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General Equipment (5k)

A car is complete when you've filled it with all the optional extras that take up the last bits of space in the vehicle. Luckily, there are many firms out there who wish to sell you something, so the choice is endless. Space permits only a few items here, but many more exist for your enjoyment and driving pleasure.


Cargo:
All vehicles have the ability to carry some cargo, although this is usually just small amounts, like documents, handguns and the like, and represents a glove compartment or pockets in the doors. Some vehicles though, have dedicated cargo space. This might be because of the vehicles construction design has a specific cargo area (like a van, pickup cargo bed or civilian boot/trunk), or it might be that the vehicle is simply carrying some cargo in a space reserved for a passenger.

Whatever the cause, a cargo area in a vehicle costs nothing and takes up no actual weight or fittings during vehicle construction, although it must be noted that the vehicle has the ability to carry cargo. Do not include the weight of cargo in a vehicles performance when constructed unless the vehicle nearly always carries some, instead calculate performance drops when cargo is added.

When cargo is carried, the weight of the cargo does count against the vehicles performance. The more weight you carry, the slower you'll become. In theory, there is no limit to the amount of cargo that a vehicle may carry (save for the performance drop), but in practice size matters - a civilian car couldn't carry a standard pallet of cargo in its boot even if it had the weight available.

In addition, when a vehicle takes increment damage, it loses an amount of cargo equal to the percentage of the number of increments the vehicle has. For most cars, this will mean that when a vehicle takes increment damage, it will lose 25% of its cargo capacity due to battle damage. A courier bike will lose 33% of its cargo per increment damage (as it only has three increments), and a large jetcopter will lose 20%.

Optionally, for vehicles with only a small amount of cargo use the following instead of the above increment damage. A vehicle with cargo may take critical damage to the cargo for extra effects. For every 100 weight points (or fraction) of cargo that a vehicle is carrying above the first 50, treat the vehicle as having a passenger. Thus a vehicle with 200 weight points of cargo is treated as having 2 passengers. The vehicle is now a multi-crewed vehicle, and whenever the passenger space representing the cargo is hit, the cargo takes critical damage. Like real passengers, cargo may take not multiple critical damage results, however because large amounts of cargo takes up multiple passenger spaces, the chances to hit it is greatly increased.
Using this will mean that there is always a chance that cargo will not be hit, whereas using increment damage to affect cargo will mean that in heavy combat, cargo will always take damage. I suggest using increment cargo damage for cargo haulers (like large jetcopters or vans) and using the critical method for couriers.

The type of cargo carried wil usually determine what sort of damage effects it recieves, fuel and HE ammuntion may explode, documents and data discs won't have any special effects other than to make the information stored useless and so on. Actual effects will have to be determined by all players present.

Note that this does not apply to a trucks trailer which is designed to haul a massive amount of cargo and has its own special rules.


Fire Extinguisher:
A fire extinguisher can be used to help the vehicle get rid of flame and napalm effects. It is fired as a shoot action, and when in use adds +2 to the fire extinguisher roll. It will only effect the six facings on a vehicle, not the tyres.

An extinguisher costs $2,000 and weighs 100. It has 8 shots and may be double loaded for an additional $1,000 and weight 60. A double reload costs $1,500.


Fluffy Dice:
These don't actually add anything to the capabilities of a vehicle, but can make the driver look a lot cooler. In the right circumstances.

Fluffy dice are available in a wide of colours and sizes and cost $20. They weigh nothing.


Passengers:
Renegades and Interceptors are not built for carrying passengers, they are single seat attack vehicles. However, with some effort, they can be modified to carry passengers. This doesn't cost anything, but the Renegade or Interceptor will lose the ability to mount cupula/pintle mounts and will lose any side weapon mounts.

If an alternate vehicle is being used, and it is specified as being able to carry passengers, then a passenger may be carried in the passenger space without loss of cupula/pintle mounts or side mounts. These vehicles will already have reduced weapon mounts to account for their passengers. A vehicle may only carry as many passengers or gunners as their descriptions allow (thus a Sports Car may carry a driver and one passenger or gunner), although passengers may sit in gunner positions.

A passenger space costs nothing, but the passenger weighs 100. This space must be allocated when the vehicle is constructed, although could be retrofitted later by ripping things out. Only actually add the weight of the passenger when they are in the vehicle - they can degrade performance when seated! A passenger is not protected by any special equipment unless it is bought for them as well.

A vehicle with passengers uses the special rules for Multi-crew vehicles when in combat.

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