Wasteland Vehicles

Major Update 1: Added higher tech vehicles, heavy vehicles, and rules for overloading vehicles
Major Update 2: Added sample airships and adamant (aka adamantine) armor. A larger update, featuring a more modular design system for players who value flexibility over simplicity is in the works.

Unless you happen to shit bullets, you’d be very hard pressed to scrape together enough lead to afford a proper functional vehicle. A working pre-war car is a rare relic and a bit of a status symbol in the wastes. Most people have to make due with something more improvised.

The following vehicles are built with a combination of rusty metal, wood, and parts scavenged from wrecks. They tend to have massively underpowered engines, shaky suspensions, and uncomfortable seats. But at least they are very, very cheap (at least compared to the alternatives).

The vehicles come with a skeletal frame rather than proper armor. The DR protects against ramming and collisions, but provides no protection against other attacks or for the occupants. Armor costs extra and takes up more weight, cutting into payload.

Drivetrain

The electric vehicles (the ones whose names start with "E.") are configured to work with external power cells. As per Wastelanders pg. 32, these are worth about $3,000 each pretty much everywhere, and weigh 5lb each. You also need to have a way to recharge said power cells.

The vehicles whose names start with an "G." come with gasifiers. They are powered by the fumes released by heating wooden logs. Typically, the wooden logs in question are heated by burning other wooden logs. Thus, a gasifier driven vehicle can be refueled with just a bit of work anywhere there are trees nearby. Performance is dismal and maintenance is a bit of a nightmare, but they are very cheap.

High tech vehicles are generally better across the board. They're less likely to explode, easier to control, and usually much lighter than a lower tech variant. I could have made high tech vehicles lighter and hence faster, but given the problems players have been having with having too little load to work with, it seemed smarter to keep the loaded weight and speed constant and transfer the weight savings into a higher max load.

Two variants of high tech designs are included. The "Advanced" (A.) designs are built with Cold War era tech and are slightly more fuel efficient than the basic design. The Multifuel (M.) designs are built with early 21st century tech and can run on pretty much everything.

The remaining vehicles are configured for ethanol by default; converting them to biodiesel increases the range by 50%, but costs $500 times the tech level modifier extra.

Upgrading Vehicles

Using the Upgrade rules on pg. 41 in The New World you can repair wasteland damage. Since each roll on the wasteland damage table is -10% off the price, it costs 10% of the vehicle's base price to repair the damage. This counts as a simple modification and does not produce bugs. It's also possible to change what sort of engine a vehicle uses or change a vehicle into a similar type of vehicle using the same rules. What qualifies as "similar" is left up to a case by case basis. This is a major enough modification that it will cause bugs as per the Upgrade rules.

Wasteland damage

Nearly all vehicles found in the wasteland will be damaged goods. Anyone starting play with a vehicle may reduce the listed price of the vehicle1 by up to 80%. However, for every 10% reduction, roll 2d on this table in front of a GM:
2-3 Bad Engine: Engine dies (effectively disabled) for 3d seconds on any failed control roll. Reroll for unpowered vehicles or repeated results.
4 Unresponsive: -1 to Handling.*
5-6 Mistreated: -1 to HT.*
7 No problem!
8-9 Short “Legs”: -10% to Range.*
10 Wobbly: -1 to SR. Reroll after SR reaches 0.*
11 Slow: -10% to Top Speed.*
12 Unsafe: No note or “c” (Combustible) on HT becomes “f” (Flammable), “f” becomes “x” (Explosive). Reroll after this reaches “x” (or “f,” for unpowered).*
  • Multiple occurrences are cumulative!

A note on range: I’m measuring range in hours, rather than in miles, since road/terrain quality has a massive effect on range in post-apocalyptic conditions. The ranges in the core book are based on travelling by well-maintained road, and those are hard to come by these days.

Drive(Motorcycle)

Vehicle TL ST/HP Hnd/SR HT Move LWt. Load SM Occ. DR Range Cost Locations Notes
Light Bike 6 25 +1/2 10f 6/40* 0.4 0.2 +1 1 3 6h $2,000(x4) E2W
G. Light Bike 5 25 +1/2 9f 3/40* 0.5 0.2 +1 1 3 2h $1,000(x2) E2W [1]
E. Light Bike 6 25 +1/2 10f 6/43* 0.3 0.2 +1 1 3 1D/2h $1,600(x4) E2W [2]
A. Light Bike 7 25 +2/3 11f 6/40* 0.4 0.25 +1 1 3 7h $12,000(x8) E2W
M. Light Bike 8 25 +2/3 11f 6/40* 0.4 0.3 +1 1 3 6h $16,000(x16) E2W [3]
Medium Bike 6 30 +1/2 10f 5/50* 0.6 0.35 +1 1 4 4h $3,600(x4) E2W
G. Medium Bike 5 30 +1/2 9f 3/50* 0.75 0.35 +1 1 4 1.5h $1,800(x2) E2W [1]
E. Medium Bike 6 30 +1/2 10f 5/60* 0.5 0.35 +1 1 4 1D/1h $2,000(x4) E2W [2]
A. Medium Bike 7 30 +2/3 11f 5/50* 0.6 0.4 +1 1 4 5h $20,000(x8) E2W
M. Medium Bike 8 30 +2/3 11f 5/50* 0.6 0.5 +1 1 4 4h $32,000(x16) E2W [3]
Heavy Bike 6 35 +0/2 10f 4/55* 0.9 0.5 +2 1 4 5h $5,200(x4) E2W
G. Heavy Bike 5 35 +0/2 9f 2/55* 1.1 0.5 +2 1 4 2h $2,600(x2) E2W [1]
E. Heavy Bike 6 35 +0/2 10f 4/60* 0.75 0.5 +2 1 4 2D/1h $3,200(x4) E2W [2]
A. Heavy Bike 7 35 +1/3 11f 4/55* 0.9 0.6 +2 1 4 6h $24,000(x8) E2W
M. Heavy Bike 8 35 +1/3 11f 4/55* 0.9 0.7 +2 1 4 5h $40,000(x16) E2W [3]

[1] See Wastelanders pg. 34 for rules for gasifiers, including maintenance. [2] Cost does not include power cells ($3,000 per D class power cell). [3] Can use power cells, ethanol, biodiesel, gasoline, or regular diesel.
G: Gasifier (TL5), E: Electric (TL6), A: Advanced (TL7), M: Multifuel (TL8)

Light Bike: A heavy scooter or a light sports bike with an underpowered engine. Just about the cheapest you can get.
Medium Bike: A larger motorcycle, about as big as motorcycles got before the war.
Heavy Bike: Typically, this represents a large bike with a sidecar or a trailer, but it can just be a massive bike.

Motorcycle Upgrades

Note: Make sure to also check General Upgrades below.
Armor: While you can armor a motorcycle, said armor won’t actually protect you (since you are sitting on top of it).
Ramming Spike: While it is difficult to mount a full blown ram on a motorcycle, a sturdy sharpened metal stick works wonders in a similar role. A vehicle with a ramming spike has 10 additional DR against ramming from the front, and the damage it afflicts when ramming is impaling (imp) damage rather than crushing, though the damage is halved. Impaling damage is doubled after defenses. This weighs 0.05 tons (100lbs/50kg), and costs $100. It’s a TL1 upgrade.
Gun Mount: Strapping an automatic weapon to the handrail is a fairly simple way to get a bit of firepower on to even light bikes. Fastening it securely and rigging up a way to fire it requires $50 in parts, but doesn’t weigh much (about 10% of the weapon’s weight).
Extra Seat: Technically, this is just lengthening the seating arrangement until it becomes less uncomfortable for someone to sit behind you. It requires $50 in parts, and the passenger will still count against your load, but at least he doesn’t take fatigue penalties for riding as cargo.

Drive(Automobile)

The medium and heavy bikes could just as easily represent trikes or quads, both of which are covered by Drive(automobile). Apart from having more wheels, these have the same stats.
Vehicle TL ST/HP Hnd/SR HT Move LWt. Load SM Occ. DR Range Cost Locations Notes
Buggy 6 35 0/3 10f 6/55* 0.8 0.3 +2 1+1 4 6h $6,000(x4) E4W
G. Buggy 6 35 0/3 9f 3/55* 1.0 0.3 +2 1+1 4 2h $3,000(x2) E4W [1]
E. Buggy 6 35 0/3 10f 6/55* 0.8 0.4 +2 1+1 4 2D/1h $4,000(x4) E4W [2]
A. Buggy 7 35 +1/4 11f 6/55* 0.8 0.4 +2 1+1 4 7h $28,000(x8) E4W
M. Buggy 8 35 +1/4 11f 6/55* 0.8 0.55 +2 1+1 4 6h $48,000(x16) E4W [3]
Sedan 6 45 0/4 10f 5/60* 1.3 0.5 +3 1+1 4 6h $10,000(x4) E4W
G. Sedan 6 45 0/4 9f 3/60* 1.6 0.5 +3 1+1 4 2h $5,000(x2) E4W [1]
E. Sedan 6 45 0/4 10f 5/60* 1.3 0.7 +3 1+1 4 4D/1h $6,000(x4) E4W [2]
A. Sedan 7 45 +1/4 11f 5/60* 1.3 0.6 +3 1+1 4 7h $48,000(x8) E4W
M. Sedan 8 45 +1/4 11f 5/60* 1.3 0.85 +3 1+1 4 6h $80,000(x16) E4W [3]
Pickup 6 55 0/4 10f 4/55* 2.2 1.2 +3 1+1 4 6h $12,000(x4) E4W
G. Pickup 6 55 0/4 9f 2/55* 2.7 1.2 +3 1+1 4 2h $6,000(x2) E4W [1]
E. Pickup 6 55 0/4 10f 4/55* 2.2 1.5 +3 1+1 4 5D/1h $8,000(x4) E4W [2]
A. Pickup 7 55 +1/4 11f 4/55* 2.2 1.5 +3 1+1 4 7h $64,000(x8) E4W
M. Pickup 8 55 +1/4 11f 4/55* 2.2 1.8 +3 1+1 4 6h $104,000(x16) E4W [3]
SUV 6 65 -1/4 10f 6/40* 4.0 2.4 +4 1+1 4 6h $14,000(x4) E4W
G. SUV 6 65 -1/4 9f 3/40* 5.0 2.4 +4 1+1 4 2h $7,000(x2) E4W [1]
E. SUV 6 65 -1/4 10f 6/40* 4.0 2.8 +4 1+1 4 5D/1h $8,000(x4) E4W [2]
A. SUV 7 65 0/4 11f 6/40* 4.0 2.8 +4 1+1 4 7h $72,000(x8) E4W
M. SUV 8 65 0/4 11f 6/40* 4.0 3.2 +4 1+1 4 6h $120,000(x16) E4W [3]

[1] See Wastelanders pg. 34 for rules for gasifiers, including maintenance. [2] Cost does not include power cells ($3,000 per D class power cell). [3] Can use power cells, ethanol, biodiesel, gasoline, or regular diesel.
G: Gasifier (TL5), E: Electric (TL6), A: Advanced (TL7), M: Multifuel (TL8)

Buggy: A light, small car barely larger than a quad.
Sedan: A regular, medium sized car.
Pickup: A large (1 ton), american style pickup truck.
SUV: A very large van/utility vehicle.

Drive (Heavy Wheeled)

Vehicle TL ST/HP Hnd/SR HT Move LWt. Load SM Occ. DR Range Cost Locations Notes
Fast Truck 6 75 -1/4 10f 3/40* 6 3.9 +4 1+1 5 6h $20,000(x4) E6W
G. Fast Truck 5 75 -1/4 9f 2/40* 7.2 3.9 +4 1+1 5 2h $10,000(x2) E6W [1]
E. Fast Truck 6 75 -1/4 10f 3/40* 6 4.4 +4 1+1 5 8D/1h $12,000(x4) E6W [2]
A. Fast Truck 7 75 0/4 11f 3/40* 6 4.3 +4 1+1 5 7h $100,000(x8) E6W
M. Fast Truck 8 75 0/4 11f 3/40* 6 4.9 +4 1+1 5 6h $160,000(x16) E6W [3]
Utility Truck 6 85 -1/4 10f 1/25* 8.5 6.2 +4 1+1 5 6h $18,000(x4) E6W
G. Utility Truck 5 85 -1/4 9f 0.5/25* 10.2 6.2 +4 1+1 5 2h $9,000(x2) E6W [1]
E. Utility Truck 6 85 -1/4 10f 1/25* 8.5 6.6 +4 1+1 5 5D/1h $12,000(x4) E6W [2]
A. Utility Truck 7 85 -1/4 11f 1/25* 8.5 6.7 +4 1+1 5 7h $96,000(x8) E6W
M. Utility Truck 8 85 -1/4 11f 1/25* 8.5 7.3 +4 1+1 5 6h $144,000(x16) E6W [3]
Semi 6 100 -1/5 10f 2/55* 8 4.0 +4 1+1 5 6h $60,000(x4) E6W
G. Semi 5 100 -1/5 9f 1/55* 9.6 4.0 +4 1+1 5 2h $30,000(x2) E6W [1]
E. Semi 6 100 -1/5 10f 2/55* 8 6.1 +4 1+1 5 30D/1h $24,000(x4) E6W [2]
A. Semi 7 100 -1/5 11f 2/55* 8 4.9 +4 1+1 5 7h $250,000(x8) E6W
M. Semi 8 100 -1/5 11f 2/55* 8 6.0 +4 1+1 5 6h $380,000(x16) E6W [3]
Trailer 6 100 -3/4 1/30* 30 24.0 +5 $4,000(x4) E8W
Bus 6 100 -1/4 10f 1/30* 15 11.0 +6 1+1 5 6h $28,000(x4) E4W
G. Bus 5 100 -1/4 9f 0.5/30* 18 11.0 +6 1+1 5 2h $14,000(x2) E4W [1]
E. Bus 6 100 -1/4 10f 1/30* 15 11.8 +6 1+1 5 10D/1h $16,000(x4) E4W [2]
A. Bus 7 100 -1/4 11f 1/30* 15 12.5 +6 1+1 5 7h $150,000(x8) E4W
M. Bus 8 100 -1/4 11f 1/30* 15 13.5 +6 1+1 5 6h $250,000(x16) E4W [3]
War Rig 6 150 -2/5 10f 2/30* 50 40.0 +6 1+1 5 6h $80,000(x4) E10W
G. War Rig 5 150 -2/5 9f 1/30* 60 40.0 +6 1+1 5 2h $40,000(x2) E10W [1]
E. War Rig 6 150 -2/5 10f 2/30* 50 42.5 +6 1+1 5 40D/1h $36,000(x4) E10W [2]
A. War Rig 7 150 -2/5 11f 2/30* 50 45.0 +6 1+1 5 7h $360,000(x8) E10W
M. War Rig 8 150 -2/5 11f 2/30* 50 47.0 +6 1+1 5 6h $550,000(x16) E10W [3]

[1] See Wastelanders pg. 34 for rules for gasifiers, including maintenance. [2] Cost does not include power cells ($3,000 per D class power cell). [3] Can use power cells, ethanol, biodiesel, gasoline, or regular diesel.
G: Gasifier (TL5), E: Electric (TL6), A: Advanced (TL7), M: Multifuel (TL8)

Fast Truck: A powerhouse engine in a relatively light frame, designed to let a heavy vehicle keep up with light bikes.
Utility Truck: If I say military truck, this is the kind of vehicle you think off.
Semi: A semi-truck cabin. Note that this doesn't include a trailer; it's just the cabin.
Trailer: Needs an attached Semi to move. Track HP, Load, and upgrades separately for the cabin and the trailer. Use the handling, SR, and move from this statline when the semi is carrying a trailer around.
Bus: A full sized bus, with all the seats and other interior stripped out.
War Rig: a 1,000 horsepower death machine. The biggest, meanest thing in the wasteland.

Automobile/Heavy Wheeled Upgrades

Note: Make sure to also check General Upgrades below.
Mounted Weapon: this upgrade adds a crew station and a rooftop mounting point for a ranged weapon. Whoever uses the turret is exposed (no protection from above, and only half the torso is in cover of whatever armor the vehicle has), but can shoot the mounted weapon in a 180 degree forward arc. The mount can take just about any ranged weapons. A weapon mount costs $150 and weighs 100lbs. Note that the additional crew man also counts against your payload (You'll typically want to allocate 200lbs to each crewman).
Extra Seat: Seating space inside the vehicle with room for an additional person. Costs $100 and weighs 30lbs per seat. Note that the additional passenger also counts against your payload (You'll typically want to allocate 200lbs to each crewman).
Spines: The vehicle menaces with spikes of metal, making it dangerous for people to attempt to board it. The vehicle counts as having the Long Spines advantage (basic set pg. 88). This costs $100 times the vehicle's SM and weighs 100lbs times the vehicle's SM.

Rams:

Ram Type DR SM+0 SM+1 SM+2 SM+3 SM+4 SM+5 SM+6
Defensive Ram 20 12lbs/$12 25lbs/$25 50lbs/$50 150bs/$150 300lbs/$300 600lbs/$600 0.6 tons/$1,200
V Ram 30 100lbs/$100 200lbs/$200 400lbs/$400 0.5 tons/$1,000 1 ton/$2,000 2 tons/$4,000 4 tons/$8,000

Defensive Ram: A bulbar or other “ram” primarily designed to protect the car from damage rather than to deal more damage. The defensive ram gives the vehicle additional DR which only applies against collisions from the front of the vehicle.
V Ram: A solid V shaped ram for knocking things out of the way and otherwise plowing through barriers. V rams provide a lot of protection against any attack against the vehicle’s front. As they are designed to knock things out of the way, they only deal half damage when ramming, but the damage that is dealt is cutting damage (which deals 50% extra damage after Damage Reduction).

Pilot(Lighter-than-air)

Vehicle TL ST/HP Hnd/SR HT Move LWt. Load SM Occ. DR Range Cost Locations
Tiny Fighter 6 30 +0/3 10 0/10 0.6 0.2 +6 (+2) 1 2 24h (43 gal) $17,000(x4) S
Small Fighter 6 35 +0/3 10 1/12 1 0.35 +6 (+3) 1+1 2 24h (110 gal) $26,000(x4) S
Medium Fighter 6 40 -1/3 10 1/14 2 0.575 +7 (+3) 1+2 2 24h (170 gal) $35,000(x4) S
Large Fighter 6 45 -1/4 10 0/12 3 1.25 +7 (+4) 1+5 2 24h (210 gal) $53,000(x4) S
Huge Fighter 6 50 -1/4 10 0/12 6 3 +8 (+4) 2+10 2 24h (340 gal) $89,000(x4) S
Tiny Ship 6 60 -1/4 10 0/12 9 1.6 +8 (+5) 2+4A 2 168h (1500 gal) $170,000(x4) S
Small Ship 6 65 -1/4 10 0/10 11 3.95 +8 (+5) 4+6A 2 168h (1200 gal) $220,000(x4) S
Medium Ship 6 75 -1/4 10 0/13 24 8 +8 (+6) 6+9A 2 168h (3000 gal) $340,000(x4) S
Large Ship 6 90 -1/4 10 0/18 47 10 +8 (+7) 8+32A 2 168h (7100 gal) $700,000(x4) S
Huge Ship 6 115 -2/4 10 0/14 100 37.5 +9 (+8) 25+125A 2 168h (11000 gal) $1,400,000(x4) S
Titan 6 140 -2/4 10 0/13 180 75 +9 (+8) 48+252A 2 168h (14000 gal) $2,300,000(x4) S

Notes: The distinction between fighters and ships is entirely arbitrary, I simply ran out of size descriptors. As it happens, all the ships on this list have cramped living quarters for its crew/passengers while the fighters have only seats. A move of 0 means the vehicle can only change velocity by 1 every 10 seconds. The weight does not include the Floaty Rocks used to keep it airborne. Said rocks weigh 2x(LWT-Load) should their existence ever be relevant. The Size Modifier includes an unarmored hot air balloon big enough to lift the vehicle's load (allowing it to adjust altitude without discarding irreplaceable rocks), the SM in parentheses is for the gondola. An A in the occupancy means the vehicle has accommodations for its occupants. The range includes how many gallons of fuel tanks needed to fill the tanks.

Tiny Fighter: A cramped seat, 300 liters of storage space, and a motorcycle engine with a propeller is all there is room for in this tiny gondola. It's about as small as a manned craft can reasonably get.
Small Fighter: A slightly bigger engine (about the size of the ones used on buggies), a second seat, and a bigger fuel tank. It's literally twice the size of the Tiny Fighter, but it's still a fairly small gondola.
Medium Fighter: Three times the size of the Tiny Fighter, with three times the seats, three times the cargo capacity, and four times the engine power. The gondola is about the size of a normal car, but with a lot more of the space used up by engine and fuel tanks.
Large Fighter: This one's basically designed to be the player character transport of choice. It can carry a whole party, in addition to 1,300lbs of loot, and is the biggest you can get before you start needing a crew. It's pushed along by a pair of propellers, and is about the size of a large SUV.
Huge Fighter: The biggest of the short term transports requires a rigger working full-time to handle the hot air balloon. It can carry a dozen people, and has cargo space enough for a small sedan.
Tiny Ship: Although it requires an impractical amount of fuel, this vehicle may work as an alternative PC transport. It has a metric ton of cargo space, cramped quarters for 6, and is maybe the size of a city bus suspended under a Boeing 747 sized balloon. Note that the second crew member is an engineer looking after the twin engines, not a rigger for the balloon.
Small Ship: Crew consists of a pilot, an engineer, and two riggers. Uses four low powered engines, which is why it actually uses less fuel than the Tiny Ship.
Medium Ship: Crew consists of a pilot, an engineer, and four riggers.
Large Ship: Crew consists of a pilot, an engineer, and six riggers. I may have gone slightly overboard with the engines on this one, it uses four semi-trailer sized engines, and ended up being the fastest airship on the list.
Huge Ship: Crew consists of a pilot, two engineers, and 22 riggers. The balloon is about the size of the Graf Zeppelin, though a bit lighter since it only needs to hold hot air, rather than hydrogen.
Titan: Crew consists of a pilot, two engineers, and 45 riggers. The gasbag is the size of the Hindenburg, the gondola about the size of two 747 bodies strapped together. It can carry the entire United Front and then some. On the other hand, it requires a gallon and a half of ethanol every minute of operation.

General Upgrades

Armoring: The standard wastelander vehicles come with a simple frame, with no protection of any kind offered to the crew or the delicate engines. Naturally, most people add some additional covering, to keep bullets, blades and the occasional twig from damaging valuable components. The costs and weights below are per facing (front, left, right, back, top, and bottom), so if you want to use the same armor all over simply multiply the weight and cost by 6. The cost of a given type of armor depends on the size modifier of the vehicle.
Armor Level DR SM+0 SM+1 SM+2 SM+3 SM+4 SM+5 SM+6
Light wood planks 1 5lbs/$0.5 10lbs/$1 20lbs/$2 50lbs/$5 100lbs/$10 200lbs/$20 400lbs/$20
Thick wood planks 10 50lbs/$5 100lbs/$10 200lbs/$20 500lbs/$50 0.5 tons/$100 1 ton/$200 2 tons/$200
Wooden Palisade 30 150lbs/$15 300lbs/$30 600lbs/$60 1,500lbs/$150 1.5 tons/$300 3 tons/$600 6 tons/$600
Sturdy Layered Canvas 3 1lbs/$5 2lbs/$10 4lbs/$20 20lbs/$50 40lbs/$100 80lbs/$200 160lbs/$400
Thin Scrap Covers 10 30lbs/$30 60lbs/$60 120lbs/$120 300lbs/$300 600lbs/$600 0.6 tons/$1,200 1.2 tons/$2,400
Reinforced Scrap Armor 20 60lbs/$60 120lbs/$120 240lbs/$240 600lbs/$600 0.6 tons/$1,200 1.2 tons/$2,400 2.4 tons/$4,800
Aluminum Armor 5 10lbs/$50 20lbs/$100 40lbs/$200 100lbs/$500 200lbs/$1,000 400lbs/$2,000 800lbs/$4,000
Steel Sheets 15 40lbs/$75 80lbs/$150 160lbs/$300 400lbs/$750 800lbs/$1,500 0.8 tons/$3,000 1.6 tons/$6,000
Thick Steel Plate 40 100lbs/$200 200lbs/$400 400lbs/$800 0.5 tons/$2,000 1 ton/$4,000 2 tons/$8,000 4 tons/$16,000
Adamant (1cm) 10 15lbs/$3,000 30lbs/$6,000 80lbs/$10,000 160lbs/$30,000 350lbs/$60,000 700lbs/$100,000 0.8 tons/$300,000
Adamant (1 inch) 25 40lbs/$7,400 80lbs/$15,000 200lbs/$37,000 400lbs/$74,000 800lbs/$150,000 0.8 tons/$300,000 2 tons/$740,000
Adamant (max) 40 70lbs/$12,000 130lbs/$24,000 300lbs/$59,000 700lbs/$120,000 0.6 tons/$240,000 1.3 tons/$480,000 3.3 tons/$1,200,000

Extra Fuel Tank: Only available for Ethanol or biodiesel powered vehicles. Doubles the vehicle's range, but also how many gallons of fuel it takes to fill the tank (Lwt/5 gallons instead of Lwt/10). Negligible weight, costs $50 times SM.
Nitro: Any ethanol or biodiesel vehicle can be upgraded with a nitrous oxide booster. This increases the vehicle's move by +2/+20 for 10 seconds when it is activated. You can link multiple systems to allow for a longer boost or keep them separate to allow for multiple boosts without refueling. Each system weighs basically nothing, costs $200 times size mod and requires 1 gallon worth of nitrous oxide per size mod per activation. Where available, nitros typically costs $100 per gallon and is a TL4 item.2
Off-road capability: Using wider tires, an all-wheel drive, an uprated suspension, and/or a bit more torque for the engine, the vehicle’s ability to travel cross country at speeds can be improved. This requires 100lbs (0.05 tons) per Size Modifier (SM) and costs $150 per SM in supplies (multiplied by the vehicle’s Tech Level modifier). Upgrading a SM+2, TL6 vehicle would reduce its max load by 0.1 tons and would require $600 in parts.
Speaker Systems: A basic speaker system is TL6, costs $50x4, weighs next to nothing (2lbs) and can easily be powered by any engine (or C/24h, for unpowered vehicles). Should you for some reason want a sound system more powerful than a boom box or a hand held loudspeaker, you can stack these; doubling the amount of speakers increases the noise level by about 10dB3.
Wheel Blades: Wheel Blades deal cutting (cut) damage during side swiping collisions, which means an extra 50% damage after armor. They also allow you to make called shots against tires (or legs) when side swiping an opponent. However, if you fail to penetrate the enemy’s DR, the blade will snap off. They cost $50 each, and at least half your wheels on that side of the vehicle need to have wheel blades to get any advantage from them. Their weight is negligible (2lbs per blade) and it is a TL1 upgrade.

Overloading vehicles

In general, attempting to overload a wasteland vehicle simply results the in suspension snapping like a twig or the vehicle getting irrevocably stuck the next time you come across mud, sand, or loose dirt. This is realistic, but not particularly fun. It also makes it difficult to armor any of the vehicles on this page to any degree (which again is realistic, given that these are low quality pre-WW1 era engines). In order to strike a balance between fun and realism, I'd put together a rule which allows the kind of dangerously overloaded vehicles you'd expect to see in post-apocalyptic fiction without making that the only viable choice.

The following rule is available to ground vehicles with off-road capacity (no * after their move stat; either because it came with that capability or it has been given the off-road capacity upgrade above): The vehicle can be tuned for maximizing carry capacity at the cost of maneuverability. This requires a Mechanic(Vehicle type) roll and several hours of work (2d6 hours, if precision is needed), but doesn't require any parts. This modification has the following effects:

  • Increase the vehicle's LWt by its base Load and then increase its Load by the same amount. For example, a pickup truck (LWt 2.2, Load 1.2) would have a loaded weight of 3.4 tons and a max load of 2.4 tons after the upgrade.
  • Decrease Handling, Stability Rating, Acceleration, and HT by 1.
  • Reduce maximum velocity by 40%.
  • Divide the vehicle's range by two.
  • The vehicle loses its off road capacity, and now counts as road-bound (meaning it's maximum off-road velocity is 4x its now reduced Acceleration or its reduced velocity, whichever is lower).

Worked Examples

Buying Wasteland Vehicles

Meet Mike. Mike is a Tech with the Gadgeteer advantage who wants to start with a gasifier powered trike. A trike is a three wheeled vehicle with a motorcycle like front and a pair of wheels in the back. Mechanically, this is a G. Heavy Bike, but it's controlled by Drive(Automobile). $2,600 is a bit steep for Mike (who wants a rifle and some other fancy toys as well), so he decides to reduce the listed price by 40% in exchange for 4 rolls on the table above. He gets lucky once (rolling a 7), but ends up with a Wobbly and doubly Mistreated vehicle.

Repairing wasteland damage

A HT roll of 7 is a disaster waiting to happen so Mike prioritizes getting that fixed as soon as possible. Repairing the two Mistreated rolls normally needs $520 worth of parts (20% of $2,600), but since Mike is a Gadgeteer he only needs 30% of that (as per the first paragraph of Inventing, pg 40 in The New World) or $156. On his first trip into the wasteland, a battle with a rival biker gang ends with an enemy G. Light Bike going up in smoke and the enemy fleeing for the hills. A broken light bike is worth $250, and better yet, is Very Closely Related to his trike. So this broken bike counts as $500 worth of parts for repairing the trike.

Mike decides to get rid of Wobbly as well while he has the parts available. Since he's now fixing three rolls of wasteland damage, he needs $234 in parts (30% of the $780 a non-Gadgeteer would need). He has $500 worth, which means he gets a +1 for having twice what he needs to work with. He could forgo that bonus and keep the leftover parts for other jobs but the rules for Picking and Choosing (The New World, pg 39) means he'd be left with about $25 worth of junk (250 lbs of it) which isn't worth it.

In addition to the +1 from parts, he has a +3 from tech level (Gasifier wasteland vehicles are TL5), a -1 from the Engineering Table (pg 39; he's a Gadgeteer working on a $780 modification), and a +0 for using improvised tools. All in all a fairly simple Engineer(Gasifier Engine or Wheeled Vehicle) roll, but it will take him 2d6 hours so he should probably wait until he's back at base. Would be a pity if the rival gang came back while he was working.

Upgrading Vehicles

A few missions later, the group get their hands on a hand cranked heavy machine gun. Mike decides he wants to mount this on the back of his trike, so that the group's soldier can stand behind him and fire the machinegun. Normally, this kind of mounted weapon isn't available for motorcycles, but the GM agrees that it makes sense for a trike to have a pintle mount. The upgrade costs $150 and weighs 100lbs (as per automobile upgrades, below).

Mike only needs $45 worth of parts thanks to being a gadgeteer, so he makes due with a solid metal pipe the group's Hulk has been using as a club (Related) and some junk. The upgrade doesn't have a listed TL which either means it's TL4 or that the GM has made as mistake and should update the wiki. In this case, it's TL4. So this time he gets +4 from TL, but no bonus from extra parts, and it's still a -1 modification (since $150 is over the $100 limit for the next step up the table). Weapon mounts are covered by Engineering (Artillery or Combat). Mike doesn't have either of those, so has to default from Engineer(Wheeled Vehicle) with a -4 penalty.

Changing Drivetrain

A few months later, the players' home village has gotten itself a working still, and Mike is confident enough in being able to afford alcohol that he decides it's time to upgrade the trike to a different engine. Looking over his list of parts, Mike thinks he might be able to upgrade to an advanced trike ($24,000!). His trike is currently worth $2,490 ($2,600 base, -$260 from one wasteland damage roll and +$150 from the weapon mount). He doesn't want to cannibalize the mount, so after upgrading his target vehicle will be worth $24,150. That's a difference of $21,660.

He's picked up a roll of sheet aluminium (1 ton, worth $10,000) as well as quite a few broken bikes, and even a ruined pickup truck (worth $1,800 with 3 wasteland damage rolls and quarter value for being broken). He needs $6,498 worth of parts to do the job (Gadgeteer is highly recommended for Techs). The pickup truck is Very Closely Related, so takes care of $3,600 on its own. He could use the bikes to deal with the rest, but he decides to try to save those, using the aluminium instead.

He sets out to fabricate (The New World, pg 40) the parts he needs from aluminium. Luckily he has a machine shop set up, but he still takes a -4 from the modification penalty. He has quite some down time ahead of him, so he decides to take his time on this (Time Spent, Basic Set: Campaigns pg 346). Taking four times as long for a +2 bonus seems about enough, so he makes his machinist roll at -2. A success by 4 provides 25% of the parts he needs, or $1,624.50. Looks like he'll have to use a few bikes to make up the difference.

Now comes the big roll. TL7 means a +1, but it is a -4 modification (since the value increase is over $10,000), and he doesn't have any extra parts available. He gets the bonuses from extra time on this roll too, however, for a total of -1. Since this is an engine upgrade, he needs Engineer (Ethanol Engine), but luckily he's been pumping XP into that for the last couple of sessions. Normally, the upgrade would take 2dx5d hours, but fabricating doubles this and spending extra time means 4 times more time on top of that again. In the end, the project ends up taking 1,152 hours, or about 5 months given 8 hour days.

He succeeded by 1 in the end, but unfortunately rolls a 4 for determining how many bugs his design has. Here gadgeteer works against him, because gadgeteers get +2 on that roll. 6 bugs, divided by 2 since this is a modification and not a scratch built vehicle, is three. Even after subtracting twice his margin of success, that still leaves one bug in the design. The upgraded trike ends up with a Bad Engine (which can be repaired as per normal for wasteland damage).

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