Grenade Compartment (grenades sold separately)Regular: Slots 1 Cost 5
Large: Slots 2 Cost 5
Colossal: Slots 2 Cost 10
Effects: This allows the vehicle to carry a number of vehicle grenade weapons for every point you spend on Grenade Compartments. As a Reaction Action, you can equip a grenade into a Catapult/Ballista or an available Manipulator Arm. To throw/launch it, you use the Fire Mounted Weapon action using Ballistics. If using a Catapult/Ballista, change its damage and weapon properties with that of the grenade being used. The max amount of grenades depends the size of Grenade Compartment.
Normal size - 2 grenades
Large size - 4 grenades
Colossal size - 6 grenades
Vehicle Grenade WeaponsNow you may be asking; "
Why would I use an oversized grenade that can only be effectively used by a equally oversized mechanized arm instead of using a missile launcher?" Umm... because its COOL, thats why!
The purchase of a vehicle grenade will only fill up one slot in your Grenade Compartment. The initial checks you make to get the gear also include connections and a supply of replacements. As long as you're in a base of operations (a large city, onboard their ship, in a military base, or anywhere else the SM deems appropriate), you can replenish your vehicle grenades after one day.
Vehicle Frag Grenade | Thrown | 5k2+10 X | Pen 5 | S/- | S*2 | slot: 0 | VP Cost: 5 | Blast(6)
Vehicle Krak Grenade | Thrown | 5k2+10 X | Pen 12 | S/- | S*2 | slot: 0 | VP Cost: 10 | Blast(1)
Vehicle Incendiary Grenade | Thrown | 5k2+10 E | Pen 5 | S/- | S*2 | slot: 0 | VP Cost: 10 | Blast (4), Incendiary
Vehicle Plasma Grenade | Thrown | 4k3+10 E | Pen 15 | S/- | S*2 | slot: 0 | VP Cost: 20 | Blast(1)
Cracker Grenade | Thrown | 5k2+10 X | Pen 5 | S/- | S*2 | slot: 0 | VP Cost: 20 | Blast(10)
Nuke | Thrown | 5k5+30 X | Pen 20 | S/- | S*2 | slot: 0 | VP Cost: 50 | Blast(10), Felling,
LeadDeathstrike Missile Platform
Slot 7 Cost 50
Effects: Allows the vehicle to carry a single missile capable of travelling across large swaths of a planets surface. The minimum range of a Missile Platform is 1000km and missiles can travel 20km/s (100km per round). However, it takes 30 minutes to prepare the missile for launch and the missile can only be fired when the vehicle is at Momentum 0. If the vehicle moves during launch preparation, then you will have to start over again. Once prepared, roll a Ballistics test depending on the range of the target. The TN is 15 + (5 per 5,000km). If the test fails, that shot is still going to land somewhere. The shot scatters in a random direction by 1k1 km, +1k0 for every check on the failed test. Regardless, once a missile makes impact anything within 100m of a Missile Strike is utterly annihilated, and the blast wave from the attack reaches out 3km in every direction. People and objects within the area of effect take 10k4 damage. Once a missile is spent, you will have to acquire a new one through a wealth test.
Note: For reference, a round trip across the earth is around 40,000km. A round trip across the moon is 11,000km.
Bomb Carrier
Slot 4 Cost 30
Effects: Allows the vehicle to carry a single missile that can be dropped over enemy targets. No preparation is required for dropping the bomb as it relies on gravity instead of propulsion systems to reach the target, meaning the vehicle is allowed to move freely and the Max Range is ignored. Only vehicles capable of flight are able to have a Bomb Carrier (Jump Jets don't count) and the vehicle must be at least 5km (Micro has a minimum of 3km and Rift a minimum of 8km) above the target to drop the bomb safely. Once the bomb is in free fall, it travels 1.5km per round. Once a bomb makes impact anything within 100m is utterly annihilated, and the blast wave from the attack reaches out 3km in every direction. People and objects within the area of effect take 10k4 damage. Once a missile is spent, you will have to acquire a new one through a wealth test.
Missiles/Bombs (an * indicates it can be used only by the deathstrike)Micro | Max Range: 25,000km | VP Cost: 5 | Special: Blast wave is 1km and damage is 8k4
Photon | Max Range: 20,000km | VP Cost: 10
Quath | Max Range: 20,000km | VP Cost: 15 | Special: Completely bypasses any shielding the target may have
*Cruise | Max Range: 50,000km | VP Cost: 15 | Special: The Ballistics TN is 15 + (5 per 10,000km)
*High-Act | Max Range: 20,000km | VP Cost: 15 | Special: If they miss, you may roll the random direction and distance twice and take either result.
Rift | Max Range: 30,000km | VP Cost: 20 | Special: Double the area of effect, and thousands of screaming daemons come out of the warp rift they create, thirsty for the blood of anyone left in the wake of the attack.
*Spore Missile | Max Range: 15,000km | VP Cost: 20 | Special: Instead of directly hitting their target, Sporeheads disperse their payload in the upper atmosphere; it can be days or weeks before the microbe invaders, dispersed across tens or hundreds of kilometers, land and begin to wreak havoc on both the local ecology and any people who happen to be living in it.