Crafting

Forge weapons, brew potions, build explosives, and engineer vehicles — the crafting system lets characters create powerful custom items from raw materials using Toolkits, Materials, and Skill Checks.

Crafting Overview

Crafting allows characters to create custom items using three core components: Toolkits determine which items you can craft, Materials affect cost and item quality, and Crafting DCs establish difficulty. Any character with a Toolkit and the required Aptitude can attempt to craft items during a Long Rest.

Three Core Components

Toolkits & Aptitudes

Each Toolkit is tied to specific Aptitudes. Your Aptitude Dice and Crafting Skill Modifier determine your crafting proficiency.

Materials & Rarity

Materials come in four grades: Standard Grade (SG), High Quality (HQ), Rare (R), and Exotic (E). Higher-grade materials are needed for powerful attributes.

Crafting DC & Skill Checks

Every crafted item has a Base DC of 10. Adding Attributes increases the DC. You must meet or exceed the total DC to successfully craft the item.

Toolkits

ToolkitItems Crafted
AlchemistPotions, Poisons, Toxins
ArmorerArmor, Headgear, Vehicle Enhancements
ExplosivesBombs, Grenades, Mines
Gun-SmithingFirearms, Ammunition, Vehicle Weapons
HackingPrograms, AI Integration
HerbalistConcoctions, Poisons, Toxins
InventorsBlack Market Cybernetics
SmithingMelee Weapons, Vehicles, Bows, Ammunition

Material Grades & Pricing

Standard Grade (SG)

100

Per Unit

High Quality (HQ)

500

Per Unit

Rare (R)

2,000

Per Unit

Exotic (E)

6,000

Per Unit

Material Conversion

FromTo
5 Standard Grade (SG)1 High Quality (HQ)
4 High Quality (HQ)1 Rare (R)
3 Rare (R)1 Exotic (E)

Universal Crafting Steps

1

Select Your Item

Choose the base item you want to craft. Note its Base Attributes, Material Cost, and Base DC.

2

Choose Attributes

Customize the item by selecting additional Attributes. Each Attribute increases Material Cost and DC. Duration options: Instantaneous, Short Term, or Long Lasting.

3

Calculate Crafting DC

Start with Base DC (10) and add all Attribute DC increases. Spend the total required materials to attempt crafting.

4

Crafting Skill Check

During a Long Rest, roll: d20 + Aptitude Dice + Crafting Skill Modifier. Meet or exceed the DC to succeed. On failure, 50% of materials are wasted.

Enhancing Existing Items: You can add Attributes to items you already own. The Base DC starts at 10, and you add the DC increase for each new Attribute. Existing Attributes can also be upgraded (e.g., Resistance to Immunity) by paying the difference in Material Cost and DC.

Alchemist

Alchemists use the Alchemist Toolkit to create Nanite Potions and Magic Potions. Nanite Potions use nanotechnology to produce physical effects, while Magic Potions channel arcane energy for more powerful results.

Harmful Effects: Potions with harmful effects (Blinded, Paralyzed, Toxin/Poison, etc.) follow the Toxicant rules. The target makes a Fortitude Defense Roll against the Crafting DC to resist the effect.

Magic Fused Potions: Crafting Magic Potions requires the Neuromancer or Magic Aptitude in addition to the Alchemist Toolkit. These potions are more powerful but cost Rare and Exotic materials.

Nanite Potion Crafting

AttributeEffectMaterialDC +
Duration: Instantaneous1 SG+1
Duration: Short Term+1 Round5 SG+2
Duration: Long Lasting+1 Hour10 SG+3
Ability Score±1 Point1 HQ+2
Defense±1 to a Defense Roll3 SG+2
ImmunityNon-Magical Damage Type1 R+8
ResistanceNon-Magical Damage Type2 HQ+6
Speed±1 Movement Speed3 SG+2
VulnerabilityNon-Magical Damage Type1 R+6
Blinded3 SG+2
Deafened3 SG+2
InvisibilityNon-magical detection2 HQ+4
Exhaustion1 Level per2 HQ+4
Paralyze (ST)2 HQ+3
Bleeding1d4 Damage per Round1 HQ+2
Condition RemoveRemove 1 Condition2 HQ+2
Healing (I)Gains 2d6 HP2 HQ+1
Increase Healing/Damage Dice+1 dice (e.g., +1d6, +1d8)3 HQ per dice+3 per die
InjuryRemove 1 Minor Injury2 HQ+2
Psychic2d6 Damage per Round2 HQ+2
Regeneration2d6 HP per Round4 HQ+2
Toxin/Poison2d6 Damage per Round2 HQ+2

Magic Potion Crafting

AttributeEffectMaterialDC +
Duration: Instantaneous1 SG+1
Duration: Short Term+1 Round5 SG+2
Duration: Long Lasting+1 Hour10 SG+3
Action Points (ST)±1 Point1 R+3
Ability Score±1 Point2 HQ+2
Defense±1 to a Defense Roll1 HQ+1
ImmunityMagical Damage Type1 E+6
ResistanceMagical Damage Type1 R+4
Skill±1 to Chosen Skill1 HQ+1
Speed±1 Movement Speed1 HQ+1
VulnerabilityMagical Damage Type1 E+5
Charm2 HQ+4
Dominate (ST)1 E+5
Invisibility1 R+3
IrradiationRemove 1 Level per1 R+3
ExhaustionRemove 1 Level per1 R+3
FlightHalf of Movement Speed4 HQ+1
Frightened (ST)2 HQ+3
Gaseous FormHalf of Movement Speed4 HQ+2
Petrify (ST)6 HQ+4
Paralyze (ST)4 HQ+3
Shield+5 THP per4 HQ+3
Sleep (ST)4 HQ+3
Water Breathing2 HQ+2
Minor Injury (I)Remove 1 per2 HQ+1
Serious Injury (I)Remove 1 per1 R+2
Healing (I)Gains 1d8 HP per2 HQ+2
Regeneration2d8 HP per Round4 HQ+3

Armorer

Armorers use the Armorer Toolkit to create armor, headgear, shields, and vehicle enhancements. Crafted armor provides Temporary Hit Points (THP) and can be enhanced with defensive modifiers to protect against specific damage types or injuries.

Armor Crafting Table

AttributeEffectMaterialSTR ReqDC +
Light Armor THP+3 (Maximum 15)5 SG+1
Light Headgear THP+1 (Maximum 6)1 SG+1
Medium Armor THP+5 (Maximum 30)10 SG5 + 1 STR per+1
Medium Headgear THP+1 (Maximum 6)1 SG+1
Heavy Armor THP+5 (Maximum 40)15 SG10 + 1 STR per+1
Heavy Headgear THP+1 (Maximum 6)2 SG4 + 1 STR per+1
Physical Shield THP+2 (Maximum 8)2 SG+1
Immunity1 Non-Magical Damage Type4 R+5
Injury MitigationNullifies Effects of 1 Injury3 R+4
Speed Enhancer+1 Movement Speed3 HQ+2
Skill+1 to a Chosen AGI, END, or STR Skill3 HQ+2
Defense+1 to Reflex/Fortitude Defense Roll3 HQ+2
Resistance1 Non-Magical Damage Type2 R+5
RegenerationGains +2 THP per Round3 R+3

Explosives

The Explosives Toolkit allows crafting of bombs, grenades, mines, and rockets. Each explosive has a base damage and blast radius that can be enhanced with additional attributes like fragmentation, incendiary payloads, or remote detonation.

Base Explosives

TypeBase DamageRadiusMaterialBase DC
Bomb4d6 Thermal3 m26 SG12
Grenade2d8 Force1 m15 SG10
Mines/Claymores3d10 Piercing2 m20 SG10
Rockets (Ammo)3d6 Piercing + 3d6 Force + 3d4 Thermal5 m10 SG10

Explosive Attributes

AttributeEffectMaterialDC +
Delayed DetonationSet a specific timer2 HQ+2
EMPAdds 2d6 Sonic Damage2 HQ+2
Flash/Blind EffectTargets Blinded for 1 Round4 HQ+4
FragmentationAdds 2d6 Slashing Damage4 HQ+2
Incendiary EffectAdds 2d6 Thermal Damage4 HQ+2
Increased Damage+1 damage dice3 HQ per dice+3 per dice
Increased Blast Radius+1 m to Blast Radius2 HQ+2
Precision TriggerExplodes on impact1 HQ+1
Proximity TriggerExplodes when approached within 1 m4 HQ+3
Remote DetonationTriggered remotely6 HQ+4
Stun EffectTargets Stunned for 1 Round4 HQ+4
Smoke EffectCreates smoke as Partial Cover3 HQ+3

Gunsmith

Gun-Smithing covers the creation and enhancement of all firearms, from simple pistols and carbines to martial-grade sniper rifles and rocket launchers. Gunsmiths can also craft specialized ammunition types.

Ammunition Crafting

AmmunitionCost
Assault Rounds1 SG
Bullets1 SG
Shells2 SG
Slug3 SG
Armor-Piercing1 HQ
Cryo1 HQ
Electric Pulse1 SG
Explosive3 HQ
Ghost3 HQ
Potion Holder3 HQ
Taser2 HQ
Tracer1 SG
Tracker2 SG

Base Firearms

WeaponTypeDamageBase StatsMaterialDC
CarbineSimple1d12 PiercingRange (10/30), Reload (10), Ammo: Bullets9 SG11
PistolSimple1d8 PiercingRange (10/30), Reload (10), Ammo: Bullets7 SG10
RifleSimple1d10 PiercingRange (50/200), Reload (5), Two-Handed, Ammo: Bullets9 SG10
RevolverSimple2d6 PiercingRange (10/30), Reload (6), Ammo: Bullets6 SG12
Shotgun, Single BarrelSimple1d10 PiercingRange (12/28), Reload (1), Two-Handed, Ammo: Slug7 SG12
Shotgun, Double BarrelSimple1d6 Piercing per barrelRange (5/15), Reload (2), Scatter, Ammo: Shells6 SG12
Submachine GunSimple3d4 PiercingRange (8/24), Reload (20), Two-Handed, Ammo: Bullets10 SG12
Hand CannonMartial2d12 PiercingRange (40/120), Reload (10), Two-Handed, Ammo: Assault Rounds4 HQ10
Flame ThrowerMartial3d6 ThermalRange (20/60), 4 m Cone, Heavy, Reload (1), Ammo: Fuel6 HQ12
Grenade LauncherMartialSee GrenadesRange (30/120), Heavy, Reload (6), Two-Handed, Ammo: Grenades7 HQ12
Machine GunMartial3d8 PiercingRange (20/60), Heavy, Reload (30), Two-Handed, Ammo: Assault Rounds8 HQ12
Rifle (Martial)Martial1d12 PiercingRange (25/75), Reload (20), Two-Handed, Ammo: Bullets4 HQ10
Rocket LauncherMartialSee RocketsHeavy, Reload (1), Two-Handed, Ammo: Rockets12 HQ11
Shotgun (Martial)Martial2d10 PiercingRange (15/35), Reload (12), Two-Handed, Ammo: Slug4 HQ10
Sniper RifleMartial4d6 PiercingRange (80/320), Heavy, Reload (8), Two-Handed, Ammo: Bullets7 HQ10

Firearm Enhancement Attributes

AttributeEffectMaterialDC +
Automatic Fire6 HQ+4
Add InjuryRuptured Organ, Skull Fracture, Minor Open Wound, or Deep Puncture Wound4 HQ+4
Add Trait Slot+1 Weapon Trait Slot4 HQ+3
Burst Fire4 HQ+3
Increased Damage+1 damage dice3 HQ per dice+3 per dice
Increased Range+5 m to Range2 HQ+1
Laser Sight+1 to Attack Rolls at close range3 HQ+2
Extended Magazine+5 to magazine size3 HQ+1
Improved Accuracy+1 to Attack Rolls3 HQ+2
SilencedMuffles sound, +2 to Stealth vs Awareness3 HQ+2
ScopeNegates penalty on Long Range Attacks4 HQ+3

Hacking

The Hacking Toolkit enables crafting of programs and performing data mining operations. Hackers can create programs that target cybernetic implants, electronic systems, and AI-connected networks. Programs are “installed” on a target via a Hacking Skill Check.

Data Mining: To extract data from a network or device, make a Hacking Skill Check against the network's security DC. Success yields information, credentials, or access. Failure triggers an alert and may lock you out.

Data Mining DC Table

DCMaterial GainedWorth
1–5Failed Scan
6–810 Worthless Snippets5 per unit
9–1610 Standard Exploits100 per unit
17–205 High Quality Vulnerabilities500 per unit
21–242 Rare Zero-Day Exploits2,000 per unit
25+1 Exotic Backdoor6,000 per unit

Program Crafting

AttributeEffectMaterialDC +
Duration: Instantaneous1 SG+1
Duration: Short Term+1 Rounds5 SG+2
Duration: Long Lasting+1 Minute10 SG+3
Action Point+1 AP (Max 3)1 E+4
Attack Rolls±1 to Attack Rolls4 HQ+3
Speed±1 Speed1 HQ+1
Reflex±1 to Defense Roll1 HQ+2
Aptitude1 Skill (Max 1)4 HQ+3
Skill±1 to Chosen Skill2 HQ+1
Charm2 HQ+4
Blinded1 HQ+2
Deafened1 HQ+2
Dominate (ST)1 E+5
Frightened (ST)2 HQ+3
Moral±1 to Moral2 HQ+2
Paralyze (ST)4 HQ+3
Stunned (ST)2 HQ+2
Will±1 to Defense Roll1 HQ+2
CommandSimple non-lethal command to Non-Sentient Tech2 HQ+3
DelayTime-specific release for a Program1 R+2
FirewallImmune to Hacking and Programs1 R+6
LogicConditional statement for Program activation1 R+2
Remove ProgramEnds Running Program2 HQ+2
Satellite ShiftAll Comms within 1 km shutdown3 HQ+3
Surge2d6 Electric Damage2 HQ+2
Surge Damage Increase+1 damage dice3 HQ+3 per dice
TracerTracks location of Target System1 SG+1
Traffic Jam-5 to all Vehicle Speeds within 1 km5 SG+2

Herbalist

Herbalists use natural ingredients gathered through foraging to create concoctions, poisons, and healing salves. Before crafting, Herbalists can forage for materials by making a Foraging Check based on their environment.

Foraging Check

Foraging: During a Short or Long Rest in a natural environment, make a Survival Skill Check against the environment DC. Success yields raw herb materials that can be used in place of purchased Standard Grade materials.

DCMaterial GainedWorth
1–5Failed Foraging
6–810 Worthless Weeds5 per unit
9–1610 Standard Bones100 per unit
17–205 High Quality Hides500 per unit
21–242 Rare Intestines2,000 per unit
25+1 Exotic Tooth6,000 per unit

Herbalist Crafting Table

AttributeEffectMaterialDC +
Duration: Instantaneous1 SG+1
Duration: Short Term+1 Rounds5 SG+2
Duration: Long Lasting+1 Minute10 SG+3
Ability Score±1 Point2 HQ+2
Action Point+1 AP (Max 3)1 E+4
Aptitude1 Skill (Max 1)4 HQ+3
Defense±1 to a Defense Roll1 HQ+2
Death RollNegate Death Roll1 E+10
ResistanceNon-Magical Damage Type1 R+6
Size±1 (Max 2)2 HQ+4
Skill±1 to Chosen Skill2 HQ+1
Speed±1 Speed1 HQ+1
Charm2 HQ+4
Blinded1 HQ+2
Deafened1 HQ+2
Dominate (ST)1 E+5
InvisibilityNon-magical detection1 R+4
Irradiation−1 Level per1 R+4
Frightened (ST)2 HQ+3
Petrify (ST)6 HQ+4
Paralyze (ST)4 HQ+3
Sleep (ST)4 HQ+3
Stunned (ST)2 HQ+2
ConditionRemove 1 Condition2 HQ+2
Healing (I)Gains 2d6 HP2 HQ+1
Healing/Damage Dice+1 dice3 HQ per dice+3 per dice
InjuryRemove 1 Minor Injury2 HQ+2
Psychic2d6 Damage per Round2 HQ+2
Regeneration2d6 HP per Round4 HQ+2
Toxin/Poison2d6 Damage per Round2 HQ+2

Inventor

Inventors craft Black Market Wetware — cybernetic implants that enhance a character's physical and mental capabilities. Wetware is categorized by the Defense type it targets during installation: Fortitude (body mods), Reflex (movement/reaction mods), or Will (neural/cognitive mods).

Wetware Types: Fortitude — body augmentations (subdermal armor, enhanced muscles). Reflex — speed and reaction implants (wired reflexes, leg actuators). Will — neural enhancements (cognitive processors, memory chips).

Charges: Some Wetware has limited charges that refresh on a Long Rest. Charge-based implants are less expensive but require resource management. Permanent implants cost more but are always active.

Chrome Rating & Installation DC

Chrome Rating determines the complexity and risk of installing Wetware. Higher Chrome Ratings require harder checks and carry greater risk of rejection.

DCChrome Rating
10–131
14–162
17–193
20+4

Black Market Wetware Crafting

AttributeEffectMaterialDC +
Core Action Charges1 SG per+1 per
Quick Action Charges2 SG per+1 per
Reaction Charges3 SG per+1 per
Passive DurationAlways On1 E+10
Instantaneous1 SG+1
Short Term+1 Round5 SG+2
Long Lasting+1 Hour10 SG+3
Region: Arm3 HQ+3
Region: Head1 R+3
Region: Leg3 HQ+2
Region: Torso5 SG+1
Ability Score Modifier+1 Point3 HQ+2
Action Points (ST)+1 Point1 R+3
Attack Roll+1 to Attack Roll2 HQ+2
Body Armor+2 THP (Max 20)1 SG+1
Defense+1 to Defense Roll3 HQ+2
Hacking Immunity1 R+8
Hacking Resistance2 R+6
Language+1 Language5 SG+1
Memorization+1 Spell Slot1 HQ+1
RegenerationGains +1d8 per Round3 R+3
Resistance1 Non-Magical Damage Type5 SG+5
Skill Aptitude+1 Skill Aptitude3 HQ+1
Skill Check+1 to Chosen Skill Check3 HQ+2
Speed Enhancer+1 Movement Speed5 SG+1
Strength EnhancerGains +d6 to Melee Attacks3 HQ+2
ARC (I)Gains 2d4 ARC2 HQ+2

Smithing

Smithing covers the creation and enhancement of melee weapons, bows, and ammunition. Smiths work with metal, wood, and composite materials to forge everything from simple daggers to martial-grade greatswords and compound bows.

Base Weapon Crafting

WeaponTypeDamagePropertiesMaterialDC
BatonSimple2d6 Bludgeoning1 SG10
DaggerSimple2d6 PiercingThrown (6/15), Injury: Minor Open Wound2 SG10
DartSimple2d4 PiercingRange (6/20)1 SG10
GauntletSimple2d6 + STR Mod Bludgeoning3 SG10
Great ClubSimple2d8 BludgeoningTwo-Handed4 SG10
HandaxeSimple2d6 SlashingThrown (8/20)2 SG10
MaceSimple2d6 BludgeoningThrown (6/10)2 SG10
MorningstarSimple1d6 Piercing + 1d6 Bludgeoning3 SG11
QuarterstaffSimple3d6 Bludgeoning1 SG10
Short BowSimple2d6 PiercingRange (25/110), Ammo: Arrows4 SG12
SickleSimple3d4 Slashing1 SG10
SlingSimple1d4 BludgeoningRange (10/40), Ammo: Sling1 SG10
SpearSimple2d8 PiercingThrown (6/12)2 SG10
Tanto, AikuchiSimple2d4 Slashing + 2d8 PiercingLight, Injury: Minor Open Wound4 SG12
Training GlovesSimple2d6 + AGI Mod BludgeoningTwo-Handed2 SG10
WakizashiSimple3d6 SlashingInjury: Minor Open Wound6 SG12
Auto CrossbowMartial2d10 PiercingRange (30/125), Reload (6), Two-Handed, Ammo: Arrows3 HQ13
Bastard SwordMartial3d6 SlashingInjury: Severed Tendon2 HQ10
BattleaxeMartial3d8 SlashingTwo-Handed, Injury: Concussions2 HQ11
Compound BowMartial3d8 PiercingRange (50/200), Reload (1), Two-Handed, Ammo: Arrow1 HQ10
Knuckles GlovesMartial3d6 + AGI Mod Bludgeoning2 HQ12
FlailMartial3d8 BludgeoningInjury: Broken Bone1 HQ10
GlaiveMartial2d10 SlashingTwo-Handed, Injury: Ruptured Organ2 HQ10
GreataxeMartial2d12 Slashing+1 m Reach, Two-Handed, Heavy, Injury: Ruptured Organ3 HQ11
GreatswordMartial3d6 SlashingTwo-Handed, Heavy, Injury: Minor Fractures or Minor Open Wound4 HQ11
LongswordMartial3d8 SlashingInjury: Severed Tendon2 HQ10
MaulMartial3d6 BludgeoningTwo-Handed, Heavy, Injury: Broken Bone1 HQ11
NunchakuMartial3d6 BludgeoningLight, Thrown (4/12), Injury: Contusion1 HQ10
OdachiMartial3d4 Slashing+1 m Reach, Two-Handed, Heavy, Injury: Ruptured Organ2 HQ11
RapierMartial3d8 PiercingInjury: Deep Puncture Wound2 HQ12
ScimitarMartial3d6 Slashing or 3d6 PiercingLight, Injury: varies2 HQ10
ShortswordMartial3d6 PiercingInjury: Ruptured Organ2 HQ11
KatanaMartial3d8 SlashingInjury: Minor Open Wound2 HQ10
War HammerMartial3d8 BludgeoningTwo-Handed, Injury: Skull Fracture or Broken Bone3 HQ11
WhipMartial3d6 Slashing+1 m Reach, Injury: Minor Open Wound1 HQ10

Weapon Enhancement Attributes

AttributeEffectMaterialDC +
Add Trait Slot+1 Weapon Trait Slot4 HQ+3
Add InjuryMinor Open Wound, Deep Puncture, Skull Fracture, Broken Bone, Ruptured Organ, Severed Tendon, Concussions, or Minor Fractures5 HQ+4
BrutalityRolls 2 additional damage dice on Critical Hits5 HQ+4
FlairDoubles Overflow Damage on Critical Hit3 HQ+2
Heavy+1d12 but imposes -2 on small creatures3 HQ+3
HonedIncreases critical hit range by +1 (e.g., 19-20)4 HQ+3
Improved Aim+1 to Attack Rolls3 HQ+2
Increased Damage+1 damage dice3 HQ per dice+1 per die
Extended Quiver+5 to Quiver size (Ranged Only)4 SG+1
Increased Range+5 m to Ranged Weapons10 SG+1
Armor PiercingIgnores 5 points of armor THP (Melee Only)5 HQ+3
Bleeding Wounds2d4 Miasmic Damage per Round for 4 Rounds (Melee Only)5 HQ+4
DisarmingCan disarm opponent (DC 15) (Melee Only)4 HQ+3
Elemental DamageAdds 2d6 elemental damage (Melee Only)4 HQ+3
Light PropertyReduces mass, can dual-wield (Melee Only)3 HQ+2
ParryAllows Parry Action (Melee Only)5 HQ+2
Poisoned Edge2d6 Poison per Round for 4 Rounds (Melee Only)5 HQ+4
Two-HandedIncreases damage dice by 1, requires two hands (Melee Only)2 HQ+2

Vehicle Crafting

Characters can craft and customize vehicles for land, water, and air travel. Vehicles have base stats (HP, Speed, Range, Cargo, Module Slots) and can be outfitted with engine upgrades, armor, weapon modules, and system modules.

Base Vehicle Stats

DomainSizeHPSpeedRangeOccupancy/CargoModulesMaterialDC
LandLarge2015 m / 45 km100 km1 / 20 kg110 HQ10
WaterLarge2030 m / 90 km200 km1 / 30 kg115 HQ12
AirLarge2050 m / 150 km300 km1 / 20 kg120 HQ15

Engine, Expansion & Armor Upgrades

AttributeEffectMaterialDC +
Engine Upgrades+5 m to Speed5 SG+3
Expansion+5 Kg Cargo / +1 Module Slot10 HQ+2
Fuel Efficiency+10% Range5 SG+1
HP+5 (Maximum 50)10 SG+1
Occupancy+1 Passenger (Maximum 6)5 SG+1
Suspension+1 to Reflex Defense Rolls5 HQ+3

Armor & Mount Enhancements

AttributeEffectMaterialDC +
Flamethrower10 m Cone, 2d6 Thermal8 SG+3
Flare Dispenser+2 Reflex Defense for 1 Round5 SG+2
Harpoon LauncherRange 10 m, attaches to target on hit5 SG+2
Oil SlickHostile creatures -2 Reflex Defense for 1 Round6 SG+2
Smoke Bomb10 m Radius, Partial Cover for 1 Round5 HQ+2
Spike StripReduce hostile speed by 10 m for 1 Round7 SG+2

System Modules

AttributeEffectMaterialDC +
AI Navigator+5 m to Speed3 SG+2
Automated Repair SystemRestoring 1d8 HP per Round for 5 Rounds4 SG+2
Autopilot SystemEnables autonomous navigation4 SG+2
Autonomous Weapon SystemVehicle gains 3 AP to use Actions6 HQ+5
Combat AI+1 to Attack Rolls when Attacking with Vehicle4 HQ+4
Defensive Firewall+2 to Defense Rolls against Hackers2 HQ+2
Remote Control InterfaceControl with Neural Link within 1 km2 HQ+2
Sensor Array Upgrade+1 to Mounted Weapons Attack Rolls2 SG+1
System OverclockDoubles Speed for 1 Round (3 Charges/day)3 HQ+2