Gun Nut 2 and Gearhead 1 to install personally.
Costs 610 caps, + 75 caps for shop install.Rocket Pod
Unguided and cheaply produced, these explosive devices are much more affordable than precision missiles. Fitted in a bouquet of nine projectiles before take-off, it is not possible to reload them during flight. With the ability to fire in a quick succession, they make for an effective weapon against armored or fortified ground targets. In contrast, they are much less useful in air-to-air combat unless a firm advantage is already held over speed and maneuverability.
Damage - 7cdDamage Effects - NoneDamage Type - Physical
Fire Rate - 0Range - LQualities - Blast, Bombard
Weight - 87 lbsCost - 300 capsRarity - 3
~ Takes up Nose-Mount or Wing-Mount modification slot.
Ammunition - Weight: 4, Cost: 17, Rarity: 2
Requires Gun Nut rank 2 and Gearhead rank 1 to install personally.
Costs 275 caps, + 75 caps for shop install.Minigun
Adapted from a model designed to be carried in power armor, this weapon delivers a heavy volume of fire at the cost of accuracy. Best suited for soft or lightly-armored targets, it is especially effective against groups of enemies. The chaotic grouping of fired munitions actually serves as a benefit during dogfighting, limiting the enemy aircraft in their ability to anticipate the area of an attack or maneuver away from it. Its major drawback is the sheer magnitude of ammunition it consumes and its notoriety to overheat, though these complications can be mitigated slightly with proper maintenance and trigger discipline.
~ Stats on page 106 of the core rule book.
~ Takes up Nose-Mount or Door-Mount modification slot.
Requires Gun Nut 2 and Gearhead 1 to install personally.
Costs 400 caps, + 75 caps for shop install.Gatling Laser
A rare pre-war heavy weapon capable of turning the tide in any battle, it is capable of penetrating nearly any type of infantry or vehicle armor with little effort. The high rate of fire is not nearly as limited in accuracy or range as its 5mm counterpart, making it the preferred choice to those that can afford it. Another added benefit is no longer being reliant on munitions, as this weapon system feeds directly into the central core, limiting its rate of fire only to remaining power reserves.
~ Stats on page 106 of the core rulebook.
~ Takes up Nose-Mount or Door-Mount modification slot.
Requires Science! rank 2 and Gearhead rank 3 to install personally.
Costs 825 caps, + 125 caps for shop install.Missile Launcher
A precision instrument capable of deploying guided missiles that actively track targets and adjust trajectory for the most effective results. After successfully locking on to an enemy, it is a fire-and-forget weapon, requiring no more operator assistance to achieve its mission. Loaded by a mechanical belt-fed magazine, the gunner can load a total of three missiles at a time from the bay area of the aircraft.
~ Stats on page 106 of the core rulebook, but add the Targeting Computer weapon modification.
~ Takes up Nose-Mount or Wing-Mount modification slot.
Requires Gun Nut rank 2, Science! rank 2, and Gearhead rank 2 to install personally.
Costs 625 caps, + 150 caps for shop install.Mini Nuke Bay
Made from a backwards-facing and angled Fat Man, this launcher is perfect for making a statement in the Dust Bowl. The only catch is needing to be directly above your target, although you can trade accuracy for safety if you deploy this weapon from a higher altitude. Loaded by hand, the gunner can do so without having to move from their position in the nest, leaving them free to operate a front-facing weapon in between strikes.
~ Stats on page 106 of the core rulebook.
~ Takes up Ordinance modification slot.
Requires Gun Nut rank 3 and Gearhead rank 3 to install personally.
Costs 600 caps, + 150 caps for shop install.20mm Cannon
The largest ordinance for sale, it looks to be an artillery piece that lost its base. Converted to be fitted inside an aircraft, special engineering was needed to reduce the recoil of the massive weapon so that it would not compromise stability during flight. Capable of reaching out over two thousand feet and delivering devastating payloads in the form of explosive tipped munitions, it is a device that is still feared over two centuries after its construction.
Damage - 13cdDamage Effects - ViciousDamage Type - Physical
Fire Rate - 0Range - LQualities - Blast, Slow Load
Weight - 256 lbsCost - 1,500 capsRarity - 4
~ Takes up Ordinance modification slot.
~ Increase all Complication Ranges by two due to the size of the weapon.
Ammunition - Weight: 2, Cost: 50, Rarity: 5
Requires Gun Nut rank 3 and Gearhead rank 3 to install personally.
Costs 2,000 caps, + 150 caps for shop install. Rarity 5.
~ Takes up Nose-Mount or Door-Mount modification slot.
Ammunition -
Standard : Weight: 3, Cost: 10, Rarity: 2
Barbed (adds Debilitating) : Weight: 3, Cost: 14, Rarity: 3
Tempered (adds +1 Piercing) : Weight: 3, Cost: 20, Rarity: 3
Requires Gun Nut rank 1 and Gearhead rank 1 to install personally.
Costs 150 caps, + 50 caps for shop install.
Hardware Mods
These modifications count towards the vehicle's modification limit. They take up significant space, require additional integration with the other systems, and generally require a lot of hassle to install properly. It is possible to swap these modifications out, however there is little chance of retrieving much more than spare parts from these types of modifications when they are removed.
Insulation
Adds a layer of internal insulation to help protect the crew from the elements. It also provides a small amount of energy resistance as an added benefit, and fully seals the vehicle from the air outside.
~ Lower the Difficulty Survival checks by one that are made to resist weather conditions or temperatures from higher altitudes.
~ Increase the vehicle's Energy DR by 2.
Requires Gearhead rank 1 to install personally.
Costs 50 caps, + 50 caps for shop install. Rarity 0.
IR Smoke/Flares
This system is designed to distract guided weaponry from successfully locking onto the aircraft. It can be set to automatically deploy when a launch is detected, or it can be activated manually by the pilot in an attempt to prevent a lock in the first place.
~ In a turn where this is activated, treat the vehicle's Defense as if it was two higher against guided weaponry.
Ammunition - (Each use) Weight: 4, Cost: 160, Rarity: 2
Requires Gearhead rank 1 and Science! rank 2 to install personally.
Costs 175 caps, + 75 caps for shop install. Rarity 2.
Pressurized Cabin
This alteration transforms an area behind the cockpit into a comfortable room that can be used for delicate tasks during flight. Perhaps a medical bay, better crew facilities, or even just flashy quarters for the captain, the possibilities are only limited by the imagination of the owners.
~ Allows for the addition of a structure as detailed on page 34 of the Settlers Guide supplement and the Great Dust Bowl Vehicle Rules.
~ Removes any Passenger space already attached to the vehicle. Rooms are considered to have space for two Passengers plus one more for each bed the room has. The exception is the Lounge, which has space for eight Passengers.
~ Ignore all Survival checks based on the environment while inside a Pressurized Cabin.
Requires Gearhead rank 3 and Science! rank 2 to install personally.
Costs 300 caps, + 125 caps for shop install. Rarity 3.
Engine Overhaul
New ball bearings, replacement pistons, and some good old-fashioned lubrication will do this aircraft wonders. Most of these parts aren't cheap however, and a few need to be fabricated from scratch.
~ Raise Max Speed by 25/mph.
Requires Gearhead rank 3 and Science! rank 2 to install personally.
Costs 275 caps, + 125 caps for shop install. Rarity 4.
Secondary Directional Exhaust
With a more efficient way to direct the exhaust created by the engines, the energy usually wasted is instead recycled to provide extra thrust.
~ Raise Climbing Rate by 500 feet.
Requires Gearhead rank 2 and Science! rank 3 to install personally.
Costs 225 caps, + 125 caps for shop install. Rarity 4.
Salvage Jet Engine
Parts from this salvaged pre-war jet would be perfect for adding some power to the engines. It won't be cheap or particularly easy, but it should bring the aircraft closer in performance to some of its pre-war predecessors.
~ Add 500 to Climbing Speed and 25/mph to Max Speed.
Requires Gearhead rank 3 and Science! rank 3 to install personally.
Costs 335 caps, + 150 caps for shop install. Rarity 5.
Cloaking System
Built from a literal pile of old Stealth Boys, this modification will allow the entire aircraft to actively cloak its position for a short period of time. Bending the light this way also has an effect on guided weaponry, confusing their tracking computers and often causing malfunctions. Just a prototype, it has the drawback of being a massive drain on power systems and causing more than a few malfunctions due to the experimental nature of the technology.
~ When active raise Defense by two, and all attempts to spot you are made at + 2 Difficulty.
~ This device drains one additional Fuel or Coolant each turn it is active, and raises the Complication Range of all Piloting checks cumulatively each turn turn by one as well until it is shut off.
Requires Gearhead rank 3 and Science! rank 3 to install personally.
Costs 900 caps, + 150 caps for shop install. Rarity 5.
Software Mods
These modifications do not count towards the vehicle's limit, instead they are treated as upgrading existing technology or adding it in where there was already space in the first place.
Charging Outlets
A simple modification that can be a huge boon in the right circumstances, it ties a series of easy to access ports directly into the vehicle's engine. Capable of powering terminals, robot companions, and even recharging spent fusion cores, this standard pre-war feature can come in quite handy during long excursions into the wastes.
~ So long as there is power running through the engine you can charge simple devices without taxing the system enough to make much of a difference. This includes terminals, radios, and television sets.
~ It takes two hours for a robot to charge for the day and requires one Coolant or Fuel to account for the extra energy.
~ A fusion cell will regain a number of charges at a rate of 3 per hour. A fusion core will do the same at a rate of 1 charge every two hours. The vehicle will require one additional Coolant or Fuel for every hour either device is plugged in, (2 total for each fusion core charge).
Requires Gearhead rank 1 and Science! rank 1 to install personally.
Costs 50 caps, + 50 caps for shop install.
Navigational Computer
With an active GPS tracking system and a coded autopilot, this upgrade allows the pilot to sit back and watch the aircraft land itself or fly in a straight line without needing manual assistance.
~ Lower Survival checks to navigate by one, and you may reroll one die at your discretion.
~ Reduce all Piloting Difficulties by one to a minimum of zero.
Requires Gearhead rank 1 and Science! rank 2 to install personally.
Costs 150 caps, + 75 caps for shop install.
Sensor Array
This system tracks rapidly moving targets that cross into the proximity of the aircraft. It gives the pilot active feedback in the form of tones and an advanced radar that depicts altitude as well as position.
~ Lower Pilot checks to maneuver the vertibird and Perception based checks to detect enemies by one. You may also reroll one die at your discretion.
Requires Gearhead rank 1 and Science! rank 3 to install personally.
Costs 235 caps, + 100 caps for shop install.
Targeting Computer
A set of cameras and lasers that feed data to a computer fitted to the gunner's nest, this system greatly increases the chances of a successful hit no matter the weapon. Targeting solutions are displayed on a simple screen, and the operator can even add files to teach the AI weak spots in enemies.
~ When using the 'Take Aim' minor action, lower the Difficulty to hit by one and you may also reroll one die at your discretion.
Requires Gearhead rank 1, Gun Nut rank 2, and Science! rank 2 to install personally.
Costs 245 caps, + 125 caps for shop install.
Infrared Scanner
By detecting and filtering Infrared light, this transparent screen will display images even in complete darkness. Useful for missions flown at night or for finding well-hidden targets, it has very limited uses during the day when the desert is fully exposed to the sun. This device can be purchased twice, once for the pilot, and once for the gunner.
~ Negate all penalties from darkness.
~ Lower Perception based Difficulties to detect organic targets hidden after dark by 2 to a minimum of 0.
Requires Gearhead rank 1 and Science! rank 3 to install personally.
Costs 200 caps, + 100 caps for shop install.
Customization
These modifications do not count towards the vehicle's limit, instead they will add unique items or collections of items to the vehicle that will facilitate wasteland survival or even just aesthetics. They are not installed, and are instead purchased from local vendors and laborers.
Paint Job
All paint and labor are covered by this cost. Pick a color, maybe a simple design or emblem, the results are limited only by your imagination and the mutant that costs half as much as the paint itself to do this little job.
~ Costs 50 caps, Rarity 0
Kitchenette
Adding a hotplate, some cooking utensils, and a few containers goes a long way in improving the kitchen nook. A small cooler has even been engineered out of a scavenged refrigerator. It won't make anything ice cold, but it may keep your perishables edible for just a little while longer.
~ Requires 'Outlets' modification.
~ Counts as a Cooking Station, however add one to the Complexity of any Recipe you are attempting to craft on this station due to the lack of proper equipment.
~ Costs 75 caps, Rarity 1
Wash Room
This little module comes with a retractable shower head that emanates steam when the button is depressed. This steam is controlled so it will not burn but can be used to clean oneself when the luxury of a proper bath is outdated by about two centuries. A privacy divider completes the small booth, containing shelves for any oils or soaps one comes across in the barren wastes.
~ If you have performed a hygiene ritual on yourself for the day, you may ignore your first failed check at resisting an environmental Disease.
~ You may also reroll 1d20 for free on any Speech or Barter check so long as you remain in a presentable status.
~ Your GM will decide when your freshness has officially worn off, and can include long travel, eating particularly potent food, or being submerged in wasteland sludge. All benefits will always end however when you use this effect to ignore a failed check to resist a Disease.
~ Costs 100 caps, Rarity 2
Water Filter
This device pulls not only physical contaminants from liquids placed inside it, but also radioactive ones. A system of reverse osmosis, ion-exchange, and activated carbon are used to accomplish this, and must receive maintenance after sufficient use to avoid damage to the purifier. Can be moved around at will with a suction-based mount.
~ Can convert Dirty Water directly into Purified Water at a 1:1 ratio.
~ The process takes ten minutes per bottle, requires the Survival skill, and has a Complexity of 1. For every five bottles processed this way, raise the Complication Range and Complexity by one unless a Repair check is made at a Difficulty equal to one plus the current Complexity.
~ Can be moved around manually, and weighs twenty pounds.
~ Costs 275 caps, Rarity 5
Food Extruder
Much like the machines on the Vault Crawler used to make 'Hard Pudding', this device can be loaded with all manner of raw ingredients in order to make an edible bar. The most popular protein base is the abundant insect larvae that can be dug up all over the Dust Bowl, however this processor will take any form of meat or vegetation and combine them to provide the crew with a meal when time are hard.
~ Unlocks several new recipes that can be crafted inside the Food Extruder at a Complexity of 0. Each Recipe takes ten minutes to craft but does not require anyone to actively attend to the device.
~ Meat Paste - Combine any two meats to receive a portion of Meat Paste. Heals 5 HP when consumed, reroll one die on an Endurance based check in the next Scene at your discretion, removes any radiation from the product, weighs less than 1 lb, costs 5 caps, and has a rarity of 0.
~ Vegie Paste - Combine any two fruits or vegetables to receive a portion of Veggie Paste. Heals 5 HP when consumed, reroll one die on an Agility based check in the next Scene at your discretion, removes any radiation from the product, weighs less than 1 lb, costs 5 caps, and has a rarity of 0.
~ Mash Paste - Combine a portion of any meat and any fruit or vegetable to receive a portion of Mash Paste. Heals 5 HP when consumed, reroll one die on an Endurance or Agility based check in the next Scene at your discretion, removes any radiation from the product, weighs less than 1 lb, costs 5 caps, and has a rarity of 0.
~ The process takes ten minutes per Recipe, requires the Survival skill, and has a Complexity of 1. For every five meals processed this way, raise the Complication Range and Complexity by one unless a Repair check is made at a Difficulty equal to one plus the current Complexity.
~ Can be moved around manually, and weighs fifty pounds.
~ Costs 275 caps, Rarity 4
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