Getting the most from a car can be an interesting challenge. You have to juggle between weapons, armour, speed and accessories. And what accessories! Most people think an accessory is simply a set of fluffy dice, and while it's true that that may indeed increase your cool, somehow it won't help your survival, unlike, say, a gunner.
Usually ammunition isn't an issue on a contract and for those high use weapons double loading suffices quite nicely. But long distance driving, escort duty and courier runs can be very different. When your supply base is a ways off, having extra ammunition can really save your life. It is possible to carry more ammunition, but usually at the potential expense of some firepower.
Vehicles can usually only carry two lots of ammunition for a weapon - the load in the weapon itself and a double load. However, by sacrificing a weapon hard point, a vehicle can carry additional ammunition. The following rules apply:
A single hard point may only carry one type of ammunition. An ammunition hard point must be adjacent to the weapon that it is serving, however a single ammunition hard point may service more than one weapon, so you could have ammunition stored in a hood mount serving both forward wing weapons, but a rear wing ammunition hard point couldn't serve a forward wing weapon on an Interceptor. Roof mounted weapons or turrets may only accept ammuntion from hood or tailgate mounts. Each load of ammunition costs and weighs as much as a normal double load. Ammunition may be stored in a roof mount - this replaces a turret or other weapon mount. A roof ammunition hard point may service any weapon. Passive mounts may also be used to carry ammunition and can service any tailgate or rear wing weapon.
The amounts of double loads that may be installed in a single hard point depends on the type of hard point.
|Heavy Weapon hard point
|Medium Weapon hard point
|Lightweight Weapon hard point
|Passive hard point
|Lightweight Passive hard point
Hard points with ammunition in them may be damaged as normal on the Target Matrix and if hit is scored then a roll should be made on the Weapon Critical Hit table. All results stand, but with the following notes.
1,2 Damaged. No accuracy results apply, but you must roll to see if any weapon attached to the ammunition hard point may fire - if the weapon doesn't fire, no ammunition is used.
3 Jammed. This result applies to all weapons attached to the hard point. Make only one roll to unjam when a weapon or set is fired, not one roll per weapon.
5,6 Destroyed. All ammunition in the hard point has been destroyed and now no weapons attached may fire.
Admit it, it's happened to you. You're cruising the streets with your proud grenade launcher loaded up with a good mixture of rounds, when you spy that perfect target, only to find that the perfect round is not the current one selected! Isn't that annoying? Well, be annoyed no longer with rotary magazines. These discard the current clip magazine and replace them with a rotary magazine. That way, when you need that special round, you've got it!
Rotary magazines are available for grenade launchers only. They cost $2,000 and weigh 10. They allow the firer of grenade launchers (even linked launchers) to specify the ammuntion being fired at the target at the time of firing. The actual position of that round in the magazine doesn't matter anymore, provided the round is actually in the magazine.
Grenade launchers with rotary magazines may not be double-loaded. It is also immediately obvious that a grenade launcher is fitted with a rotary magazine.
A small turret is identical in all respects to a normal turret, save that it is smaller. In fact, the small turret can only carry one medium
weapon or smaller. All normal rules for turrets apply to small turrets, and turret software is still the same price.
A small turret costs $15,000 and weighs 100.
Some Ops find the arcs of fire that weapons give are a bit too restrictive. This can be partially alleviated by the installation of extra control and guidance equipment that can be fitted to the weapon. This can seriously increase a cars firepower at a cost.
Swivel mounts cost $8,000 each, and weigh 10% of the weapons weight (not including double loading), with a minimum of 10. Linked weapons must both be made swivel. Bikes may not carry them.
Weapon arcs are now changed depending on where the weapons mount is. Swivel arcs obviously aren't useful for turret weapons.
|Arc of Fire
|Hood, wings, roof (forward mounting)
|Hood, wings, roof (forward mounting)
|Use the forward pintle mount arcs from White Line Fever (pg. 26)
|Use the new arcs below depending on whether the weapons are forward or rear mounted
|Rear wings, tailgate, roof (rear mounting)
|Rear wings, tailgate, roof (rear mounting) Tailgate, roof (rear mounting)
|Use the rear pintle mount arcs from White Line Fever (pg. 26)
Vertical swivel mounts are similar to normal swivel mounts in that they give the weapon they are attached to a much greater field of fire, but unlike normal swivel mounts, they allow a weapon to shoot up, or down. Their primary use is for use against jetcopters, or for jetcopters against ground targets, but they are also useful for taking out snipers and other targets on differing elevations.
Vertical swivel mounts cost $8,000 and weigh 10% of the weapons weight (not including double loading), just like normal swivel mounts. Any weapon may be made into a vertical swivel mount. A weapon now has the normal fire arc (not a swivel arc), but can also shoot at any target that is at a certain angle - see jetcopter combat for more details.
Normal swivel mounts can be combined with vertical swivel mounts for a total cost of $15,000 and a weight of 15% of the weapons weight.
Turrets can, for a total cost of $10,000 have a total vertical swivel mount (TVSM) which allows it total access to all targets, regardless of their altitude or direction. It weighs the standard 10% of all mounted weapons (not including double loads).
There are times when you don't want to show the world what you're packing, maybe you just want to look cool in your sports car with nothing breaking the lines, maybe you want to be discreet, or maybe you just want to give the other guy a surprise they'll never forget. Whatever the reason, concealment is for you if you want your guns out of sight.
In Dark Future weapons are generally placed on the outside of the bodywork of a vehicle, so for most vehicles concealment actually means putting the weapon within the body and installing a pop-up mechanism. When a weapon is concealed, it means that it is not visible so people (characters and players) will not know what a vehicle is carrying, indeed, even if a vehicle is carrying anything. Only a close up investigation will allow them to know that weapons are being carried and where, but again, not what, and this sort of inspection can't be made on the road. To activate a weapon, a shoot action is required, but instead of this firing the weapons, it pops them into their firing positions and makes them visible. A standard link can add as many weapons as desired to a single shoot action for this purpose, and these weapons can be of any type. Passives don't need to be activated before use as they are partially concealed as standard.
Standard concealed weapons weigh 10% of the base weapons weight for the pop-up mechanism, and cost $100 per point of weight of the mechanism. Standard weapons may not be double loaded as the mechanism takes up the additional space.
Passive weapons cost a flat $500 per weapon. Passives may be double loaded as normal.
Turrets weigh an amount equal to the weight of the turret (without weapons) and cost $50 per point of mechanism weight. The weight of the weapon doesn't matter and turret weapons may be double loaded as normal.
A concealed weapon can be damaged as normal.