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 close 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. Requires a Strength and Repair check at Difficulty 1 to install. (200 caps)
- Rocket Launcher: Unguided and cheaply produced, these explosive devices are much more affordable than precision missiles. Fitted in a bouquet of six projectiles before take-off, it is not possible to reload them during flight without serious risk to the gunner. 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. Requires a Strength and Repair check at Difficulty 2 to properly fit into the mount. (300 caps)
- 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 lighty-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. Requires a Strength and Repair check at Difficulty 2 to intall properly. (400 caps)
- 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. Requires a Strength and Repair check at Difficulty 2 to fit correctly into place. (800 caps)
- 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. Requires a Strength and Repair check at Difficulty 2 to correctly install. (1,000 caps)
- 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. Requires a Strength and Repair check at Difficulty 2 to fit properly. (1,500 caps)
- 20mm Cannon: The largest piece of 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. Requires a Strength and Repair check at Difficulty 3 to engineer around these problems. (2,000 caps)
Computer Systems
- Outlets: This will wire up the 'TGF-01' with electrical outlets and ports that can be used for powering or charging computers and robots. Requires an Intelligence and Science check at Difficulty 1 to set up correctly. (75 caps)
- 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. Requires an Intelligence and Science check at Difficulty 2 to properly synchronize. (300 caps)
- Sensor Array: This system tracking 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 or detect enemies by one, and you may also reroll one die at your discretion. Requires an Intelligence and Science check at Difficulty 2 to install properly. (300 caps)
- 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 taking the 'Aim' action, lower difficulty to hit by one and you may also reroll one die at your discretion. Requires an Intelligence and Science check at Difficulty 2 to align correctly. (300 caps)
- Infared Scanner: By detecting and filtering Infared 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. Requires an Intelligence and Science check at Difficulty 2 to set up. (300 caps)
Hardware
- 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 Survival checks by one that are made to resist weather conditions or temperatures from higher altitudes. Requires an Intelligence and Repair check at Difficulty 1 to install. (100 caps)
- 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 Defense as if it was three when be targeted by guided weapons. Requires a Repair and Intellect check at Difficulty 1 to attach correctly. (150 caps)
- Pressurized Cabin: This alteration transforms an area above the hangar 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. This requires an Intelligence and Repair check at Difficulty 2 to install properly. (250 caps)
- 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 a successful Intelligence and Repair check at Difficulty 2 to put everything back together correctly. (250 caps)
- 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 a successful Intelligence and Repair check at Difficulty 2 to angle everything properly. (250 caps)
- Salvaged Fission Reactor: With a fuel rod having an expected half-live of fifty thousand years, these pre-war fission reactors are quite functional if found intact. With no need to ever recharge them, they will power an aircraft and charge any cells connected to it for the lifetime of the vehicle. This fairly unlimited supply of energy comes at a steep trade-off however, requiring close maintenance, expensive coolants, and can be compromised if struck with sufficient force causing the reactor to explode violently. Requires a successful Intelligence and Repair check at Difficulty 3 to avoid compromising the core. (500 caps)
- Salvaged 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 cousins. Add 500 to Climbing Speed and 25/mph to Max Speed if you can make a successful Intelligence and Repair check at Difficulty 3 to harvest all the best parts. (500 caps)
- Cloaking System: Designed used 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. This hardware can function one of two ways, as a countermeasure against a single attack, or as a sustained cloaking shield. It uses 5% Power each turn it is active and raises Defense to 3, further adding a 50% miss chance even on a successful attack. Installing this module will take quite a bit of engineering know-how, requiring a successful Intelligence and Repair check at difficulty 3. (900 caps)
Customization
- 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 cost half as much as the paint itself to do this little job. (75 caps)
- Kitchen Overhaul: 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. Labor is included in the cost. (125 caps)
- Wash Room: This little module comes with a retractable showerhead 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. Labor is included in the cost. (175 caps)
- 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. (200 caps)
- 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. Can be moved around manually, and weighs about fifty pounds. (400 caps)
- Deployable Motorcycle: Held secure in the cargo bay, with the push of a button it can be ready to drive down the ramp and into the wasteland. Equipped with a sidecar, the passenger is left free to navigate a map or return fire with one of their personal weapons. Converted to run off microfusion cells, it has a top speed of 60/mph and can drive about 100 miles on a full charge. (500 caps)
- Deployable Buggy: Taking up a large section of the cargo bay, this all-terrain vehicle can handle just about anything the Great Dust Bowl has to throw at it. Reinforced sidewalls in the tires can support the weight of the vehicle even if they lose pressure, and a reinforced cage protects the occupants in the event that it rolls. Designed to run off a fusion core, it has a top speed of 80/mph and can travel about 200 miles before needing to be recharged. (700 caps)
- Deployable Drone: Perched between the shoulders of the vertibird, this drone can be launched during flight to provide support to the pilot and gunner. Fitted with Infared cameras and an advanced targeting AI, this autonomous robot will mark enemies and calculate current trajectories into targeting solutions that can directly interface with the 'TGF-01'. Although coming stock without a weapon of its own, something small could in theory be mounted to the nose as most of the programing already exists within the hardware. About the size of an Eyebot, it has a much more aerodynamic design and a much stronger propulsion system. It takes energy directly from the main power supply, requiring 5% for a full charge. It has a max speed of 175/mph and can travel about 300 miles before needing to be recharged. (900 caps)
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