Fallout: Vaults & Deathclaws: Vehicles
Fallout: Vaults & Deathclaws: Vehicles
VEHICLES
Table of Contents
Table of Contents 1
Vehicle AP Cost 3
Vehicles Rules 5
Boat 5
Driver 5
Electricity Resistance 5
Environmental Modifiers 5
Hit Points 6
Seating 6
Size 6
Storage Space 7
Stunts 7
Vehicle Damage 7
Vehicle Frame Crafting 8
Vehicle Resistance 8
Traveling 8
VertiBirds and Tanks 9
Cars 13
Truck 14
Boat 15
Special 18
Vehicle Modifications 20
Armor Modifications 20
Engine Modifications 22
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Miscellaneous Modifications 24
Tire Modifications 25
Trailer Modifications 27
Weapon Mounts 30
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Vehicle AP Cost
This is primarily where the Pilot Skill is put into play. Vehicles change the world of Fallout
greatly with faster transportation and intense vehicle on vehicle combat. Finding a vehicle isn’t
the hard part, it’s maintaining them. Doing actions at the same time such as Hard Brake and
180 Degree Turn will add up the Penalty from both. Your mph action cannot be changed once
you move till the beginning of your next turn or unless you do a hard/soft brake. The speed of a
vehicle is mostly there for reference during combat.
Action Description
Start/Stop Vehicle Costs 5 AP to turn on/off vehicles that have an engine or get in position to move non-
engine vehicles. VertiBirds takes 8 AP. This can only be done with the Drivers own AP.
Soft Brake Cost 5 AP to stop a vehicle and a Penalty of -15. It can only be done when moving 20
mph or less.
Hard Brake Cost 5 AP to stop a vehicle and a Penalty of -30. It can only be done when moving
above 20 mph. Once you break you’ll be forced to move 20 ft towards the direction
you’re moving.
Switch Places Switch places with someone in the vehicle for 3 AP. Switching drivers costs 5 AP. Only
the person who asks to switch expends their AP.
20 mph Move 15 ft for 1 AP. -10 Pilot. Vertibird ignores the Pilot penalty. All attack rolls to and
from a Vehicle get a -10 Hit Chance. AG -1 when someone attempts to get out of the
way.
40 mph Move 20 ft for 1 AP. -20 Pilot. Vertibird ignores the Pilot penalty. All attack rolls to and
from a Vehicle get a -20 Hit Chance. AG -2 when someone attempts to get out of the
way.
60 mph Move 25 ft for 1 AP. -30 Pilot. Vertibird ignores the Pilot penalty. All attack rolls to and
from a Vehicle get a -30 Hit Chance. AG -3 when someone attempts to get out of the
way.
80 mph Move 35 ft for 1 AP. -40 Pilot. Vertibird ignores the Pilot penalty. All attack rolls to and
from a Vehicle get a -40 Hit Chance. AG -4 when someone attempts to get out of the
way.
Action Description
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100 mph Move 45 ft for 1 AP. -50 Pilot. Vertibird ignores the Pilot penalty. All attack rolls to and
from a Vehicle get a -50 Hit Chance. AG -5 when someone attempts to get out of the
way.
200 mph Moves 90 ft for 1 AP. Only Vertibirds can take this action. All attack rolls to and from a
Vehicle get a -100 Hit Chance. AG -8 when someone attempts to get out of the way.
90 Degree Turn Costs 4 AP. When turning either left or right, roll Pilot. The penalty is -20. This also
applies when flying up or down. If you fail the check you’re unable to turn and must
move at least 10 ft and try again. You still exhaust the AP of your attempt.
180 Degree Turn Costs 6 AP. When attempting to do a U-Turn, roll Pilot. The penalty is -30. This also
applies when flying up or down. If you fail the check you’re unable to turn and must
move at least 20 ft and try again. You still exhaust the AP of your attempt.
270 Degree Turn Costs 8 AP. When attempting to do a 270 Degree Turn, roll Pilot. Penalty is -40. This
also applies when flying up or down. If you fail the check you’re unable to turn and
must move at least 30 ft and try again. You still exhaust the AP of your attempt.
The Donut Costs 10 AP. When attempting to do a 360 Degree Turn, roll Pilot. The penalty is -50.
This also applies when flying up or down. If you fail the check you’re unable to turn
and must move at least 40 ft and try again. You still exhaust the AP of your attempt.
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Vehicles Rules
Boat
The usual transport when traveling on the high seas is a boat. Boats come in different shapes
and sizes and each have a uniqueness to them. Boats that come with a Motor Engine are
blessed with being able to reach speeds similar to that of Cars, but some like the Sailboat and
the Schooner have masts and sails that help the ships move better.
Wind is a factor that only applies to this case. An Overseer may roll a 1d8 to determine the
direction of wind with 1 being North. The wind gives additional speed if the specified boat is
traveling in the direction of the wind. Traveling in a different direction of the wind doesn’t give
speed benefits to the boat. Maneuvering through a heavy storm may require many pilot checks
and small bonuses from others on the ship manning the sails. For manning sails, ST and AG
checks may be required.
Driver
The driver gains a new AP Limit which is separate from their own. The Driver has the AP of the
Vehicle they can use to operate it, and their own for personal actions. The driver only gets half
of its AP when the vehicle is in motion. If the vehicle isn’t moving (soft/hard brake action
taken), the driver gets there full AP. The driver of the car can’t use two-handed weapons while
driving as they have to keep at least one hand on the wheel unless specified by the Vehicle.
They can attack during their turn when driving, however, that’ll come out of their AP and not
the Vehicles. Drivers can’t do Targeted Attacks due to their focus being split between driving
and attacking. In the turn order, the driver’s sequence is rolled normally. If the Vehicle’s AP is 0,
it can’t move. If you’re on a boat, it starts to sink.
Electricity Resistance
The same rules are applied from the Dweller’s Guide except the vehicle will be stunned for 1d4
turns if pulsed or in an electrical trap.
Environmental Modifiers
Often the terrain you travel on will affect your driving. Below is a chart of modifiers for various
types of terrain you’ll be maneuvering through with the Pilot Skill. Some Environmental Effects
can stack on top of each other. Refer to the table below.
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Environmental Effect Penalty Description
Rough Seas -30 The waters of the ocean are rough to travel on.
Thunderstorm / Turbulence (Vertibird) -50 Somewhat intense storm and wind burst.
Hit Points
All vehicles have hit points. When hit points drop below 50% Max HP, reduce DT by 3 and DR by
20%. When it's hit points reach 0, the vehicle is unable to move. If it takes continuous hits after
it reaches 0, a vehicle with an engine has the potential to explode. Engine explosion damage is
double of a fragmentation grenade and it deals Explosive Damage.
Seating
A Seating refers to how many individuals can fit in a vehicle. 1 Seating is equal to 200 lbs. This
includes a person’s weight and carry weight. If you surpass the Seating limit of a vehicle, the
Vehicle gets -2 AP for each Seating over. Seating can also be used for storage. If you wish to
know the seating arrangement, look up photographs of the vehicles although most of them are
common sense. Those who are inside of a Vehicle lose their natural AC and anyone that
attempts to attack them takes ½ Cover Penalties. Also, attempting to do a Targeted Attack to
someone in a Vehicle, the Half Cover Penalties will play. Boats, Bikes, and Motorcycles ignore
these rulings. Steamboats, Leisure Boats, and TugBoats have more space to move around. Have
a map of the boat for reference. Glass windows provide no protection. If a character appears to
be carrying too much, they might take up more seating. Players must state where in a vehicle
they’re seated. This is upon the Overseer’s discretion. You may share a space with another
player if both are in a vehicle.
Size
Size refers to how long, thick, and tall the Vehicle is. Those inside a vehicle may share the same
space. The size reference is length x width x height. You may be sharing the same space with
someone while in a Vehicle.
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Storage Space
Storage Space is the storage of the vehicle. Store items in your vehicle and make sure you lock
it before you head out. You cannot exceed the Storage Space limit. Hulling something large with
a Vehicle doesn’t count towards Storage Space, but you may get penalties depending on how
large it is. Penalties would affect AP and is upon the Overseer’s discretion.
Stunts
Stunts are special circumstances that are life and death situations. A few examples of pulling off
stunts would be trying to jump a deep gorge, drifting through the streets of New Reno,
outmaneuvering incoming bullets, etc. The difficulty check of stunts depends on the Overseer.
Be as clear as possible when explaining these types of situations.
Vehicle Damage
Vehicle damage refers to how much damage is dealt when you ram someone with the vehicle.
For every 10 ft moved towards the target you add a dice roll. If hit by a vehicle, it affects the
Normal DT/DR and for every 10 damage, you lose one armor and weapon condition mark on
any equipment on your person. All Vehicle Damage ignores armor to an extent. If running to or
through a sturdy structure, the Vehicle will take damage equal to the dice roll. The result of the
structure’s damage is upon the Overseer’s discretion. The Damage dice is in the Vehicles stats.
Below is a chart with the max dice, the DT/DR ignored, the base damage that is added to the
dice roll(s), and the vehicles associated with each one.
Example: A Highwayman deals 1d10 damage per 10 ft moved towards the target. The driver
moves the Highwayman up 30 ft with 30 AP at 20 mph. 30/2 = 15. You roll 15d10 and get 80.
The individual you hit at the end gets hit for 80 damage. If the driver, however, continues to
drive in the same direction, the damage is added from before. If at any point the driver decides
to do any turn, the damage is reset back to one dice. It also resets if the speed is lowered to
zero. Overseer discretion is advised.
If someone wants to attempt to get out of the way of aa Vehicle, they have to roll AG. The
speed, or mph the Vehicle is going, determines the penalty applied. If you succeed in the AG
check, you get out of its path and take no damage. If you fail you take a direct hit and move
with the car at the front. Overseer discretion may apply for special circumstances. Power Armor
will damage a vehicle if it, but the Vehicle takes half the damage it dealt, rounded up, except for
VertiBirds. If you’re attempting to hit a Vehicle with another Vehicle, the Driver rolls the Pilot
Skill against the Vehicle Car. This works exactly the same as Combat.
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Max Dice Vehicle Base DT DR
Damage
20 Bus, Car, Leisure Boat, Tank, Truck, and Vertibird +20 -10 -50%
10 Air Boat, Golf Cart, Motorcycle, Steamboat, and Tugboat +10 -5 -25%
Vehicle Resistance
Vehicles have several sides to protect. You have the Front, Back, Left, Right, Top, and Bottom.
This works similar to Limb Resistance but you have more sides to worry about. You can ignore
the Targeted Effect of the specific area. If anyone is inside the vehicle they’re considered to
have ¾ Cover. Explosive rules will apply to all sides of the Vehicle that it hits. For every 10
Damage after DT and DR are applied, the Vehicle loses 1 Vehicle Resistance. When the Vehicle
Resistance for the Front, Back, etc. is broken, or at 0, the DT is reduced by 5 and the DR is
reduced by 30% when executing a Targeted Attack. Refer to the Vehicle Area Effect for
additional effects for Targeted Attacks on Vehicles.
Traveling
Vehicles make traveling faster, but safety depends on your actions. Traveling on an open road
will be easier on a vehicle but traveling through a forest may double or even triple your time.
You may not even be able to use a Vehicle to travel to some locations. Some tips to think about
when traveling on vehicles. Some Vehicles have a limited amount of fuel, decide how far and
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fast you wish to go a certain location. For example, if you wish to drive 20 mph to a small town
that’s 10 miles away, you’ll consume fuel and arrive at your destination faster than you would
going 10 mph. Faster doesn’t always mean better. Pay close attention to your fuel and the
terrain. You won’t be able to move a car through a thick forest or if you try, you’ll be going
slower and possibly consuming additional fuel. Leaving a Vehicle on for an hour will also
consume ⅕ of a gallon of fuel. Casually driving doesn’t require the use of the Pilot Skill.
Tanks have the equivalent to an M29 81mm Portable Mortar for the cannon. You need four
people to operate a tank. One person must be the driver, another must use the survey
equipment to look around the battlefield, a gunner at the top which is armed with a swivel
mount that can rotate around which is armed with an LMG of choice who also monitor the
main cannon, and the loader who loads ammo into the main cannon. The surveyor is the one
that fires the main cannon and gets a +50 Bonus to Big Guns when firing. Firing is 8 AP.
Reloading a tank costs 5 AP.
The Chimera is a modified mining rig with a mounted laser cannon built by the Chinese as a
battle tank. Chimeras are fully automated and are technically robots, but they can be modified
to have two pilots. This tank hovers and it requires two people to operate it if modified. One is
the driver and the other controls the laser cannon. The laser cannon is equal to the ability and
stats of the Plasma Cannon but doubled after the rolls are made, and it's considered True
Damage instead of Plasma Damage. It can only do its Plasma Cannon attack once per round.
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Vehicle Critical Chance
Targeted Attacks
If you intend to target a specific part of the vehicle such as the Front, Back, Left, Right, Top,
Bottom, Tires, or the passengers inside, the rules are slightly different than that of normal
Targeted Attacks. Attacking the Bottom of a vehicle may require some creativity as attacking it
from the front, side, top, and back is nearly impossible. If using a ranged weapon at a melee
range of 5 ft, use the Melee Penalties instead of the Ranged Penalties.
+15 Bottom
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Vehicle Critical Success List
Number Result
6 Tire -15 to the Pilot Skill. Boats don’t have Tires and this applies to Verti-BIrds only when landing.
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When Targeting the “tires” of a tank, they ignore up to 10 attacks. Apply Crippled Body Attack
rules from the Dwellers Guide.
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Cars
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Truck
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Boat
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Name Value AC AP HP Armor Res. Vehicle Res. Seating Desc.
Medium SailBoat 6000 10 15 200 N: 0/0% ER: 0% 0 18 Damage: 1d12
L: 0/0% RR: 0% Storage Space: 100 lbs
F: 0/0% GR: 0% Size: 30 ft by 15 ft by 20 ft
P: 0/0% PR: 0% This vehicle cannot be stunned.
Ex: 0/0% Can only be crafted with Wood
and 30 lbs of Cloth.
Can only go 5 and 10 mph. If wind
is in favor of the direction of travel,
it can move 20 mph.
Large SailBoat 9000 20 15 400 N: 0/0% ER: 0% 0 60 Damage: 1d20
L: 0/0% RR: 0% Storage Space: 200 lbs
F: 0/0% GR: 0% Size: 60 ft by 25 ft by 20 ft
P: 0/0% PR: 0% This vehicle cannot be stunned.
Ex: 0/0% Can only be crafted with Wood
and 30 lbs of Cloth.
Can only go 5 and 10 mph. If wind
is in favor of the direction of travel,
it can move 20 mph.
Schooner 6000 5 20 150 N: 0/0% ER: 0% 0 10 Damage: 1d20
L: 0/0% RR: 0% Storage Space: 30 lbs
F: 0/0% GR: 0% Size: 30 ft by 15 ft by 20 ft
P: 0/0% PR: 0% This vehicle cannot be stunned.
Ex: 0/0% Can only be crafted with Wood
and 40 lbs of Cloth.
Can only go 5 and 10 mph. If wind
is in favor of the direction of travel,
it can move 20 mph.
Steamboat 30000 10 10 500 N: 2/30% ER: 0% 2 100 Damage: 1d8
L: 1/30% RR: 0% Storage Space: 1500 lbs
F: 1/20% P: GR: 0% Size: 30 ft by 30 ft by 20 ft
0/20% PR: 0% Cannot go 80 or 100 mph.
Ex: 1/30%
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Name Value AC AP HP Armor Res. Vehicle Res. Seating Desc.
Tug Boat 10000 10 20 500 N: 6/50% L: ER: 0% 5 20 Damage: 1d20
5/40% RR: 0% Storage Space: 500 lbs
F: 3/40% P: GR: 0% Size: 20 ft by 15 ft by 10 ft
4/50% PR: 0% Cannot go 80 or 100 mph.
Ex: 6/40%
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Special
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Name Value AC AP HP Armor Res. Vehicle Seating Desc.
Res.
Bicycle/ 200 0 10 10 N: 0/0% ER: 0% 0 1 Damage: 1d4
Tricycle L: 0/0% RR: 0% Storage Space: 10 lbs
F: 0/0% GR: 0% Size: 5 ft by 5 ft by 2.5 ft
P: 0/0% PR: 0% This vehicle cannot be stunned.
Ex: 0/0% Driver can use Two-Handed
Weapons.
Can only go 5, 10, and 20 mph.
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Vehicle Modifications
This section covers the various modifications that can be added to vehicles. Each modification
has a specified crafting time according to its type. If a quantity is not stated for a material, it’s
considered to be one as the requirement.
Armor Modifications
Only Cars, Motorcycles, and Trucks can benefit from this section. Armor modifications will take
forty eight hours to complete for each skill required. For plating you make it for the entire
vehicle. Be prepared to use a lot of materials. The amount listed below is meant for Cars.
Motorcycles require half the cost. Trucks require double the cost.
Kevlar Plate 650 8000 Apply Kevlar Armor stats. AP -1. -Kevlar 650 lbs Blacksmith -25
Metal Plate 720 10000 Apply Metal Armor MK II stats. AP -3. -Scrap Metal 720 Blacksmith -25
lbs
Ballistic Plate 650 20000 Apply Combat Armor MK II stats. AP -2 -Ballistic Fibers 650 Blacksmith -50
lbs
Power Armor Plating 1000 40000 Apply T-51 Power Armor stats. AP -5. -Titanium 1000 lbs Blacksmith -50
Black Titanium Plating 1000 50000 Apply X-01 Power Armor stats. AP -5. -Black Titanium Blacksmith -75
1000 lbs
Bullet Proof Glass 100 10000 Windows that you can shoot through are -Glass 60 lbs Blacksmith -75
now extremely tough. These windows are -Plastic 40 lb
now part of the Vehicle Resistance. You
cannot attack people inside the Vehicle
until the Vehicle Resistance is broken. You
can still attack those who are outside like
those in the back of a Pick-Up Truck.
Motorcycles cannot benefit from this.
Ram 300 600 Cannot be added to Motorcycles. Increase -Scrap Metal 300 Blacksmith -50
Front Resistance by 5. Add two additional lbs
dice to Vehicle Damage.
Spiked Ram 600 1200 Cannot be added to Motorcycles. Increase -Scrap Metal 600 Blacksmith -50
Front Resistance by 10. Add four additional lbs
dice to Vehicle Damage.
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Armor Modifications W Value Description Part(s) Required Skill Penalty
Fire Suppression 30 5000 If your vehicle is ever on fire, the Driver, as -Rubber 10 lbs Engineer -75
System a free action, may extinguish any fires on -Scrap Metal 10 lbs
the Vehicle. -Scrap Electronics
10 lbs
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Engine Modifications
Only Cars, Trucks, and Motorcycles can benefit from this section. Engine modifications will take
thirty hours to complete for each skill required. You can only craft one tire at a time.
8 Gallon Engine 400 5000 Each gallon lasts for 15 mi. This is the most -Scrap Metal Blacksmith -25
common for engine found in Cars, 300 lbs Engineer -25
Motorcycles, Leisure Boats, -Scrap
Electronics 100
lbs
10 Gallon Engine 500 5000 Each gallon lasts for 15 mi. This engine was -Scrap Metal Blacksmith -25
found in Cars and Vertibirds. Motorcycles 400 lbs Engineer -25
cannot take this engine. -Scrap
Electronics 100
lbs
12 Gallon Engine 600 10000 Each gallon lasts for 15 mi. This is the most -Scrap Metal Blacksmith -25
common for engines found in Steamboats, 500 lbs Engineer -25
Tank, Trucks, Tug Boats, and. Motorcycles -Scrap
cannot take this engine. Electronics 100
lbs
24 Gallon Engine 1600 30000 Each gallon lasts for 15 mi. A rare find in the -Scrap Metal Blacksmith -25
wastes. Motorcycles cannot take this 1200 lbs Engineer -50
engine. -Scrap
Electronics 400
lbs
Hydrogen Engine 500 60000 One gallon of purified water lasts for 10 mi. -Scrap Metal Blacksmith -25
You can have up to 10 gallons installed. 300 lbs Engineer -25
-Scrap Nature Sciences -25
Electronics 200
lbs
Fusion Engine 1500 70000 The engine can last for five decades per -Fusion Core Blacksmith -25
Fusion Core, but the engine will explode -Scrap Metal Engineer -50
instead of shutting down if its hit points are 1000 lbs
below 0 and half its max HP. This vehicle is -Scrap
silent if you move below 20 mph. Electronics 500
lbs
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Engine Types W Value Description Part(s) Required Penalty
Nuclear Engine 2000 90000 The engine can last virtually infinite but the -Scrap Metal Blacksmith -50
engine will explode instead of shutting down 1500 lbs Engineer -50
if its hit points are below 0 and half its max -Scrap
HP. It makes a lot of noise. Electronics 490
lbs
-Uranium 10 lbs
Water Motor Varies Varies A necessary part for boats to move around -Engine of Blacksmith -50
much faster. Usually found on Speedboats, Choice Engineer -25
Steamboats, and Tug Boats. If attached to -Scrap Metal 25
other boats listed, those boats will be able lbs
to go 20, 40, and 60 mph.
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Miscellaneous Modifications
Any vehicles can benefit from this unless specified. These modifications cannot be categorized
under any other section and serve mostly for utility and roleplaying purposes. Miscellaneous
modifications will take one hour to complete for each skill required.
Communication Radio 20 500 A communication radio that serves well, -Scrap Electronics Engineer -25
communication within anyone else with a 20 lbs
comm radio with a 10 mile radius.
Motion Detector 20 3000 Apply Motion Sensor ability. It’s your own -Motion Sensor Engineer -50
alarm system.
Music Radio 20 500 A radio that picks up radio signals. Typically -Scrap Electronics Engineer -25
used to listen to radio stations but 20 lbs
sometimes you can pick up various signals
within a 10 mile radius.
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Tire Modifications
Only Cars, Trucks, and Motorcycles can benefit from this section. Tire modifications will take
four hours to complete for each skill required. You can only craft one tire at a time. Bicycle tires
weigh 5 lbs. Car/Motorcycle tires weigh 25 lbs. Truck tires weigh 50 lbs. Specify which tire has
what modification.
Car Tire 25 100 Can be applied to all Cars, Vans, Buses, and -Rubber 25 lbs Blacksmith -25
Vertibirds. Engineer -25
Racing Tire 50 1000 AP is multiplied by 1.5 rounded up when all -Car Tire 2 Blacksmith -25
tires are Racing Tires on the vehicle. Truck Engineer -25
and Bicycle Tires cannot get this
modification.
Truck Tire 50 300 Can be applied to all Trucks and Front -Rubber 50 lbs Blacksmith -50
Loaders. Engineer -50
Motorcycle Sidecar 65 2500 Add a sidecar to a motorcycle to add one -Car Tire Blacksmith -25
Seating. This takes ten hours to complete for -Scrap Metal 35 lbs Engineer -25
each skill. A motorcycle is limited to one side -Cloth 5 lbs
car.
Puncture-Resistant Varies 2500 Ignore Targeted Attacks 5 times for Car, -Tire of Choice Blacksmith -50
Motorcycle, and Truck Tires. Add 5 lbs to -Kevlar 20 lbs Engineer -25
Tire.
Scythed 20 1000 If an enemy vehicle is within 5 ft of the side -Tire of Choice Blacksmith -50
of your vehicle when both are in motion, -Scrap Metal 15 lbs Engineer -25
they must roll Pilot -50. If they fail the
enemy vehicle takes 6d6+10 Normal
Damage. Against someone outside of a
vehicle, they must roll AG -3. If they pass,
they take no damage.
Snow Tires Varies 2000 Ignore Snowy Region penalties. Add 10 lbs -Tire of Choice Blacksmith -25
to Tire. -Rubber 10 lbs Engineer -25
Treads Varies 2000 Negate environmental penalties by 20%. -2 Tires of the Same Blacksmith -25
Add 10 lbs to Tire. Type Engineer -25
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Trailer Modifications
Only Cars and Trucks can benefit from this section. Trailer modifications will take twenty four
hours to complete for each skill required. Plating can only be added to enclosed trailers. Trailers
can increase the Seating.
Small Storage Trailer 200 2000 Plating cannot be added. Doesn’t provide -Car Tires 3 Blacksmith -25
cover. -Scrap Metal 200 lbs
Adds 4 Seating.
10 ft x 10 ft Trailer.
Total AP -1.
Medium Storage 400 4000 Plating cannot be added. Doesn’t provide -Car Tires 3 Blacksmith -25
Trailer cover. -Scrap Metal 400 lbs
Adds 6 Seating.
10 ft x 20 ft Trailer.
Total AP -2.
Large Storage Trailer 800 8000 Plating cannot be added. Doesn’t provide -Intact Tires 4 Blacksmith -50
cover. -Scrap Metal 800 lbs
Adds 8 Seating.
10 ft x 30 ft Trailer.
Total AP -3.
Small Enclosed 350 4000 Plating cost is equal to a Motorcycle. Full -Car Tires 3 Blacksmith -25
Storage Trailer cover from all sides. If Back Door is open you -Scrap Metal 350 lbs
have no cover at the back.
Adds 4 Seating.
10 ft x 10 ft Trailer.
Total AP -2.
Medium Enclosed 700 8000 Plating cost is equal to a car. Full cover from -Car Tires 3 Blacksmith -25
Storage Trailer all sides. If Back Door is open you have no -Scrap Metal 700 lbs
cover at the back.
Adds 6 Seating.
10 ft x 20 ft Trailer.
Total AP -3.
Large Enclosed 1400 16000 Plating cost is equal to a car. Full cover from -Car Tires 4 Blacksmith -50
Storage Trailer all sides. If Back Door is open you have no -Scrap Metal 1400
cover at the back. lbs
Adds 8 Seating.
10 ft x 30 ft Trailer.
Total AP -4.
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Truck Storage Trailer 2000 25000 Plating cost is double of a Truck. Full cover -6 Intact Truck Tires Blacksmith: -50
from all sides. If Back Door is open you have -2000 lbs of Scrap
no cover at the back. 15 ft x 40 ft Trailer. Metal
Only for Trucks. Takes forty eight hours to
complete.
Adds 24 Seating.
Total AP -5.
Can only be attached to the Tank Truck and
Transport Truck.
Weapon Slot 0 200 Open a slot to shoot from the sides of -10 lbs of Scrap Engineer: -25
enclosed trailers. For every 5 ft you can add Metal
one slot. Takes four hours to complete.
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Weapon Mounts
Only Cars and Trucks can benefit from this section. Mount modifications will take six hours to
complete for each skill required.
Armor Motorized 60 5000 Attach Small Guns, Big Guns, and Energy -Scrap Metal 60 lbs Blacksmith -25
Mount Weapons. Reduce AP cost by 1 for Attacks. Engineer 25
Ignores vehicle ranged weapon penalty. Can Gunsmith -25
only be used in Standing Stance. Add 20 AC.
Can only be attached at the Top or Back of a
vehicle/trailer.
Motorized Mount 30 3000 Attach Small Guns, Big Guns, and Energy -Scrap Metal 30 lbs Engineer -25
Weapons. Reduce AP cost by 1 for Attacks. Gunsmith -50
Ignores vehicle ranged weapon penalty. Can
only be used in Standing Stance. Can only be
attached at the Top or Back of a
vehicle/trailer.
Pintle Mount 5 2000 Gain benefits of Pintle Mount Mod. Can be -Pintle Mount Gunsmith -25
attached to the back of Pick-Up Trucks and
Trucks. Can be attached to the top of Trucks
as well. Can only be attached at the Top or
Back of a vehicle/trailer.
Swivel Mount 20 2000 Attach a Small Gun or an Energy Weapon -Kevlar 10 lbs Engineer -25
(No Big Gun Energy Weapons). Ignore -Scrap Metal 10 lbs Gunsmith -25
vehicle ranged weapon penalty. Can only be
fired in Standing Stance. Increase Hit Chance
by +15. Can only be attached at the Top or
Back of a vehicle/trailer.
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