New Vehicle Equipment

Tank Treads reduce speed by 1, but halve penalties for going over difficult terrain. and add 1 Armor to your craft.. 0 Power, 1 Mass. 5,000 credits.

Snowshoe Skis negates the Pilot penalty checks for dealing with certain kinds of terrain, enables non-combat speed to keep up with vehicles of 80 (suit) 70 (light) or 60 (heavy) kilometers per hour.. 0 Power, 1 Mass, 2,000 credits.

Jump Jets allow a vehicle or mech to make a 50 meter jump vertically or horizontally, can be used 4 times before the gas tank needs replacement. Tanks cost 50 credits apiece. 2 Power, 1 Mass, 5,000 credits.

Stasis Pods are an upgrade to medical bays that perfectly preserve whoever's inside. Expensive, but you have a chance to resurrect a dead character. Each time you take this upgrade, it adds 2 Stasis Pods to your Medical Bay. 3 Power, 2 Mass, 60,000 credits.

Water Jets add 1 speed and double travel speed for underwater vehicles.. 2 Power, 2 Mass, 10,000 credits.

ISRU Converters are small scale refinery modules that come with a crane, mining drills, solar collectors, and processing equipment for fuel and raw resources. Depending on a digsite's availability of natural resources, an ISRU Converter can make up to 1 ton of raw materials from local regolith or 2 tons of hydrocarbon fuel per day, and can charge all A-type and up to 4 B-type batteries per day. 4 Power, 6 Mass, 20,000 credits.

Mobile Bunkers essentially turn any vehicle into an APC that passengers can safely fire their personal weapons out of without having to expose themselves from a hatch or porthole. 0 Power, 1 Mass, 5,000 credits.

Ultralight Components can be purchased at a cost of 15,000 credits for Small, 30,000 credits for Medium, and 60,000 credits for Large. You are still limited to 3 total Component upgrades per craft.

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