Caltrip
Thrower System Dual
Missile System Electrical
Defense System Frequency
Scanner Jet
Booster Navigation
Tracking/Warning Detection System Parachute
Breaking System Radar
System Remote
Control System (Phone) Remote
Control System (Small Remote) Rocket
Launcher Rack Secret
Compartment Self-Inflating
Tires Titanium
Armor Twin AK-47
Machineguns Torpedo
Launcher
The following are new vehicle
modifications that may be added to vehicles from Q branch.
- Caltrip Thrower System - This device is hidden
in the rear bumper of the vehicle and provides an excellent way to stop
an unfriendly tail. When activated, the bumper opens to reveal 3 rows of
steel, tetrahedron-shaped caltrips (so they always land point up), which
can be thrown from the back of the car. If a car is following at close
range, the caltrips will automatically destroy its tires (equivalent to
a Kill). At medium range, the enemy must make a Trick roll to avoid the
caltrips.
If an unfriendly tail does not see the caltrips thrown
from the car, he must make a Perception roll to notice the caltrips on
the road. If successful, the enemy can then try to make the Trick roll.
This modification requires half a Structure Point.
![](caltrip-sys.jpg)
- Dual Missile Launcher - This missile launcher is
hidden within the vehicle, and it can fire two missiles. To use the
missile launcher, the agent must use two rounds to aim, and if the agent
is driving while aiming, he incurs a -1 PM. The Dual Missile Launcher
requires two Structure Points.
PM |
DC |
RANGE |
SPEED |
+4 |
L |
1600 |
120 |
![](dual-missle.jpg)
- Electrical Defense System - The electrical
defense system, when enabled, emits a strong electric shock to any
unauthorized personnel attempting to force entry into the vehicle. The
victim must succeed a Willpower roll, otherwise he is stunned. The
electrical defense system requires half of a Structure Point.
- Frequency Scanner - This electronic system is
inserted into the vehicle's radio and it enables the agent to listen to
all military and police frequencies (from the Aston Martin in the Living
Daylights). The agent can also listen to his planted bugs if in range.
The Frequency Scanner requires half of a Structure Point.
- Jet Booster - This device can be added to any
type of vehicle to provide a little extra get-away power. If a character
uses the Jet Booster during a Pursue/Flee maneuver, he must do a Trick
roll with a -2 PM modification. If the roll is successful, the vehicle
gains three positions. If a character uses the jet booster for a jump,
he needs a minimal distance to attempt the jump and the jump distance is
multiplied by two. The jump is also considered a Trick maneuver with a
+1 PM modification.
![](jet-booster.jpg)
Whenever a character uses the jet
booster, he must make a WIL roll at EF 8, and if unsuccessful, he is
stunned. If the character is not aware of the jet booster and uses it,
the WIL roll has a -3 EF modification. If a crash occurs when the jet
booster is used, the damages are increased by two classes. The jet
booster requires two Structure Points.
Note: This jet booster was
based on the one described in the French version of the Goldfinger II
module. In the French version, the Aston Martin Volante, which had a jet
booster, was used instead of the Aston Martin DB-5.
- Navigation Tracking/Warning Detection System -
This new technological wonder provides the agent GPS-based
navigation tracking wherever he is, and it also provides a real-time
warning system to help the agent with upcoming dangers. This system uses
a female voice, which we found male agents responded to significantly
better during our tests. With this modification, an agent automatically
can determine where he is and can add a +1 EF to every Driving skill
roll. The navigation tracking and warning detection system requires one
Structure Point.
- Parachute Breaking System - The parachute
breaking system consists of a parachute that ejects from the back of the
car, which enables the vehicle to quickly reduce speed. It adds a +4 PM
to a safety roll. An agent must drop the parachute after using it, so it
can be used only once. The parachute breaking system requires one
Structure Point.
![](para-system.jpg)
- Radar System - The radar system can pinpoint the
location of all land (including water) vehicles within a 5-mile radius.
It also enables an agent to track any previously planted homing device
or tracer within the same radius. The radar system requires half a
Structure Point.
![](radar-system1.jpg) |
![](radar-system2.jpg) |
Radar System 1 |
Radar System 2: Q
Boat |
- Remote Control System (Phone) - This remote
control system enables an agent to control the equipped car by using the
remote control function of the modified Ericsson cellular phone
(requires Electronic skill at a -1 EF). See the description of the
Ericsson cellular phone for more information. This remote control system
requires two Structure Points.
- Remote Control System (Small Remote) -
This remote control system enables an agent to operate a car by
using a small remote (requires Electronic skill at a -1 EF). However,
the agent must be able to see the car to control it properly, and the
remote does not enable the agent to use any of the car's special
gadgets. This remote control system requires one Structure Point.
![](small-remote.jpg)
- Rocket Launcher Rack- The rocket launcher rack
is conveniently concealed in a vehicles sunroof to provide more than a
little air and sunshine. It contains twelve, 1.75-inch Free Flight
Rockets. The rocket launcher rack requires two Structure Points.
![](rocket-rack.jpg)
- Secret Compartment - The secret compartment
(usually located in place of the glove compartment) provides a
convenient way to hide items that an agent doesn't want to fall into the
wrong hands. It comes equipped with a fingerprint-id locking mechanism,
and it can hide a weapon (must have a Con -1 or less) and any other 12"
x 2" x 2" object. The secret compartment requires half a Structure
Point.
![](secret-compart.jpg)
- Self-Inflating Tires - The
self-inflating tires are similar to the puncture proof tires, but these
tires provide better functionality in exchange for less durability. Each
tire provides protection from one puncture, or multiple
punctures in the same round, from bullets, nails, caltrips, etc. Any LW
wound level or higher produced by a puncture will activate the
re-inflation. Once a tire is punctured, the hole is sealed and the tire
is re-inflated. Punctures after the first will have the same results as
on a normal tire. The self-inflating tires require half a Structure
Point.
- Titanium Armor - A new type of armor that
provides the same protection of Level IV armor without the the weight
penalties (there is no -1 PM modifier). And, because of it's light
weight, titanium armor does not add to the Force rating of a vehicle.
Titanium armor costs 20,000 Pounds per original Structure Point.
- Torpedo Launcher - The torpedo launcher is
specifically made for a small-size boat or submarine. It can launch only
two torpedoes, one at a time, or both simultaneously. The Torpedo
Launcher requires three Structure Points.
PM |
DC |
RANGE |
SPEED |
+2 |
K |
1875 |
375 |
- Twin AK-47 Machineguns - This machinegun system
is a updated version of the Twin .50 Caliber Machineguns. This new
system boasts a modified version of the AK-47 machinegun, which is both
more reliable and lighter than the .50 caliber. This modification
requires one Structure Point.
PM |
S/R |
Ammo |
DC |
CLOSE |
LONG |
JAM |
0 |
8 |
80 |
L |
0-20 |
50-90 |
99 |
Credits
Translated
from Olaf Krumscheid's web site: Le Jeu De
Rôle.
Minor additions/modifications from Paul Kasper.
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