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“I live my life

a quarter mile at
a time. Nothing else
matters. For those
ten seconds or less,
I'm free.”
— Dominic Toretto,
The Fast
and the Furious
Writing
Chad Brunner, Shawn Carman, B.D. Flory, Scott Gearin, Patrick Kapera

Brand Manager
Patrick Kapera

Mechanics Lead
Scott Gearin

Art Director Creative Director


jim pinto Mark Jelfo

Cover Art Graphic Designer


Veronica V. Jones Dave Agoston

Interior Art Chief Executive Officer


Mike Sellers, Paul H. Way John Zinser

Editors Chief of Operations


Rob Vaux Maureen Yates

Production Manager
Mary Valles

Spycraft Created by Patrick Kapera and Kevin Wilson


The Spycraft/Shadowforce The Spycraft/Shadowforce
Archer Story Team is… Archer Design Team is…
Chad Brunner, Shawn Carman, Steve Crow, Sean Michael Fish, B.D. Flory,
B.D. Flory, Les Simpson Scott Gearin

Playtesters
Dale Adams, William Adley, Ed Alexanian, John Ballew, Jon Bancroft, Steve Barr, Clark Barrett, Matt Birdsall, William Buckley, Bryan Bullock, Cynthia Bullock, Simon Campey, Ryan Carman,
Shawn Carman, Brian 'Toby' Carroll, Jim Carroll, Richard Carter, Richard Cattle, Joshua Cremosnik, Ryan Clark, Steve Crow, Christine D'Allaird, Tim D'Allaird, Rob Dake, Lance Day, Mike
Drigants, Jay Dunkleburger, Jake Eddington, Tim Elkins, Steve Emmott, Doug Foster, Ron Gephart, Michael Grove, Mike Haggett, Jerry Ham, Paula Hershman, Phil Herthel, Steve Heubusch,
Marshall Hitch, Nabil Homsi, Carl Hotchkiss, John Jensen, Darren Johnson, Kalai Kahana, Erick King, Paul Kleiman, Josh Light, Dave Lockman, Eric Machen, M. Leigh Martin, Iain McAllister,
Matt McGowan, James Hunter McLamb, James McPherson, Shane Meeks, Clint Menzes, Ken Mills, David Molinar, Jose H. Molinar, J. David Moody, Matt Oliver, Sam Ortiz, Kent Peet, Felicia
Peters, James Peters, Michael Petrovich, Bob Pfieffer, John Piziali, Anthony Rainwater, Ben Reid, Dan Reilly, Allen Riley, Rolando Rivero, Hector Rodriguez, Joseph Rutledge, Steven Rutledge,
Patrick Rykwalder, Dave Salisbury, Jason Sato, Heath D. Scheiman, Matt Schenck, Bill Schwartz, Richard Shaffstall, Aaron Smalley, Aaron Smith, Mandy Smith, Marshall Smith, Sonya Smith,
Catherine Spainhour, Rich Spainhour, John Stapeley, Alasdair Stuart, Adam Thomas, Omar Topete, David Trask, Sean Trevor, Matt Van Kirk, Randy Vaughn, Kris Wagner, James Walker,
Sharon Walker, Wayne West, Stephen Wilcoxon, Shaun Witney, Jay Zicht

Attributions
Opening quote, page 1 — from The Fast and the Furious, written by Gary Scott Thompson and Erik Bergquist, and David Ayer
Chapter 1 quote, page 5 — from Ronin, written by J.D. Zeik and David Marnet
Chapter 2 quote, page 25 — from Armageddon, written by Robert Roy Pool and Jonathan Hensleigh, Tony Gilroy and Shane Salerno, and Jonathan Hensleigh and J.J. Abrams
Chapter 3 quote, page 51 — from Driven, written by Jan Skrentny & Neal Tabachnick and Sylvester Stallone
Chapter 4 quote, page 59 — from The Blues Brothers, written by Dan Aykroyd and John Landis

Spycraft, Shadowforce Archer and all related marks are ™ and © 2002 Alderac Entertainment Group, Inc. All rights reserved.
All characters, names, places, and text herein is copyrighted by AEG.
Reproduction without AEG's written permission is expressly forbidden, except for the purpose of reviews and when permission to photocopy is clearly stated.

Vitality points, wounds, Defense, and other rules from the Star Wars™ roleplaying game and other items not covered by the Open Gaming License used with permission from Wizards of the Coast.
The mention of or reference to any company or product in this book is not a challenge to the trademark or copyright concerned.
This book uses governments, intelligence agencies, and political figures as settings, characters, and themes. All such uses are intended for entertainment purposes only.

TM

www.spycraftrpg.com
Table of Contents
Four-Wheeling . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Broken Terrain. . . . . . . . .
. . . . . . . . . . . . . . . . . . 54
Chapter 1: Prestige Classes .......5 Deep Snow . . .
. . . . . . . . .
. . . . . . . . . . . . . . . . . . 54
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Dirt Track . . . .
. . . . . . . . .
. . . . . . . . . . . . . . . . . . 55
The Ace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Ice . . . . . . . . .
. . . . . . . . .
. . . . . . . . . . . . . . . . . . 55
The Armorer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Rugged Terrain. . . . . . . . .
. . . . . . . . . . . . . . . . . . 55
The Bodyguard . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Jumping Vehicles . . . . .
. . . . . . . . . . . . . . . . . . 55
The Grunt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Road Rashing . . . . . . . . .
. . . . . . . . . . . . . . . . . . 55
The Hunter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Collisions: Revisited . . . . . . . . . . . . . . . . . . 56
The Mariner . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 The Upper Hand . . . . . . . . . . . . . . . . . . . . . . . . 56
The Medic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 New Air Maneuvers . . . . . . . . . . . . . . . . . . . . . . . 57
The Slammer . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Racing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
The Stingray . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 New Racing Maneuvers . . . . . . . . . . . . . . . . . . . . . 58
The Street Fighter . . . . . . . . . . . . . . . . . . . . 20 Racing the Track, Not the Cars . . . . . . . . . . . . . . . 58
The Street Knight . . . . . . . . . . . . . . . . . . . . . 21 Vehicular Combat . . . . . . . . . . . . . . . . . . . . . . 59
The Tactician . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Pursuit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Circling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Chapter 2: New Rules . . . . . . . . . . . . . . . 25 Circling Maneuver Table . . . . . . . . . . . . . . . . . . . . 60
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Closing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
New Backgrounds . . . . . . . . . . . . . . . . . . . . . . 26 Closing Maneuver Table . . . . . . . . . . . . . . . . . . . . 61
Existing Departments . . . . . . . . . . . . . . . . . 26 Expanded Maneuver Table . . . . . . . . . . . . . 62
New Departments . . . . . . . . . . . . . . . . . . . . . . 28 Getting Around . . . . . . . . . . . . . . . . . . . . . . . . 63
Infantry . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . 29 Skydiving . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Peace Officer . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . 29 Freefall Chases . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Racer . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . 29 Scuba Diving . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Special Forces . . . .
. . . . . . . . . . . . . . . . . . . . . . . . 29 Skiing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Stick Jockey . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . 29 Tunnel Rats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Officer Training . . . . . . . . . . . . . . . . . . . . . . . . 30 Managing Hybrid Chases . . . . . . . . . . . . . . 65
Australian Defence Force Academy . . . . . . . . . . . . 30 New Finishing Maneuvers . . . . . . . . . . . . . 66
Baghdad Military College . . . . . . . . . . . . . . . . . . . 30 New Vehicle Failures . . . . . . . . . . . . . . . . . . 68
PLA National Defense University . . . . . . . . . . . . . 30
Sandhurst Military Academy . . . . . . . . . . . . . . . . . 30
Chapter 4: Vehicle Guide . . . . . . . . . . . 69
South African Military Academy . . . . . . . . . . . . . . 31 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
St. Cyr Military Academy . . . . . . . . . . . . . . . . . . . 31 Low Cost Vehicles . . . . . . . . . . . . . . . . . . . . . 70
United States Military Academy at West Point . . . 31 Improving Vehicles . . . . . . . . . . . . . . . . . . . . . 70
Military Academy Training . . . . . . . . . . . . . 31 Repairing Vehicles . . . . . . . . . . . . . . . . . . . . . 71
Military University of Russia . . . . . . . . . . . . . . . . 32 Personal Vehicles and Mounts . . . . . . . 71
National Defense Academy of Japan . . . . . . . . . . . 32 Mounts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Royal Military College of Canada . . . . . . . . . . . . . 32 Personal Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . 73
United States Air Force Academy . . . . . . . . . . . . . 32 Cars and Trucks . . . . . . . . . . . . . . . . . . . . . . . 74
United States Naval Academy . . . . . . . . . . . . . . . . 32 Cars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
University of the German Federal Armed Forces . . 33 Trucks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
New Skill Uses . . . . . . . . . . . . . . . . . . . . . . . . . 33 Water Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . 74
New Basic Combat Feats . . . . . . . . . . . . . . 37 Surface Water Vehicles . . . . . . . . . . . . . . . . . . . . . 74
New Ranged Combat Feats . . . . . . . . . . . . 38 Submersible Water Vehicles . . . . . . . . . . . . . . . . . 75
New Chase Feats . . . . . . . . . . . . . . . . . . . . . . . 40 Air Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
New Covert Feats . . . . . . . . . . . . . . . . . . . . . . 41 Fixed Wing Air Vehicles . . . . . . . . . . . . . . . . . . . . 75
New Advanced Skill Feats . . . . . . . . . . . . 43 Lighter-Than-Air Vehicles . . . . . . . . . . . . . . . . . . . 76
New Style Feats . . . . . . . . . . . . . . . . . . . . . . . 43 Rotor-Wing Air Vehicles . . . . . . . . . . . . . . . . . . . . 76
Personal Ordinance . . . . . . . . . . . . . . . . . . . 43 Armored and Heavy Vehicles . . . . . . . . . 77
Personal Ordinance vs. Vehicular Ordinance . . . . . 44 Railed Armored and Heavy Vehicles . . . . . . . . . . . 77
Types of Personal Ordinance . . . . . . . . . . . . . . . . . 44 Tracked Armored and Heavy Vehicles . . . . . . . . . . 77
Personal Ordinance Table . . . . . . . . . . . . 45 Wheeled Armored and Heavy Vehicles . . . . . . . . . 78
New Gadgets . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 Vehicular Qualities . . . . . . . . . . . . . . . . . . . . 78
Masterwork Vehicles . . . . . . . . . . . . . . . . . . 79
Chapter 3: New Chase Options . . . . 51 Vehicular Ordinance . . . . . . . . . . . . . . . . . . . 82
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . 52 Acquiring Vehicular Ordinance . . . . . . . . . . . . . . . 82
General Driving Modifiers . . . . . . . . . . . . 52 Modifying New Ordinance . . . . . . . . . . . . . . . . . . 83
Connected Vehicles . . . . . . . . . . . . . . . . . . . . . . . . 52 Using Vehicular Ordinance . . . . . . . . . . . . . . . . . . 85
Firing at a Vehicle’s “Vitals” . . . . . . . . . . . . . . . . . 53 Ordinance Types . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Loaded Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . 53 New Vehicular Gadgets . . . . . . . . . . . . . . . 93
Master Vehicle Guide Table . . . . . . . . . . . 97
Vehicular Ordinance Table . . . . . . . . . . . 102

3
Modern Arms Guide
In one case, this expansion has precipitated some
reorganization. A small number of vehicles have moved
INTRODUCTION
From silent special forces divers and reconnaissance
from the air, ground, and water groups to the personal
group, which is now governed exclusively by the Bal-
ance and Handle Animal skills (see page 33). For exam-
specialists to covert submarine captains and hostage ple, jet skis (formerly water vehicles governed by the
rescue teams to raucus fighter pilots and strike forces Boating skill) are now personal water vehicles (see page
around the world, soldiers and wheelmen play a vital 98), governed by the Balance skill. This change was
role in safeguarding the world. They are the agents sent made to more adequately represent vehicles which are
into hostile territory to distract or destroy the enemy, collectively guided by the distribution of an agent’s
gather intelligence, and pave the way for more subtle personal body weight. We hope this change doesn’t con-
operations. They are the armies, navies, air forces, fuse or irritate anyone.
and special forces recruited and trained to endure the Special Note: Future Spycraft and Shadowforce
most hostile conditions and not only survive, but thrive. Archer™ supplements will include vehicles and ordi-
They are the Agency’s ultimate defense, and its greatest nance from both the Spycraft core release and this vol-
weapon. ume, as appropriate.
Whether carefully infiltrating an enemy organiza-
tion to capture a critical leader or storming a jungle What’s in this Book
compound, cutting it off from the world with surgical The Soldier/Wheelman Class Guide is divided into
precision before destroying it, all soldiers and wheelmen four chapters, each offering new agent options or mech-
have one thing in common — they’re the adrenaline anics.
junkies of the modern espionage genre. The Spycraft Chapter 1: Prestige Classes introduces twelve new
Soldier/Wheelman Class Guide™ introduces players to classes for agents to pursue, including vehicle special-
this world of thrilling high-stakes spying, offering them ists in each of the five primary groups (personal, air,
the chance to take part in the most dangerous game ground, heavy and armored, and water), combat spe-
against the most powerful foes the world has to offer. cialists (such as the hunter, the street fighter, and the
bodyguard), and support specialists (like the medic and
How to Use This Book armorer).
Like the Modern Arms Guide,™ this book is intended Chapter 2: New Rules covers a wide variety of game
as a broad expansion to any d20 system game, though mechanics for common soldier and wheelman activities
it’s primary link is to the Spycraft espionage RPG. All and agent options for any character, including twenty
the new rules here are d20 compliant, and every vehi- new departments, over 35 new feats spread across near-
cle, weapon, and gadget is ready to be dropped into ly every tree seen in the Spycraft core release, and rules
your favorite d20 game setting. for personal ordinance — massive-scale weapons used to
This book both expands the chase, combat, and take out vehicles and outposts (or guard them). A selec-
vehicle material first seen in the Spycraft Espionage tion of new gadgets is also included in this chapter.
Handbook,™ and presents many previously unavailable Chapter 3: New Chase Options allows the GC and
options. It maintains the cinematic flavor set forth in players to experience the incredible action of chases in
the core release, but widens the selection of weapons almost any environment, including ice, dirt, and rugged
and vehicles to include many combat options and terrains, and offers rules for targeting vehicle vital
nearly all vehicle options available today: spots, leaping vehicles, and taking vehicles into combat.
Many new chase maneuvers and effects can be found in
• In the arena of weaponry, this book contains all the
this chapter.
gear options and rules for using massive-scale weapons
above the calibers seen in the Modern Arms Guide, such The Spycraft Vehicle Guide
as field artillery, vehicular cannons, guided missile
Finally, the last chapter of this book contains the
racks, and the like.
official Spycraft Vehicle Guide, introducing complete
• In the arena of vehicles, this book contains over 200 statistics for all stock models, as well as new qualities,
basic vehicle types (e.g. “racing motorcycles”, “tanker masterwork modifications, ordinance, and gadgets to
ships”, and “drone helicopters”), completing the lists give each vehicle that extra edge in the field. The rules
first presented on pages 147–151 of the Spycraft herein take you from the R&D showroom to the garage,
Espionage Handbook. allowing agents to requisition and then personally mod-
ify any vehicle they can think up.

4
"You ever kill anybody?”
"I hurt somebody's feelings once.”
— Spence and Sam,
Ronin

Prestige
Classes
1
Soldier/Wheelman Guide
Class Features
INTRODUCTION
This section introduces a dozen new prestige classes,
The following are class features of the ace.
Custom Rider: Levels in this class count as wheelman
levels when determining gadget points gained from the
allowing agents to specialize in a variety of military
custom ride ability.
or vehicular disciplines.
Class Feats: Aces gain the following feats at 1st level.
Armor Proficiency (Light)
Armor Proficiency (Medium)
ACE Some agents show an uncanny mastery of
Weapon Group Proficiency (Handgun)
Battle Born: Whenever the ace spends
the air, becoming deadly fighter pilots or an action die to increase an attack
agile chopper specialists. While high- or damage roll with an aircraft-
ly specialized, these daring opera- mounted weapon, he rolls two dice
tives can provide immediate sup- instead of one, adding the sum to
port during missions involving his roll (e.g. an ace with an
travel and life or death escape agent level of 7 rolls 2d6
situations. instead of 1d6). This is the
Abilities: Dexterity is the ace’s core ability.
essential ability for a combat Taking Wing: The ace
pilot, followed closely by lives to fly, taking every
Intelligence. opportunity to leave the
Vitality: 1d12 plus Consti- ground behind. Starting
tution modifier per level. at 1st level and each level
as an ace thereafter, the agent
Requirements receives one skill point that must
Agent Level: 5+. be spent on the Pilot skill.
Dexterity: 13+. Also at 1st level the agent gains
Base Attack Bonus: +5 or better. a special virtual basic skill feat called
Knowledge (Aircraft): 2 ranks. “Aviator.” This feat grants a +2 bonus to
Pilot: 8 ranks. all Knowledge (Aircraft), Pilot, and Spot checks,
Sport (Skydiving): 4 ranks. and increases the agent’s threat range with these skills
Spot: 8 ranks. by 1 (e.g. a threat range of 20 becomes 19–20).
Feats: Wind Rider. At 3rd level, the ace receives the Advanced Skill
Mastery feat for his Aviator feat.
Class Skills At 5th level, the ace gains the Grand Skill Mastery
The ace’s class skills and key abilities are: feat for his Aviator feat.
Finally, at 9th level, the ace gains the Perfect Skill
Class Skill Key Ability
Mastery feat for his Aviator feat.
Driver Dex
The ace’s prerequisites for these feats — including
Electronics Int
agent level — are waived.
First Aid Wis
Fancy Flying: The ace’s virtuosity makes it very
Intimidate Str or Cha
unlikely that opponents can bring his vehicle down.
Jump Str
Starting at 2nd level, the hardness of any aircraft the
Knowledge Int
ace is piloting is increased by half of his base Reflex
Mechanics Int
save (rounded down).
Pilot Dex
At 7th level, the Defense of any aircraft the ace
Profession Wis
is piloting is increased by half of his base Reflex save
Search Int
(rounded down).
Sport Str or Dex
Bonus Feat: At 4th level, the ace gains a bonus feat
Spot Wis
from the chase tree.
Surveillance Wis
At 8th level, the ace receives an additional bonus
Survival Wis
chase feat with the same restrictions.
Tumble Dex
In both cases, the ace must meet all requirements
Skill Points at Each Additional Level: 4 + Int modifier. for the feat before selecting it, including ability score
and base attack bonus minimums.

6
Prestige Classes
Top Gun: Starting at 4th level, once per game session Requirements
when piloting an aircraft, the ace may force the vehicle
Agent Level: 5+.
to utterly defy physics for one maneuver. For example,
Craft (Gunsmithing): 6 ranks.
the ace may slip a helicopter through a crack only
Electronics: 6 ranks.
inches wider than its rotors, lift-off or land a plane
Mechanic: 8 ranks.
in an impossibly short field, loop a helicopter, etc.
Feats: Grease Monkey, Over Torque.
This ability may also be used to perform a “That’s
Impossible” maneuver during a chase. For more infor- Class Skills
mation about using this ability during a chase, see the
The armorer’s class skills and key abilities are:
Spycraft Espionage Handbook, pages 189 and 190.
Outside chases, the Game Control determines this Class Skill Key Ability
ability’s effects, based on requests made by the ace. Appraise Int
At 8th level, the ace may use this ability twice per Boating Dex
session. Computers Int
“Bail Out!”: At 6th level, the ace becomes an expert Craft Wis
at evacuating damaged vehicles. He and all of his team- Demolitions Int
mates within verbal range receive a +5 competence Driver Dex
bonus to their Jump checks to escape from a vehicle Electronics Int
during a crash (see the Spycraft Espionage Handbook, Forgery Dex
page 193). Hobby Wis
Test Pilot: Beginning at 7th level, the ace has broad Knowledge Int
experience with all manner of unusual air vehicles, Listen Wis
and does not suffer any penalties to operate air vehicles Mechanics Int
with the exotic quality (see page 78). Open Lock Dex
Ace Of Aces: At 10th level, the ace is a master of Pilot Dex
the sky. His error ranges with the Pilot skill and all Profession Wis
attacks with aircraft-mounted weapons are reduced Search Int
by 2 (to a minimum of 0). Further, the ace no longer Sleight of Hand Dex
needs to spend an action die to convert a threat using Spot Wis
these weapons into a critical hit. Surveillance Wis
Use Rope Dex
Skill Points at Each Additional Level: 8 + Int modifier.
ARMORER
Members of the R&D branch sometimes take to the
Class Features
The following are class features of the armorer.
field — and they bring their toys with them!
Class Feats: The armorer gains the following feats at
Abilities: Wisdom and Intelligence are essential for
1st level.
an armorer’s work. A high Charisma can be helpful for
Armor Proficiency (Light)
gaining extra budget points, and Dexterity can assist
Armor Proficiency (Medium)
when testing out finished products.
Armor Proficiency (Heavy)
Vitality: 1d8 plus Constitution modifier per level.
Weapon Group Proficiency (Handgun)
Weapon Group Proficiency (Tactical)
Table 1.1: The Ace
Base Fort Ref Will Def Init Budg Gadg
Lvl Att Bon Save Save Save Bon Bon Pts Pts Special
1 +1 +0 +2 +1 +0 +1 1 1 Battle born, custom rider,
taking wing (Aviator)
2 +2 +1 +3 +2 +1 +1 2 2 Fancy flying (hardness)
3 +3 +1 +3 +2 +1 +2 3 3 Taking wing (Advanced)
4 +4 +1 +4 +2 +2 +2 4 4 Bonus feat, top gun 1/session
5 +5 +2 +4 +3 +2 +3 5 5 Taking wing (Grand)
6 +6 +2 +5 +3 +2 +4 6 6 Bail out!
7 +7 +3 +5 +4 +3 +4 7 7 Fancy flying (Defense), test pilot
8 +8 +3 +6 +4 +3 +5 8 8 Bonus feat, top gun 2/session
9 +9 +3 +6 +4 +4 +5 9 9 Taking wing (Perfect)
10 +10 +4 +7 +5 +4 +6 10 10 Ace of aces

7
Soldier/Wheelman Guide
Clever: The armorer gains a +1 competence bonus to all Personal Arsenal: Every armorer collects a wide vari-
Intelligence skill checks. This is the armorer’s core ability. ety of firearms which he may distribute to his team.
Engineer: At 1st level, the armorer receives the Ad- At 4th level, the armorer and each member of his team
vanced Skill Mastery feat for his Grease Monkey feat. pays only half the standard BP cost of all firearms req-
At 5th level the agent gains the Grand Skill Mastery uisitioned (rounded down). Further, each team member
feat for his Grease Monkey feat. receives three times the normal number of shots when
Finally, at 9th level the armorer gains the Perfect Skill the armorer requisitions firearms ammo.
Mastery feat for his Grease Monkey feat. “I Want All of That…”: At 6th level, the armorer gains
The armorer’s prerequisites for these feats — includ- 4 additional gadget points which he may only spend on
ing agent level — are waived. vehicles and vehicular modifications (including weapons
Field Test: The armor declares one piece of and gadgets). The armorer may spend these gadget
equipment or weapon that he has worked on points independently or together with his
for at least one day to be “under test.” regular allotment (or bonus gadget
At 2nd second level, this item’s error points from other abilities, such as
range is reduced by 1 (to a mini- custom ride), and they may be
mum of 0). At 7th level, the ar- pooled with those of other team
morer may either declare two members.
pieces of equipment to be un- These gadget points repre-
der test, or reduce the error sent work done by the armor-
range of the first item by er, and if used to modify a
2 (to a minimum of 0). personal vehicle or weapon
Rush Job: At 3rd level, the (such as a custom ride or sig-
armorer gains the Quick Use nature weapon), they are kept
feat for either Craft (Gun- after the end of the mission.
smithing) or Mechanics. The armorer may select new
At 7th level, the armorer modifications (exchanging the
gains the False Start feat for the allocated gadget points for new
same skill. options) during the Gearing Up stage
In both cases, the armorer’s prerequi- of any serial.
sites for these feats — including agent level — Gunnery: At 8th level, the armorer may fire
are waived. vehicle-mounted weapons that normally require one full
Breakdown: Starting at 4th level, as a standard touch action or two half actions to operate (e.g. guided missile
attack, the armorer may attempt to disable any device launchers) with one half action. In addition, the armorer
within reach. If the touch attack is successful, the armor- may make attack actions that normally require one full
er makes a Sleight of Hand check against the item’s action or two half actions (e.g. autofire, strafe, etc.) with
Break DC, receiving a +2 synergy bonus if he has one half action using vehicle-mounted weapons.
5 or more ranks in the skill used to repair the item. Heavily Armed: At 8th level, the armorer gains an
If successful, the armorer removes a key part of the item, additional 10 budget points that may only be spent to
which can’t function until the part is returned or re- requisition weapons and armor.
placed. “…in Here!”: At 10th level, vehicles the armorer
has worked on or designed become perfect testing beds
for new gadgets and open pallets for new construction.

Table 1.2: The Armorer


Base Fort Ref Will Def Init Budg Gadg
Lvl Att Bon Save Save Save Bon Bon Pts Pts Special
1 +0 +1 +0 +0 +1 +1 3 1 Clever, engineer (Advanced)
2 +1 +2 +0 +0 +1 +1 6 2 Field test x1
3 +2 +2 +1 +1 +2 +2 9 3 Rush job (Quick Use)
4 +3 +2 +1 +1 +2 +2 12 4 Breakdown, personal arsenal
5 +3 +3 +1 +1 +3 +3 15 5 Engineer (Grand)
6 +4 +3 +2 +2 +4 +4 18 6 “I want all of that…”
7 +5 +4 +2 +2 +4 +4 21 7 Field test x2, rush job (False Start)
8 +6 +4 +2 +2 +5 +5 24 8 Gunnery, heavily armed
9 +6 +4 +3 +3 +5 +5 27 9 Engineer (Perfect)
10 +7 +5 +3 +3 +6 +6 30 10 “…in here!”

8
Prestige Classes
The upper gadget option limit described on page 151 Class Skills
of the Spycraft Espionage Handbook — normally 1⁄10
The bodyguard’s class skills and key abilities are:
the vehicle’s wounds — is lifted for any vehicle
the armorer has successfully built or modified. Class Skill Key Ability
Any number of vehicular weapons or gadgets may Balance Dex
be installed into the vehicle, so long as the armorer Craft Wis
does the work personally. Cultures Wis
Further, when the armorer adds masterworks modifi- Demolitions Int
cations to a vehicle, the modification cost is not Driver Dex
increased by the number of previous modifications made Escape Artist Dex
to the vehicle (see pages 79–80). First Aid Wis
Intimidate Str or Cha
Listen Wis

BODYGUARD
Hired professional or dedicated servant of the state,
Profession
Search
Sense Motive
Wis
Int
Wis
the bodyguard is a master of defensive combat and pro- Sport Str or Dex
tection techniques. Spot Wis
Abilities: Constitution and Dexterity provide the Surveillance Wis
bodyguard with the vitality to soak up attacks, and the
Skill Points at Each Additional Level: 4 + Int modifier.
speed and accuracy to strike back quickly and with
precision. Less aggressive bodyguards may find Wisdom Class Features
helpful in identifying threats, as well as Charisma for
The following are class features of the bodyguard.
maintaining a favorable relationship with their charges.
Class Feats: The bodyguard gains the following feats
Vitality: 1d10 plus Constitution modifier per level.
at 1st level.
Requirements Armor Proficiency (Light)
Armor Proficiency (Medium)
Agent Level: 5+.
Armor Proficiency (Heavy)
Base Attack Bonus: +5 or better.
Weapon Group Proficiency (Melee)
First Aid: 4 ranks.
Weapon Group Proficiency (Handgun)
Intimidate: 6 ranks.
Weapon Group Proficiency (Rifle)
Spot: 8 ranks.
Feats: Alertness, Improved Initiative, Quick Draw. Safeguard: When the bodyguard spends an action
die to increase his Defense, he may choose another
character adjacent to him to receive the same bonus
to their Defense until the end of the round. This is the
bodyguard’s core ability.
Ward: At 1st level, once per session, the bodyguard
may declare one other character to be his ward. When
within 15 ft. of the bodyguard at the beginning of com-
bat, the ward receives a +4 cooperation bonus to his
initiative roll.
At 2nd level, the ward receives a +2 cooperation
bonus to his Defense when within 10 ft of the bodyguard.
Finally, at 7th level, the ward receives a +2 coopera-
tion bonus to all his Reflex saves when adjacent to the
bodyguard.
The bodyguard may only choose a new ward outside
of combat, and must spend an action die to switch from
one ward to another.
Armor Use: Starting at 3rd level, the bodyguard’s
total Defense bonus when wearing armor is increased
by +1 and the total armor check penalty he suffers from
wearing armor is reduced by 1. For every other level the

9
Soldier/Wheelman Guide
bodyguard gains hereafter, the Defense bonus increases hits, the opponent suffers normal damage from the attack,
by +1 and the armor check penalty decreases by 1 (e.g. and also suffers a penalty to each of his attack rolls dur-
at 5th level, the Defense bonus becomes +2 and the ing the remainder of the round equal to half of the dam-
armor check penalty is reduced by 2; at 7th level, age inflicted by the bodyguard’s attack (rounded up). This
the Defense bonus becomes +3 and the armor check ability may not be used if the bodyguard is flat-footed.
penalty is reduced by 3; etc). This ability cannot reduce
the bodyguard’s armor check penalty below 0.
Heavily Armed: At 4th level, the bodyguard gains
an additional 10 budget points that may only be spent
to requisition weapons or armor.
GRUNT
While the soldier represents the zenith of combat
At 8th level, this bonus increases by an additional 10 flexibility, some agents focus more heavily on one
(to a total bonus of 20 budget points). or more narrowly-defined aspects of warfare. The grunt
Take a Blow: At 4th level, when an adjacent charac- is a master of heavy weaponry and a strong team play-
ter is successfully attacked by an opponent making er in combat situations.
a melee or unarmed attack, the bodyguard may choose Abilities: The grunt focuses on ranged combat, and
to make a Reflex save with a DC equal to one half is therefore best served by a high Dexterity, but the vari-
the opponent’s attack roll (rounded up). If successful, ety of physical challenges he faces makes Strength quite
the bodyguard and the character he is defending switch important as well.
places and the attack automatically succeeds against Vitality: 1d12 plus Constitution modifier per level.
the bodyguard instead of its original target.
Awareness: The bodyguard becomes extraordinarily Requirements
aware of the actions and behavior of others. As such he Agent Level: 5+.
is rarely taken by surprise. At 6th level, he gains a +2 Strength: 13+.
competence bonus with all checks to determine aware- Base Attack Bonus: +5 or better.
ness during surprise rounds (see the Spycraft Espionage Feats: Endurance, Iron Will, Weapon Group
Handbook, pg 162). This bonus stacks with any Aware- Proficiency (Tactical).
ness bonuses gained from other classes.
Take a Bullet: At 8th level, the bodyguard can even Class Skills
intercept bullets to protect his charge. When an adjacent The grunt’s class skills and key abilities are:
character is successfully attacked by an opponent
Class Skill Key Ability
making a hurled or firearm attack, the agent may
Concentration Wis
choose to make a Reflex save with a DC equal to the
Craft Wis
opponent’s attack roll. If successful, the bodyguard
Demolitions Int
and the character he is defending switch places and the
Driver Dex
attack automatically succeeds against the bodyguard
First Aid Wis
instead of its original target.
Intimidate Str or Cha
Prevention: At 10th level, once per session, the body-
Jump Str
guard may make a single attack on an opponent who has
Listen Wis
declared an attack on the bodyguard’s ward if his ward
Profession Wis
is within 20 ft. and the bodyguard has line of sight to both
Survival Wis
his ward and the attacker. This attack takes place before
Sport Str or Dex
the opponent’s attack is resolved. If the bodyguard’s attack

Table 1.3: The Bodyguard


Base Fort Ref Will Def Init Budg Gadg
Lvl Att Bon Save Save Save Bon Bon Pts Pts Special
1 +0 +1 +2 +1 +0 +1 1 0 Safeguard, ward (initiative)
2 +1 +2 +3 +2 +1 +2 2 1 Ward (Defense)
3 +2 +2 +3 +2 +1 +3 3 2 Armor use (+1/–1)
4 +3 +2 +4 +2 +2 +3 4 3 Heavily armed (+10), take a blow
5 +3 +3 +4 +3 +2 +4 5 3 Armor use (+2/–2)
6 +4 +3 +5 +3 +2 +5 6 4 Awareness +2
7 +5 +4 +5 +4 +3 +6 7 5 Armor use (+3/–3), ward (Ref saves)
8 +6 +4 +6 +4 +3 +6 8 6 Heavily armed (+20), take a bullet
9 +6 +4 +6 +4 +4 +7 9 6 Armor use (+4/–4)
10 +7 +5 +7 +5 +4 +8 10 7 Prevention

10
Prestige Classes
Spot Wis
Bonus Feat: At 2nd level, the grunt may choose one
Survival Wis
additional feat from the following list: Flamer Basics,
Swim Str
Machine Gun Basics, Mortar Basics, or Rocket Basics.
Tumble Dex
At 7th level, the grunt receives either the Mastery
feat corresponding to the Basics feat he chose at 2nd
Skill Points at Each Additional Level: 4 + Int modifier.
level (i.e. if he chose Flamer Basics at 2nd level, he gains
Class Features Flamer Mastery at 7th level), again with the same
restrictions.
The following are class features of the grunt.
In both cases, the grunt must meet all prerequisites
Starting Feats: The grunt begins play with the fol-
for the chosen feat before selecting it, including ability
lowing feats.
score and base attack bonus minimums.
Armor Proficiency (Light)
Overkill: The grunt frequently uses tactical weapons
Armor Proficiency (Medium)
to their maximum potential. Beginning at 3rd level,
Armor Proficiency (Heavy)
once per session, the grunt may elect to inflict an addi-
Weapon Group Proficiency (Melee)
tional +1d8 damage with a successful attack using
Weapon Group Proficiency (Handgun)
any tactical weapon except explosives (including
Weapon Group Proficiency (Rifle)
mortars, rocket launchers, flamethrowers, Large-size
Weapon Group Proficiency (Tactical)
gadget weapons, and all types of machine guns).
Hot-Blooded: While the grunt under The agent may use this ability one addi-
stands the risks of his work, he also gets tional time per session at 5th level and
a thrill from the life-and-death inten- every two levels thereafter (i.e. 3
sity of battle. At the beginning of times at 7th level and 4 times and
each combat, the grunt gains two 9th level).
extra action dice of his standard At 7th level, the grunt’s
die-type (d4, d6, etc.). He may overkill damage bonus in-
choose to immediately give creases to +2d8.
one of these dice to a team- This ability may only be
mate also involved in the used once per attack. If the
battle. If not used by the end grunt uses this ability to
of the combat, these action boost the damage of an aut-
dice are discarded. Gaining ofire attack with a tactical
these dice produces no experi- weapon, the bonus damage is
ence point award for the grunt only applied to the first hit.
or his teammate. This is the grunt’s Fire Team: The grunt is a veter-
core ability. an of squad level tactics and able
Alpha-Strike: When the grunt to establish massed or crossfire situa-
receives a half action as part of a surprise tions with ease. At 4th level, the grunt and
round, he may use it to attack with a tactical weapon all teammates present with him in combat gain the ben-
that requires a full round action or perform an autofire, efits of the Coordinate Fire feat, even if they would not
cover fire, strafe, or suppressive fire action. normally meet the prerequisites for it. All teammates
lose this benefit at the end of the combat (though they
regain it at the start of the next combat with the grunt).

Table 1.4: The Grunt


Base Fort Ref Will Def Init Budg Gadg
Lvl Att Bon Save Save Save Bon Bon Pts Pts Special
1 +1 +1 +0 +2 +0 +1 3 0 Alpha-strike, hot-blooded
2 +2 +2 +0 +3 +1 +1 6 1 Bonus feat
3 +3 +2 +1 +3 +1 +2 9 1 Overkill (+1d8, 1/session)
4 +4 +2 +1 +4 +2 +2 12 2 Fire team, forced march
5 +5 +3 +1 +4 +2 +3 15 2 Overkill (+1d8, 2/session)
6 +6 +3 +2 +5 +2 +4 18 3 Improved iron will
7 +7 +4 +2 +5 +3 +4 21 3 Bonus feat, overkill (+2d8, 3/session)
8 +8 +4 +2 +6 +3 +5 24 4 Dead to rights, forced march (team)
9 +9 +4 +3 +6 +4 +5 27 4 Overkill (+2d8, 4/session)
10 +10 +5 +3 +7 +4 +6 30 5 Battle cry 1/session

11
Soldier/Wheelman Guide
Forced March: At 4th level, the grunt’s strength is Class Skills
considered 2 points higher when determining his carry-
The hunter’s class skills and key abilities are:
ing capacity (see the Spycraft Espionage Handbook,
page 106), and his speed is considered 10 ft. faster when Class Skill Key Ability
determining how far he may travel in an hour or a day Boating Dex
(see the Spycraft Espionage Handbook, pg 220). Climb Str
At 8th level, this ability is applied to all members Driver Dex
of the agent’s team so long as the grunt packs every- First Aid Wis
one’s gear and supervises the march. Handle Animal Cha
Improved Iron Will: At 6th level, the grunt receives Jump Str
an additional +2 with all Will saves. This bonus stacks Listen Wis
with the effects of the Iron Will feat. Mechanics Int
Dead to Rights: Starting at 8th level, the grunt Move Silently Dex
no longer needs to spend an action die to activate a crit- Pilot Dex
ical hit using a tactical weapon. Profession Wis
Battle Cry: Upon reaching 10th level, once per ses- Sport Str or Dex
sion as a free action, the grunt may unleash a fearsome Spot Wis
battle cry. For the next 5 full rounds (i.e. until the Survival Wis
grunt’s initiative count 5 rounds after his battle cry), Use Rope Dex
any opponent attempting to attack the grunt must
Skill Points at Each Additional Level: 4 + Int modifier.
immediately make a Will save (DC equal to half the bud-
get point cost of the grunt’s weapon’s, rounded down, Class Features
plus the grunt’s Charisma modifier). With success, the
The following are class features of the hunter.
attack continues as normal. With failure, the opponent’s
Custom Rider: Levels in this class count as wheelman
attack automatically misses (no attack roll is made).
levels when determining gadget points gained from the
custom ride ability.
Class Feats: The hunter gains the following feats
HUNTER
Some agents accumulate valuable abilities in remote
at 1st level:
Armor Proficiency (Light)
Armor Proficiency (Medium)
operations, honing their skills as expert trackers and
Weapon Group Proficiency (Melee)
pursuing enemy operatives who flee into the wilderness.
Weapon Group Proficiency (Hurled)
Eventually these agents even become masters of the
Weapon Group Proficiency (Handgun)
concrete jungle…
Weapon Group Proficiency (Rifle)
Abilities: Wisdom is key to a hunter’s track-
ing abilities, and Dexterity aides in both Strider: The hunter’s tracking skills are
driving and firearms combat, making extraordinary. At 1st level, he may
these the hunter’s most important move at full speed while tracking.
abilities. Further, by concentrating for a
Vitality: 1d12 plus Consti- full round and spending an
tution modifier per level. action die, the hunter may
determine his position within
Requirements 3 feet and the direction he is
Agent Level: 5+. facing with absolute clarity.
Base Attack Bonus: +5 or This is the hunter’s core abil-
better. ity.
Driver: 6 ranks. Stalker: The hunter is an
Handle Animal: 6 ranks. expert at following prey and
Spot: 4 ranks. working in the wild. Starting at
Survival: 8 ranks. 1st level, and each level hunter
Feats: Outdoorsman, Tracking. level thereafter, the agent receives
one skill point that must be spent on
the Survival skill.
Also at 1st level, the hunter gains the
Advanced Skill Mastery feat for his Outdoorsman feat.

12
Prestige Classes
At 5th level, the hunter receives the Grand Skill At 8th level, the hunter receives a second bonus
Mastery feat for his Outdoorsman feat. chase or covert feat.
At 9th level, the hunter receives the Perfect Skill In both cases, the hunter must meet all prerequisites
Mastery feat for his Outdoorsman feat. for the chosen feat before selecting it, including ability
The hunter’s prerequisites for these feats — including score and base attack bonus minimums.
agent level — are waived. Man Hunter: The hunter is so well-adapted that
Keen Senses: Beginning at 2nd level, the hunter’s his vast knowledge of the wilds can even be applied
sense of smell is so keen that he may detect opponents when his prey is hiding in an urban setting. At 4th level,
purely by their normally undetectable odor. He may the hunter may use his Survival skill when tracking
detect the presence of other people (or animals) within at all times, even when tracking indoors.
30 ft., unless they have specifically masked their scent Woodcraft: The hunter has acquired a huge arsenal
or are scentless. The range of this ability increases to of tricks and techniques for outdoors operations. Begin-
60 ft. if a character is upwind and is reduced to 15 ft. ning at 6th level, his Survival skill provides him and
if he’s downwind. Distinctive scents (such as blood, every member of his team a +2 synergy bonus to all
carrion, offal, and perfume) may be detected at twice Climb, Hide, Move Silently, Search, and Swim checks
this normal distance. while in a natural setting.
This ability can only inform the hunter that someone At 10th level, this bonus is increased to +4.
(or something) is present; it doesn’t provide a sense Trail Signs: At 8th level, the hunter may track from
of direction to the target character unless the hunter inside a moving vehicle or while riding a mount. He suf-
is adjacent to him (within 5 feet). fers a –5 circumstance penalty while tracking at this
The hunter can also identify familiar odors (such as speed, but may use the vehicle’s or mount’s full speed
known foods, his fellow agents, etc.) with the same clar- instead of his own during the skill use.
ity that most people can identify such things by sight. Rough and Tumble: The hunter’s time outdoors
Further, the hunter ignores visibility modifiers while has toughened him enough that he ignores most cuts
tracking. and bruises. At 10th level, he gains a natural armor
At 7th level, the hunter gains the Blindsight 5 ft. bonus to his Defense against unarmed and melee attacks
Radius feat, and can see up to 60 ft. in all but total dark- equal to half of his base Fortitude save (rounded down).
ness as if it were daylight. The hunter’s prerequisites for
this feat — including agent level — are waived.
Game Hunter: The hunter is highly skilled at hunting
animals, able to drop even largest game with a single
ranged shot or melee strike. Beginning at 3rd level,
MARINER
From the decks of battleships to speed-boat races in
when the hunter attacks a target with the animal type, Monte Carlo, some ship captains excel in any environ-
his threat range is increased by +2 (e.g. a threat range ment, making them perfect candidates for the Agency’s
of 19–20 becomes 17–20). waterborne operations.
At 7th level, this bonus increases to +4 and the Abilities: A mariner’s Dexterity provides bonuses to
hunter no longer needs to spend an action die to cause his most important skill, Boating, and Strength can be
a critical hit when attacking animals. of great help if the agent expects to find himself swim-
Bonus Feat: At 4th level, the hunter gains one bonus ming on occasion.
chase or covert feat. Vitality: 1d12 plus Constitution modifier per level.

Table 1.5: The Hunter


Base Fort Ref Will Def Init Budg Gadg
Lvl Att Bon Save Save Save Bon Bon Pts Pts Special
1 +1 +2 +1 +0 +1 +1 2 0 Stalker (Advanced), strider
2 +2 +3 +2 +0 +1 +1 4 1 Keen senses (smell)
3 +3 +3 +2 +1 +2 +2 6 1 Game hunter +2
4 +4 +4 +2 +1 +2 +2 8 2 Bonus feat, man hunter
5 +5 +4 +3 +1 +3 +3 10 2 Stalker (Grand)
6 +6 +5 +3 +2 +4 +4 12 3 Woodcraft +2
7 +7 +5 +4 +2 +4 +4 14 3 Game Hunter +4,
keen senses (blind-sight)
8 +8 +6 +4 +2 +5 +5 16 4 Bonus feat, trail signs
9 +9 +6 +4 +3 +5 +5 18 4 Stalker (Perfect)
10 +10 +7 +5 +3 +6 +6 20 5 Rough and tumble, woodcraft +4

13
Soldier/Wheelman Guide
Requirements At 4th level, the mariner receives the Advanced Skill
Mastery feat for his Sea Legs feat.
Agent Level: 5+.
At 8th level the mariner gains the Grand Skill Mas-
Base Attack Bonus: +4 or better.
tery feat for his Sea Legs feat.
Boating: 8 ranks.
The mariner’s prerequisites for these feats — includ-
Feat: Wave Runner.
ing agent level — are waived.
Special: Agent must have the familiarity ability.
Full Ahead: At 2nd level, the mariner can reliably
Class Skills squeeze more speed out of his vehicle. The speed of any
vehicle the mariner is familiar with is increased by 10%
The mariner’s class skills and key abilities are:
of its base speed (rounded up to the nearest 5 ft.) when
Class Skill Key Ability he is at the wheel. The vehicle’s MPH is also increased
Balance Dex by 10%.
Boating Dex At 7th level, both these bonuses increase to +20%.
Climb Str Water Wings: The mariner’s combat skills continue
Driver Dex to increase. At 3rd level, the mariner’s initiative rolls
Intimidate Str or Cha and Defense while operating a water vehicle are each
Jump Str increased by half his class level (rounded down).
Knowledge Int Slick Moves: Starting at 4th level, once per game
Languages Int session when piloting a water vehicle, the mariner may
Mechanics Int force it to utterly defy physics for one maneuver. For
Profession Wis example, he may ram a low-flying helicopter, slide a
Sport Str or Dex powerboat down a city street (and then back into the
Spot Wis water), take a submarine to outrageous depths, etc.
Surveillance Wis This ability may also be used to perform a “That’s
Swim Str Impossible” maneuver during a chase. For more infor-
Use Rope Dex mation about using this ability during a chase, see the
Spycraft Espionage Handbook, pages 189 and 190.
Skill Points at Each Additional Level: 4 + Int modifier.
Outside chases, the Game Control determines the
Class Features effects of this ability, based on requests made by the
mariner.
The following are class features of the mariner.
At 8th level, the mariner may use this ability twice
Custom Rider: Levels in this class count as wheelman
per session.
levels when determining gadget points gained from the
Bonus Feat: At 5th level, the mariner gains the
custom ride ability.
Grease Monkey feat or a bonus feat from the chase tree.
Class Feats: The mariner gains the following feats
At 7th level, the mariner receives the Advanced Skill
at 1st level.
Mastery (Grease Monkey) feat or an additional bonus
Armor Proficiency (Light)
chase feat.
Armor Proficiency (Medium)
Weapon Group Proficiency (Handgun)
Weapon Group Proficiency (Rifle)
Weather Eye: The mariner has developed a keen
sense of the weather. At 1st level, he may spend an
action die to “guess” the weather for all locations with-
in 50 miles over the next 48 hours (barring man-made
alterations). His guesses are invariably precise. This is
the mariner’s core ability.
Sea Legs: Starting at 1st level and each level mariner
level thereafter, the agent receives one skill point that
must be spent on the Boating skill.
Also at 1st level, the mariner gains a special virtual
basic skill feat called “Sea Legs.” This feat grants a +2
bonus to all Balance, Boating, and Use Rope checks
made while on a watercraft, and increases the mariner’s
threat range with these skills by 1 (e.g. a 20 becomes
19–20).

14
Prestige Classes
At 9th level, the mariner gains the next highest Class Skills
advanced skill feat linked to his Grease Monkey feat
The medic’s class skills and key abilities are:
(Advanced Skill Mastery or Grand Skill Mastery), or an
additional bonus chase feat. Class Skill Key Ability
In each case, the mariner must meet all requirements Boating Dex
for the feat before selecting it, including ability score Concentration Wis
and base attack minimums. Craft Int
Gunnery: At 6th level, the mariner may fire vehicle- Cultures Wis
mounted weapons that normally require one full action Driver Dex
or two half actions to operate (e.g. guided missile Electronics Int
launchers) with one half action. In addition, the mariner First Aid Wis
may make attack actions that normally require one full Hobby Wis
action or two half actions (e.g. autofire, strafe, etc.) with Jump Str
one half action using vehicle-mounted weapons. Knowledge Int
Old Hand: At 10th level, the mariner receives a +2 Languages Int
familiarity bonus with all water vehicles. This bonus Mechanics Int
stacks with all familiarity bonuses previously gained Pilot Dex
with the same vehicle. Profession Wis
Search Int
Sport Str or Dex

MEDIC
Agents trained to provide medical support in crisis
Spot
Surveillance
Survival
Wis
Wis
Wis
situations are always welcome among agent teams, Swim Str
especially those assigned to risky missions. A paramedic
Skill Points at Each Additional Level: 6 + Int modifier.
and search and rescue specialist with a variety of skills,
the medic is great insurance that the rest of the team Class Features
will make it home alive.
The following are class features of the medic.
Abilities: A high Wisdom provides the medic with
Class Feats: The medic gains the following feats
bonuses for all his most important skills, though a high
at 1st level.
Strength can also be helpful in restraining or carrying
Armor Proficiency (Light)
difficult patients.
Armor Proficiency (Medium)
Vitality: 1d10 plus Constitution modifier per level.
Weapon Group Proficiency (Handgun)
Requirements Angel: At 1st level, the medic may attempt to stabi-
Agent Level: 5+. lize a dying agent as a free action during any round
Intelligence: 13+. in which he performs the total defense action. This is the
First Aid: 8 ranks. medic’s core ability.
Survival: 6 ranks. Buddy Care: Starting at 1st level, the medic may
Swim: 4 ranks. provide aid to a number of adjacent characters up to his
Feats: Bandage. Wisdom modifier. These characters are chosen each

Table 1.6: The Mariner


Base Fort Ref Will Def Init Budg Gadg
Lvl Att Bon Save Save Save Bon Bon Pts Pts Special
1 +0 +1 +1 +0 +0 +1 2 1 Custom rider, sea legs, weather eye
2 +1 +2 +2 +0 +1 +2 4 2 Full ahead +10%
3 +2 +2 +2 +1 +1 +3 6 3 Water wings
4 +3 +2 +2 +1 +2 +3 8 4 Sea legs (Advanced),
slick moves 1/session
5 +3 +3 +3 +1 +2 +4 10 5 Bonus feat
6 +4 +3 +3 +2 +2 +5 12 6 Gunnery
7 +5 +4 +4 +2 +3 +6 14 7 Bonus feat, full ahead +20%
8 +6 +4 +4 +2 +3 +6 16 8 Sea legs (Grand), slick moves 2/session
9 +6 +4 +4 +3 +4 +7 18 9 Bonus feat
10 +7 +5 +5 +3 +4 +8 20 10 Old hand

15
Soldier/Wheelman Guide
round on the medic’s first initiative count. When any Self Aid: Starting at 6th level, all of the medic’s
aided character takes a refresh action, he gains a +2 teammates who are in verbal contact with him gain
cooperation bonus to the result of his roll to recover the effects of the Bandage feat. These agents’ prerequi-
vitality. sites for the Bandage feat — including agent level — are
Field Medic: At 2nd level, the medic is proficient waived.
with improvising medical supplies, and is always “On your feet!”: At 8th level, the medic’s threat
considered to have a first aid kit available when making range when attempting to stabilize a dying agent with a
First Aid checks. First Aid check is increased by +3 (e.g. a range of 19–20
At 7th level, when the medic provides long term care becomes 16–20). Additionally, the medic no longer
to an injured person (see pages 52–53 of the Spycraft needs to spend an action die to activate a critical using
Espionage Handbook), a successful check means that the the First Aid skill.
patient’s natural healing rate is tripled for the day. Resuscitation: At 10th level, once per session, the
Further, when the medic cares for a diseased per- medic may attempt to revive a recently killed char-
son, he may halt the disease’s progress for acter. To be eligible for resuscitation, the tar-
up to 30 days. get character must be between –10 and
Healer: At 3rd level, the medic –25 wound points and the medic
gains a +2 competence bonus must be able to tend to the char-
with all First Aid checks. This acter within a number of rounds
bonus increases by an addi- following the target’s “death”
tional +2 for every two medic equal to the target character’s
levels he gains hereafter (i.e. Constitution score. The medic
to +4 at 5th level, +6 at 7th makes a First Aid check with
level, and +8 at 9th level). a DC of 10 + the number of
Armor Use: Starting at negative wounds the target
4th level, the medic’s total character has accumulated
Defense bonus when wearing (e.g. a target character reduced
armor is increased by +1 and to –16 wounds requires a First
the total armor check penalty he Aid check with a DC of 26).
suffers from wearing armor is This skill check requires 1 full
reduced by 1. minute. If successful, the target char-
At 8th level, this Defense bonus acter is restored to 0 wounds but takes
increases to +2 (to a total of +4) and this temporary Constitution damage equal to the
armor check penalty decreases by an additional –1 (to a number of rounds the target character was dying before
total of –2). the medic started using this ability. If the check is unsuc-
This ability cannot reduce the medic’s armor check cessful, the agent remains dead and this ability is not
penalty below 0. considered to have been used for the session.
Medicine Chest: At 4th level, the medic and all mem-
bers of his team may requisition first aid kits and other
medical gear at one half the standard BP cost for each
item (rounded down).

Table 1.7: The Medic


Base Fort Ref Will Def Init Budg Gadg
Lvl Att Bon Save Save Save Bon Bon Pts Pts Special
1 +0 +1 +2 +2 +0 +0 2 1 Angel, buddy care
2 +1 +2 +3 +3 +1 +1 4 2 Field medic (First Aid)
3 +1 +2 +3 +3 +1 +1 6 3 Healer +2
4 +2 +2 +4 +4 +2 +2 8 4 Armor use +1, medicine chest
5 +2 +3 +4 +4 +2 +2 10 5 Healer +4
6 +3 +3 +5 +5 +2 +2 12 6 Self aid
7 +3 +4 +5 +5 +3 +3 14 7 Field medic (long term care),
healer +6
8 +4 +4 +6 +6 +3 +3 16 8 Armor use +2, “On your feet!”
9 +4 +4 +6 +6 +4 +4 18 9 Healer +8
10 +5 +5 +7 +7 +4 +4 20 10 Resuscitation 1/session

16
Prestige Classes
Intimidate Str or Cha
Jump Str
SLAMMER
Some operatives train in the use of heavy vehicles,
Knowledge
Mechanics
Int
Int
Profession Wis
up to and including the devastating main battle tank. Search Int
While poorly suited for infiltration, a tank can make Sport Str or Dex
all the difference in the world against heavily armed Spot Wis
or particularly well-entrenched threats. Surveillance Wis
Abilities: A high Dexterity score is helpful for Driver Survival Wis
checks and attack rolls and a good Intelligence score Swim Str
plays into some of the slammer’s class feature
abilities. Skill Points at Each Additional Level:
Vitality: 1d10 plus Constitution 6 + Int modifier.
modifier per level.
Class Features
Requirements The following are class fea-
Agent Level: 5+. tures of the slammer.
Intelligence: 13+. Custom Rider: Levels in
Base Attack Bonus: +5 or this class count as wheelman
better. levels when determining ga-
Driver: 8 ranks. dget points gained from the
Feats: Crew Dog, Rough custom ride ability.
Rider, Weapon Proficiency Class Feats: The slammer
(Tactical). gains the following feats at 1st
Special: Agent must have the level.
familiarity ability. Armor Proficiency (Light)
Armor Proficiency (Medium)
Class Skills Weapon Proficiency (Tactical)
The slammer’s class skills and key abili-
Hulldown: The slammer may roll an action
ties are:
die to add twice the result of the die to the hardness
Class Skill Key Ability of a vehicle he is driving. This bonus lasts until the end
Balance Dex of the round. This is the slammer’s core ability.
Concentration Wis Firing Platform: At 1st level, the slammer learns
Craft Int to provide a smooth ride so that others may attack more
Demolitions Int effectively from his vehicle. All agents in a moving
Driver Dex ground vehicle driven by the slammer receive a +2
Electronics Int circumstance bonus to their attack rolls.
First Aid Wis Hide and Seek: “If you can be seen you can be hit,
Hide Dex and if you can be hit you can be killed.” Every success-
Hobby Wis ful slammer takes these words to heart and learns
to maneuver his vehicle in a deadly ballet of cat and

Table 1.8: The Slammer


Base Fort Ref Will Def Init Budg Gadg
Lvl Att Bon Save Save Save Bon Bon Pts Pts Special
1 +1 +0 +1 +1 +0 +1 2 1 Firing platform, hulldown
2 +2 +0 +2 +2 +1 +1 4 2 Hide and seek (Defense)
3 +3 +1 +2 +2 +1 +2 6 3 Flow like water
4 +4 +1 +2 +2 +2 +2 8 4 Big rig (handling), gunnery
5 +5 +1 +3 +3 +2 +3 10 5 Flow like water
6 +6 +2 +3 +3 +2 +4 12 6 Foxhunt
7 +7 +2 +4 +4 +3 +4 14 7 Flow like water, hide and seek (Hide)
8 +8 +2 +4 +4 +3 +5 16 8 Big rig (obstacles), following fire
9 +9 +3 +4 +4 +4 +5 18 9 Flow like water
10 +10 +3 +5 +5 +4 +6 20 10 Ironsides

17
Soldier/Wheelman Guide
mouse, always seeking advantage without revealing Ironsides: At 10th level, the threat ranges of attacks
himself to the enemy. At 2nd level, the slammer adds his upon a vehicle occupied by the slammer are reduced by
class level as a dodge bonus to the Defense of any heavy 1, to a minimum of 20 (e.g. a threat range of 18–20
vehicle he is operating. This bonus cannot be applied to becomes 19–20). Further, converting a threat with such
vehicles with no handling modifier (such as trains). an attack into a critical hit costs an additional action die.
At 7th level, the slammer adds his class level to all
Hide checks while driving a heavy vehicle. Further, the
slammer may make an opposed Driver check against
any Listen checks made to locate a heavy vehicle he is
driving (though he does so with a –10 circumstance
STINGRAY
From the ranks of the famed U.S. Navy Seals,
penalty). Royal Navy special forces, deep sea exploration teams,
Flow Like Water: The slammer’s variety of tactics and many other nautical circuits around the world,
allow him to engage or escape from an enemy on his the Agency draws its very own combat diver units — the
own terms by making optimal use of terrain. Beginning stingrays.
at 3rd level, the slammer may choose one chase or vehi- Abilities: A combat diver needs a combination of
cle combat maneuver from the following list: ditch, high Strength and high Dexterity to perform delicate —
jockey, shortcut, or zig-zag. His threat range with that often life-threatening — tasks underwater. A superior
maneuver is increased by +2 (e.g. a threat range of Constitution is also advisable.
19–20 becomes 17–20). Further, the slammer no longer Vitality: 1d10 plus Constitution modifier per level.
needs to spend an action die to convert a threat to
a critical success with that maneuver, and he receives Requirements
a competence bonus to his maneuver checks when using Agent Level: 5+.
that maneuver equal to his Intelligence modifier. Base Attack Bonus: +4 or better.
The slammer may choose one additional maneuver Demolitions: 4 ranks.
to receive these benefits at 5th level (for a total of 2 Sport (Scuba Diving): 8 ranks.
maneuver bonuses), and another at 7th level (for a total Swim: 8 ranks.
of 3), and 9th level (for a total of 4). Survival: 4 ranks.
Big-Rig: The slammer is a master at maneuvering Feats: Athletic, Endurance.
large, heavy vehicles. At 4th level, when the slammer
is driving a car, truck, or armored vehicle with a negative Class Skills
handling modifier, that modifier is halved (rounded down). The stingray’s class skills and key abilities are:
At 8th level, if the agent increases or reduces his speed
Class Skill Key Ability
by 2 or more lengths in one chase round, he may drive
Balance Dex
over or break through any obstacle, receiving a +10 mod-
Boating Dex
ifier to all obstacle and crash checks made against the
Climb Str
environment (but not other vehicles) during that round.
Demolitions Int
Gunnery: At 4th level, the slammer may fire vehicle-
Disguise Cha
mounted weapons that normally require one full action
Driver Dex
or two half actions to operate (e.g. guided missile
First Aid Wis
launchers) with one half action. In addition, the slammer
Hide Dex
may make attack actions that normally require one full
Knowledge Int
action or two half actions (e.g. autofire, strafe, etc.) with
Languages Int
one half action using vehicle-mounted weapons.
Listen Wis
Foxhunt: The slammer gains experience coordinating
Move Silently Dex
teams of vehicles in pursuit of an enemy.
Open Lock Dex
At 6th level, the slammer receives the Team Driving
Profession Wis
feat. The slammer’s prerequisites for this feat — includ-
Read Lips Wis
ing agent level and other feats — are waived.
Sport Str or Dex
Following Fire: At 8th level, the slammer may refine
Spot Wis
his aim with vehicle-mounted weapons. After the slam-
Swim Str
mer or a teammate within visual and verbal contact
Survival Wis
with the slammer misses with a vehicle-mounted
Tumble Dex
weapon, the next attack with the same weapon receives
a competence bonus equal to the slammer’s Intelligence Skill Points at Each Additional Level: 6 + Int modifier.
modifier. This bonus must be used within two rounds
or it is lost.

18
Prestige Classes
Class Features Flippers: At 2nd level, the stingray’s underwater
speed is increased by 5 ft. (with or without fins). Further,
The following are class features of the stingray.
if the stingray wears fins on land, his movement rate
Class Feats: The stingray gains the following feats
is only reduced by 5 ft. (instead of 10 ft., as is standard).
at 1st level.
At 7th level, the stingray’s swimming speed increas-
Armor Proficiency (Light)
es by an additional 5 ft. (to a total bonus of +10 ft.)
Armor Proficiency (Medium)
and fins grant the agent no speed penalty on land.
Weapon Proficiency (Melee)
Bonus Feat: At 3rd level, the stingray receives a bo-
Weapon Proficiency (Hurled)
nus melee combat or covert feat.
Weapon Proficiency (Handgun)
At 7th level, the stingray gains an additional melee
Weapon Proficiency (Rifle)
combat or covert feat.
Weapon Proficiency (Tactical)
In each case, the stingray must meet all requirements
Unrelenting: The stingray re-ceives a +1 compe- for the bonus feat before selecting it, including
tence bonus to all Constitution checks and ability score and base attack minimums.
Con-stitution-based skill checks. Further, Clear Waters: At 4th level, the
the stingray may spend an action die stingray’s visibility range is doubled
to put off making drowning checks when underwater (see page 64).
for 1 minute (ten rounds). This Sneak Attack: Also at 4th
may be done multiple times for level, the stingray deals an
a single breath so long as the additional 1d6 damage when
stingray still has action dice either flanking a target (see
available. Once this period is the Spycraft Espionage
over, drowning checks begin Hand-book, page 171) or
(or resume) at the previous DC. attacking a target that is cur-
This is the stingray’s core rently denied its Dexterity
ability. bonus to Defense (in-cluding
Competitor: The stingray is flat-footed and immobilized
committed to an intense regimen opponents).
of physical training that allows At 8th level, this bonus damage
him to excel in his chosen environ- rises by an additional +1d6 (to a total
ment. At 1st level,the stingray receives of +2d6).
the Advanced Skill Mastery feat for his Ranged attacks normally gain this bonus
Athletic feat. only if the target is within one range increment. Beyond
At 5th level, he receives the Grand Skill Mastery feat that, the accuracy needed to hit the target’s vitals is dif-
for his Athlete feat. ficult to achieve.
At 9th level, he receives the Perfect Skill Mastery The stingray may make a sneak attack with any
feat for the Athlete feat. weapon (or unarmed attack), even a weapon that deals
The stingray’s prerequisites for these feats — includ- subdual damage. However, he cannot use a weapon that
ing agent level — are waived. deals standard damage to inflict subdual damage dur-ing
a sneak attack, even by accepting the standard
–4 penalty to do so. Further, he cannot use strafing

Table 1.9: The Stingray


Base Fort Ref Will Def Init Budg Gadg
Lvl Att Bon Save Save Save Bon Bon Pts Pts Special
1 +1 +2 +0 +1 +0 +0 3 +0 Competitor (advanced),
custom rider, unrelenting
2 +2 +3 +0 +2 +1 +1 6 +1 Flippers +5 ft.
3 +3 +3 +1 +2 +1 +1 9 +2 Bonus feat
4 +4 +4 +1 +2 +2 +2 12 +3 Clear waters, sneak attack +1d6
5 +5 +4 +1 +3 +2 +2 15 +3 Competitor (grand)
6 +6 +5 +2 +3 +2 +2 18 +4 Go deep
7 +7 +5 +2 +4 +3 +3 21 +5 Bonus feat, flippers +10 ft.
8 +8 +6 +2 +4 +3 +3 24 +6 SEAL training, sneak attack +2d6
9 +9 +6 +3 +4 +4 +4 27 +6 Competitor (perfect)
10 +10 +7 +3 +5 +4 +4 30 +7 Ghost walk

19
Soldier/Wheelman Guide
fire when sneak attacking. Finally, the stingray may not Requirements
sneak attack targets who are immune to critical hits, who
Agent Level: 5+.
have total concealment, or whose vitals are out of reach.
Dexterity: 13+.
Go Deep: At 6th level, the stingray is resistant to the
Intelligence: 13+.
perils of deep dives. The stingray may surface rapidly
Base Attack Bonus: +5 or better.
after a dive that could cause the bends, requiring only
Feats: Expertise, Mobility, Sidestep.
2 minutes to surface per 50 ft. submerged (instead of
5 minutes per 50 ft. submerged). Further, the stingray Class Skills
takes only 1 point of damage per 1d6 that he normally
The street fighter’s class skills and key abilities are:
suffers for pressure damage. (For more about both these
rules, see the Spycraft Espionage Handbook, page 231). Class Skill Key Ability
SEAL Training: At 8th level, the stingray is consid- Balance Dex
ered native to water, thus eliminating several penalties Bluff Cha
to the agent’s actions while underwater (see page 64 Concentration Wis
for details). Furthermore, the agent does not suffer any Cultures Wis
Hide or Move Silently check penalties when entering or Driver Dex
leaving water. First Aid Wis
Ghost Walk: At 10th level, once per session as a free Intimidate Str or Cha
action, the stingray may make a normal movement Jump Str
action with complete stealth (+20 competence bonus Perform Cha
to any Climb, Hide, and Move Silently checks). Profession Wis
This is usually — but not always — followed by Sense Motive Wis
an attack with complete surprise. If the stingray attacks Sport Str or Dex
in the same round as his complete stealth move, and Spot Wis
combat has not already begun, his opponents suffer Swim Str
a –5 circumstance penalty to their awareness checks for Tumble Dex
the purpose of determining surprise.
Skill Points at Each Additional Level: 4 + Int modifier.

Class Features
STREET FIGHTER
This is a prestige class.
The following are class features of the street fighter.
Class Feats: The street fighter gains the following
feats at 1st level.
Quintessential cinematic martial artists and down-
Armor Proficiency (Light)
right brawlers, street fighters excel in close combat.
Weapon Group Proficiency (Melee)
They can dish out remarkable punishment — and accept
Weapon Group Proficiency (Martial Arts)
just as much in return.
Weapon Group Proficiency (Handgun)
Abilities: While the street fighter requires fair Intel-
ligence and Dexterity scores to acquire the hallmark Ferocious: At 1st level, whenever the street fighter
feats of the class, the true heart of the martial artist spends an action die to add to an unarmed damage roll,
is Strength, providing both attack and damage bonuses. he rolls two action dice instead of one. This is the street
Vitality: 1d12 plus Constitution modifier per level. fighter’s core ability.

Table 1.10: The Street Fighter


Base Fort Ref Will Def Init Budg Gadg
Lvl Att Bon Save Save Save Bon Bon Pts Pts Special
1 +1 +2 +1 +0 +1 +1 2 0 Bonus feat, ferocious
2 +2 +3 +2 +0 +1 +1 4 1 Hurricane (swift strike)
3 +3 +3 +2 +1 +2 +2 6 1 Ploy
4 +4 +4 +2 +1 +2 +2 8 2 Bonus feat, shrug it off
5 +5 +4 +3 +1 +3 +3 10 2 Conditioning +1
6 +6 +5 +3 +2 +4 +4 12 3 Cheap shot
7 +7 +5 +4 +2 +4 +4 14 3 Hurricane (whirlwind), ploy
8 +8 +6 +4 +2 +5 +5 16 4 Bonus feat, warrior’s glory
9 +9 +6 +4 +3 +5 +5 18 4 Conditioning +2
10 +10 +7 +5 +3 +6 +6 20 5 Juggernaut

20
Prestige Classes
Bonus Feat: At 1st level, the street fighter gains a Conditioning: The street fighter’s constant training
feat from the melee or unarmed combat trees. has honed his body to peak form. Upon reaching 5th
At 4th level, the street fighter gains an additional level, the he receives a +1 competence bonus to either
feat from the melee or unarmed feat tree, and at 8th Strength or Constitution (per the player’s choice).
level, he gains a third. At 9th level, this bonus increases to +2.
In each case, the street fighter must meet all require- Cheap Shot: The street fighter fights to win, not to
ments for the bonus feat before selecting it, including show off. Starting at 6th level, if the street fighter scores
ability score and base attack minimums. a threat but doesn’t convert it to a critical hit, he instead
Hurricane: The street fighter must be fast and effi- does the maximum possible unarmed damage to his op-
cient in his attacks — sometimes he fights an entire ponent, as if he rolled the highest value possible with
crowd! At 2nd level, the agent receives a variation of the each of his damage dice. If any action dice are spent
Swift Strike feat. This ability operates as the to increase this damage value, they are still rolled.
Swift Strike feat in all ways except that Warrior’s Glory: There is a sense of broth-
the street fighter must make an erhood, respect, and admiration amongst
unarmed attack instead of a melee the world’s greatest martial arts fight-
attack to use it. ers and professional combatants.
At 7th level, the street Starting at 8th level, after the
fighter receives a modified street fighter makes the normal
version of the Whirlwind roll to influence the disposition
Attack feat, which operates of an NPC with two or more
as the Whirlwind At-tack unarmed combat feats, the
feat in all ways except that NPC’s disposition toward the
all attacks made with it street fighter improves by 1
must be unarmed strikes. grade.
Ploy: At each 3rd and 7th Juggernaut: The street fighter
levels, the street fighter can absorb tremendous amounts
receives one of the following of punishment, fighting on far
abilities of his choice. In most longer than lesser combatants. At
cases, these options operate like the 10th level, each time he takes normal
un-armed combat feat abilities physical damage, he may convert a number
described on page 78 of the Spycraft of points of that damage to subdual damage, up
Espionage Hand-book, and may not be used in conjunc- to half his base Fortitude save (rounded down). This
tion with other such abilities. effect takes place after any damage reduction is applied
Great Sweep: The street fighter gains a +2 compe- (from armor, class abilities, etc.), and cannot be used to
tence bonus to attack rolls and Strength checks when adjust damage from critical hits.
performing a trip action.
Improved Disarm: The street fighter gains the
Improved Disarm feat.
Provoke: The street fighter gains a +4 competence
bonus to Bluff checks when using the taunt action.
STREET KNIGHT
Some drivers specialize in the use of small, agile
Still Standing: The street fighter gains a +6 circum- vehicles, making them exceptionally dangerous in the
stance bonus to Fortitude saves to remain standing after tightest confines, including many urban environments.
being hit by an attack with the takedown quality. Abilities: The street knight’s most important ability
Strut: After scoring a threat with a melee attack is unquestionably Dexterity, enabling his spectacular
(whether it’s converted to a critical hit or not), the street vehicular acrobatics. The street knight must also have
fighter may spend his next half action posturing. a good Strength score to perform his signature melee
The agent gains one action die of the standard type for attacks.
his level (without the accompanying xp bonus). If this Vitality: 1d12 plus Constitution modifier per level.
bonus action die isn’t spent before the end of the com-
bat, it’s lost. Requirements
Shrug It Off: The street fighter’s superb physical con- Agent Level: 5+.
ditioning allows him to minimize the effects of blows. Strength: 13+.
At 4th level, he adds his base Fortitude save to his agent Base Attack Bonus: +5 or better.
level to determine how many points of subdual damage Balance: 8 ranks.
he recovers each hour. Driver: 6 ranks.
Feats: Acrobatic, Lane Dancer, Ride Shotgun.

21
Soldier/Wheelman Guide
Class Skills by half the street knight’s base Defense bonus (rounded
down). This is the street knight’s core ability
The street knight’s class skills and key abilities are:
Power Swerve: The street knight knows precisely
Class Skill Key Ability how maneuver himself and his vehicle to absorb or
Balance Dex deflect attacks. Beginning at 1st level, once per session
Boating Dex per class level, when a personal vehicle the street knight
Craft Wis is operating suffers a critical hit, the street knight may
Disguise Cha choose the type of critical received, instead of allowing
Driver Dex his opponent to roll (see the Spycraft Espionage
Escape Artist Dex Handbook, page 191 and page 53 of this book).
Gather Information Cha No Hands!: The street knight can control his vehicle
Handle Animal Cha merely by shifting his body weight, leaving his hands
Hobby Wis free for other tasks. At 2nd level, the street knight gains
Intimidate Str or Cha the One Hand on the Wheel feat.
Jump Str At 7th level, the street knight suffers no maneuver
Mechanics Int check penalty during the round after taking a half ac-
Move Silently Dex tion while riding a personal vehicle.
Open Lock Dex Gymnast: The street knight is capable of remarkable
Perform Cha acts of physical adroitness. At 3rd level, he receives
Profession Wis the Advanced Skill Mastery feat for his Acrobatic feat.
Search Int At 7th level, the street knight receives the Grand
Sport Str or Dex Skill Mastery feat for his Acrobatic feat.
Spot Wis In both cases, the street knight’s prerequisites for
Surveillance Wis these feats — including agent level — are waived.
Full-Tilt: Beginning at 4th level, the street knight
Skill Points at Each Additional Level: 6 + Int modifier.
is skilled with making melee strikes from his vehicle.
Class Features If he’s in (or on) a vehicle and moves beside or past an
opponent, he may make a melee strike against that
The following are class features of the street knight.
opponent as a standard attack. This attack, if successful,
Custom Rider: Levels in this class count as wheelman
causes double normal damage (i.e. multiply the damage
levels when determining gadget points gained from
rolled by 2).
the custom ride ability.
At 8th level, the street knight’s full-tilt attacks cause
Class Feats: The street knight gains the following
triple normal damage (i.e. multiply the damage rolled
feats at 1st level.
by 3).
Armor Proficiency (Light)
Deft Swerve: At 4th level, once per session, the street
Armor Proficiency (Medium)
knight may automatically succeed with one check
Weapon Group Proficiency (Melee)
to avoid an obstacle while driving a personal vehicle
Weapon Group Proficiency (Hurled)
(no roll is required).
Weapon Group Proficiency (Handgun)
Starting at 8th level, the street knight may use this
Poise: Beginning at 1st level, the Defense of any ability a second time per session.
personal vehicle the street knight is riding is increased
Table 1.11: The Street Knight
Base Fort Ref Will Def Init Budg Gadg
Lvl Att Bon Save Save Save Bon Bon Pts Pts Special
1 +1 +0 +2 +0 +1 +0 2 +0 Custom rider, poise, power swerve
2 +2 +0 +3 +0 +2 +1 4 +1 No hands!
(One Hand on the Wheel)
3 +3 +1 +3 +1 +3 +1 6 +2 Gymnast (advanced)
4 +4 +1 +4 +1 +3 +2 8 +3 Deft swerve 1/session, full-tilt (x2)
5 +5 +1 +4 +1 +4 +2 10 +3 Get radical 1/session
6 +6 +2 +5 +2 +5 +2 12 +4 Mounted great cleave
7 +7 +2 +5 +2 +6 +3 14 +5 No hands! (no penalty),
gymnast (grand)
8 +8 +2 +6 +2 +6 +3 16 +6 Deft swerve 2/session, full-tilt (x3)
9 +9 +3 +6 +3 +7 +4 18 +6 Get radical 2/session
10 +10 +3 +7 +3 +8 +4 20 +7 Mounted trail of blood

22
Prestige Classes
Requirements
Agent Level: 5+.
Dexterity: 13+.
Base Attack Bonus: +4 or better.
Knowledge (Military History): 2 ranks.
Profession (Military) or Profession (Mercenary): 4 ranks.
Feats: Combat Instincts.

Class Skills
The tactician’s class skills and key abilities are:
Class Skill Key Ability
Appraise Int
Bluff Cha
Concentration Wis
Cultures Wis
Diplomacy Cha
Driver Dex
First Aid Wis
Gather Information Cha
Get Radical: Starting at 5th level, once per game ses-
Hobby Wis
sion when driving a personal vehicle, the street knight
Knowledge Int
may force it to utterly defy physics for one maneuver.
Languages Wis
He may leap over a phenomenal distance using a ramp,
Listen Wis
jump from roof to roof of several moving vehicles while
Pilot Dex
doing a front-wheel wheelie, sail off of a building and
Profession Wis
drive through the window of another building without
Search Int
slowing down, etc.
Sense Motive Wis
This ability may also be used to perform a “That’s
Spot Wis
Impossible” maneuver during a chase. (For more infor-
Surveillance Wis
mation about using this, see the Spycraft Espionage
Survival Wis
Handbook, pages 189 and 190.)
Outside chases, the Game Control determines Skill Points at Each Additional Level: 6 + Int modifier.
the effects of this ability, based on requests made by the
street knight. Class Features
At 9th level, the street knight may use this ability The following are class features of the tactician.
twice per session. Class Feats: The tactician gains the following feats
Mounted Great Cleave: At 6th level, the street knight at 1st level.
gains the Great Cleave feat while riding a personal Armor Proficiency (Light)
vehicle. The street knight’s prerequisites for this feat — Armor Proficiency (Medium)
including ability scores and other feats — are waived. Armor Proficiency (Heavy)
Mounted Trail of Blood: At 10th level, the street knight Weapon Group Proficiency (Melee)
gains the Trail of Blood feat while riding a personal vehi- Weapon Group Proficiency (Handgun)
cle. The street knight’s prerequisites for this feat — Weapon Group Proficiency (Rifle)
including ability scores and other feats — are waived.
Wily: The tactician is always quick to respond to
a problem, and can rapidly gain the upper hand in
a threatening situation. Once per round, the tactician
TACTICIAN
This is a prestige class.
may spend an action die to perform a regroup action as
a free action. This is the tactician’s core ability.
Stratagem: Beginning at 1st level, when the tactician
The tactician brings keen insight to the battlefield,
takes a regroup action, his initiative total is increased by
empowering his allies to do their best in combat,
5 + his Intelligence modifier (if positive), to a maximum
and tripping up their enemies with the unexpected.
of +10.
Abilities: The tactician requires a broad base of abil-
At 6th level, when one of the tactician’s teammates
ities to reach his peak performance, though Wisdom
who is in verbal or visual contact with him takes
and Dexterity are more important than most.
a regroup action, the teammate’s initiative total is
Vitality: 1d10 plus Constitution modifier per level.
increased by his own Intelligence modifier (minimum +1).

23
Soldier/Wheelman Guide
Tempo: The tactician is an expert at reading the ebb in a chase, the teammate receives a +8 cooperation
and flow of battle. At 2nd level, he gains the Surge of bonus to his next maneuver check (instead of the +2
Speed feat. The tactician’s prerequisites for this feat — normally granted by cooperation). This assistance re-
including agent level — are waived. quires a full action for the tactician, who must be in
Starting at 7th level, when the tactician uses his verbal contact with the teammate to provide this bonus.
Surge of Speed feat, he may designate one teammate Soldier’s Soldier: Through a combination of manner,
who is within line of sight to gain the same bonus (an bearing, insightful observations, and well-chosen quota-
additional half action which cannot be used to attack) tions, the tactician can quickly establish his credentials as
during that round. career military. Beginning at 5th level, the disposition of
Bonus Feat: At 3rd level, the tactician re-ceives a other career military characters toward the tactician
bonus basic combat or covert feat. improves by one grade. This bonus is applied after all
At 7th level, the tactician receives an additional bonus other disposition effects are applied (including any roll to
basic combat or covert feat (for a total of 2 bonus feats). improve the target’s disposition).
In both cases, the tactician must still meet At 9th level, the agent’s reputation precedes
all prerequisites for this feat, including him, and has become so impressive that the
minimum agent level and ability dispositions of career military personnel
scores. im-proves by two grades.
Ambush Tactics: The tacti- The tactician should keep in
cian is always searching his mind, however, that allies and
surroundings for locations helpful NPCs expect to be treated
from which he, or his ene- with respect in return, and that
mies, might launch an their opinion will quickly sour
ambush. Starting at 4th if they’re not treated with pro-
level, the tactician receives fessional courtesy and due
a +2 bonus to all aware- respect for their rank.
ness checks for the purpose No Escape: At 8th level, all of
of determining surprise. the tactician’s teammates gain
Further, if the tactician plans the Combat Instincts feat so long
an ambush, his opponents’ as they are within verbal or visual
awareness DCs are increased by contact with the tactician. Even if a
+2 for the purpose of determining teammate’s Dexterity bonus is 0 or less,
surprise. that agent may still use the feat once per
Break Away: The tactician’s ability to read round. If a teammate already has the Combat
terrain ensures that his team always has at least a Instincts feat, the number of times he may use it per
chance at escape from dangerous situations. At 4th round is increased by +1.
level, once per session as a free action, the tactician may Seize the Moment: At 10th level, once per session,
declare that the team is retreating. For the next 4 the tactician may seize upon the critical moment.
rounds, the tactician and all teammates in verbal or The tactician and each of his teammates within verbal
visual contact with him add the tactician’s class level to or visual contact receive one bonus action die of the
their Defense while making a withdraw action. standard type for their level (without the accompanying
At 8th level, when the tactician succeeds with a xp bonus). This action die must be spent before the end
cooperation check to assist a teammate who is the prey of the round or it is lost.
Table 1.12: The Tactician
Base Fort Ref Will Def Init Budg Gadg
Lvl Att Bon Save Save Save Bon Bon Pts Pts Special
1 +1 +0 +1 +1 +1 +1 2 0 Stratagem (self), wily
2 +2 +0 +2 +2 +1 +2 4 1 Tempo (surge)
3 +3 +1 +2 +2 +2 +3 6 1 Bonus feat
4 +4 +1 +2 +2 +2 +3 8 2 Ambush tactics,
break away (retreat)
5 +5 +1 +3 +3 +3 +4 10 2 Soldier’s soldier (1 grade)
6 +6 +2 +3 +3 +4 +5 12 3 Stratagem (team)
7 +7 +2 +4 +4 +4 +6 14 3 Bonus feat, tempo (share)
8 +8 +2 +4 +4 +5 +6 16 4 Break away (assist prey), no escape
9 +9 +3 +4 +4 +5 +7 18 4 Soldier’s soldier (2 grades)
10 +10 +3 +5 +5 +6 +8 20 5 Seize the moment

24
“I don't want to be the materialistic weasel here,
but do you think we'll get hazard pay for this?”
– Rockhound,
Armageddon

New Rules
2
Soldier/Wheelman Guide
INTRODUCTION E XISTING
DEPARTMENTS
This chapter introduces a variety of soldier — and
wheelman-related skill checks, new bundles most
Though the Agency operates as a single whole, each
appropriate for both classes, many new feats spread
of its departments is nonetheless responsible for its own
across the existing trees, new personal gadgets,
sphere of operations. As such, D-0 (the Home Office)
and additional guidance for GCs looking to add flavor
might stress flexibility when selecting new agents, while
to vehicle skill failures. This chapter is not exclusively
D-4 (Black Ops) seeks cool, professional operatives.
useful to GCs and players of soldiers and wheelman,
These strategies apply also when recruiting soldiers
however — all the material herein may be chosen by
and wheelmen, as described here.
characters of any class. It’s merely well themed for
the classes highlighted in this book. D-0: The Home Office
Soldiers: Soldiers of the Home Office are expected
to be versatile. While combat ability is almost always
N EW
BACKGROUNDS their first priority, they’re often also expected to carry
their weight in less volatile situations — more so than
soldiers of most other departments. Home Office soldiers
The following backgrounds are presented with are often ex-military officers, for two reasons: first,
soldiers and wheelmen in mind, but are applicable to their leadership ability meshes well with the Home
agents of any class. Office’s function. Second, most military officer training
includes university-level education, which the Home
Dishonored Office prizes.
You have been dishonored somehow, perhaps due to
your own actions or through those of another. If you’re
a military agent, it’s probable that your rank has been
reduced.
The points invested in a dishonored background
determine both the severity and public knowledge of
your shame, and how hard you’ll have to work to regain
your pride and standing.

Public Life
You maintain a public persona outside your life as
a superspy. Perhaps you’re a professional race car driver
who has to make appearances at competitions around
the world and show up for endorsement ads. Maybe
you’re a career military man with regular assignments
or base duties. Regardless, you must frequently take
a break from your missions to keep your public life
going.
The point invested in a public life background
determine the frequency of these interruptions
and how much hassle they are before you
can return to your jet-setting secret
agent lifestyle.
Special Note: GCs are encouraged to
use this background to drag not only the
agent into subplots but also his entire team.
Exercise caution, however — this background
is best used as a periodic distraction from the affairs
of the world, not a replacement for them.

26
New rules
Wheelmen: Much like soldiers, Home Office wheel- Wheelmen: Often on the cutting edge of vehicle
men are expected to be broadly capable, though their technology, Computer Espionage wheelmen often have
primary duties still rest behind the wheel. Due to the surveillance backgrounds, either from police stakeouts
Home Office’s tendency to recruit military officers, or reconnaissance flights. The department also includes
wheelmen are quite common among their ranks. Rarely a number of highly educated wheelmen who act as test
does the Agency entrust multi-million dollar aircraft drivers and pilots for the latest technological develop-
and other expensive vehicles to enlisted men. ments out of R&D.

D-1: The Power Brokerage New Bundles


Soldiers: The Power Brokerage recruits soldiers from
the ranks of various former mercenaries, bodyguards, The Agency provides standard packages to help
hit men, and criminals — the latter particularly when the agents dive into missions quickly. These packages
Agency holds some incriminating evidence against offer a significant discount to the starting agent, but
them. The Power Brokerage operates on the shadier side their contents are fixed and non-transferable. Each
of the Agency and its soldiers must be willing to follow bundle costs 25 of the agent's budget points.
orders without questioning the moral ramifications.
Arctic Operations Bundle
Unfortunately, this attitude often cultivates a cynical
1 set trendy ski clothes
attitude within the ranks.
Heavy parka
Wheelmen: Department 1 wheelmen usually special-
Snow boots
ize in eluding pursuers, since a great many of them are
Protective goggles
drawn from criminal, or former criminal, backgrounds.
Cross-country skis and poles
Since they’re usually assigned as getaway drivers or
Portable heat source
surveillance experts, D-1 wheelmen can generally main-
Flashlight
tain their distance from the Power Brokerage’s darker
Ice axe
operations and are perhaps the least jaded of the depart-
4 lengths of rope (50 ft. each)
ment’s operatives.
Survival kit
D-2: Military Operations Bush Bundle
Soldiers: Easily the department with the most sol- Trail backpack (to store bundle)
diers at its disposal, Military Operations recruits those 1 set camouflaged fatigues
with a broad cross-section of abilities, from hand-to- 3 applications face paint
hand experts to masters of infiltration to artillery gun- Nightvision goggles
ners. Such agents are drawn almost exclusively from the Web-belt/harness
military. As a rule, Agency soldiers with military back- Flashlight
grounds are former special forces operatives, though Machete
Military Operations sometimes breaks this rule; this de- 5 flares
partment is just as likely to tap an enlisted man with an Tactical radio
exemplary field record as it is a veteran Navy SEAL. Camouflage net
Wheelmen: As with the department’s soldiers, these 4 throwing knives
agents are usually drawn from the military, though not 40 water filtration tablets
necessarily from the officer corps. Many D-2 wheelmen Survival kit
are highly skilled in wilderness operations and naviga-
Bodyguard Bundle
tion. A Military Ops wheelman is just as likely to be a
Large suit-bag (to store bundle)
maintenance expert as he is to be a combat pilot — pos-
1 set designer clothes
sibly more so. Military Operations wheelmen aren’t
Personalized tuxedo liner
flashy, but they get the job done, and their vehicles purr
Sunglasses
like kittens the whole time.
2 cell phones
D-3: Computer Espionage IR goggles
Standard video camera
Soldiers: Since Computers Espionage focuses primar-
w/ 4-in. remote monitor
ily on electronic warfare, soldiers are often assigned as
w/ wall-mounting bracket
saboteurs and industrious espionage experts. They're
extremely well-equipped, and their knowledge of the
latest advances in battlefield technology is second to
none.

27
Soldier/Wheelman Guide
New Bundles (Continued)
D-5: Black Ops
The Agency provides standard packages to help Soldiers: Almost invariably recruited from the ranks
agents dive into missions quickly. These packages of various special forces organizations, Black Ops
offer a significant discount to the starting agent, but soldiers are grizzled combat veterans. They’re difficult
their contents are fixed and non-transferable. Each to stop, and even more difficult to surprise. After all,
bundle costs 25 of the agent's budget points. they’ve seen just about everything already.
Wheelmen: Fully prepared to drive, fly, or boat
Pilot Bundle
through any combat zone, Black Ops wheelmen are
Small duffel bag (to store bundle)
absolutely focused on the mission at hand. In the past,
Military aviator flight suit
they may have piloted transport aircraft, driven troop
Helmet, aviator
transports, or guided a SEAL team rafts, and these
Sunglasses
experiences have hardened them. To the wheelmen of
Parachute
Department 6, barreling through a free fire zone is a
Survival kit
bullet-ridden jeep is merely old hat.
GPS receiver
Tactical radio D-6: Wetworks
MREs (1 day)
Soldiers: Arguably the most intimidating of the
Mechanic Bundle Agency’s soldiers, wetworks operatives make no bones
Wheeled metal tool box (to store bundle) about their dark work. They tend to distance themselves
2 sets coveralls (average clothes) from both friend and foe, enabling them to perform the
Universal power supply worst duties without hesitation. It’s impossible to main-
Mechanics kit tain complete detachment, however; many veteran wet-
w/ superior tools works soldiers end their careers with a psychological
Craftsman (machining) kit discharge, haunted by their many victims — or snap and
2 large canvass tarps become part of the enemy.
2 extension cords (100 ft. each) Wheelmen: Wetworks wheelmen usually specialize
Leatherman in stealthy insertions, extractions, and surveillance.
Flashlight They’re cool and collected, though when faced with
Tire iron a dangerous situation, this composure sometimes slips
4 padlocks w/keys slightly. Wetworks wheelmen aren’t generally trained
3 equipment manuals (choose) for the thick of the action — as far as they’re concerned,
if a firefight erupts, something’s already gone wrong.
EOD (Explosive Ordinance Disposal) Bundle
Heavy locking carrying case (to store bundle) “The Basement”
1 set fatigues
Soldiers: Basement soldiers are rare, so much so that
Bomb squad suit
it’s difficult to quantify the archetype. The few soldiers
Bomb blanket (1 level)
who’ve been recruited by this department are usually
Fiberscope
ex-law enforcement who’ve encountered the worst soci-
2 bomb disposal kits
ety can offer: serial killers, slave rings, and the like.
Wheelmen: Basement wheelmen are recruited for
their surveillance expertise, as well as their training
D-4: Urban Assault with navigating hostile and unusual terrains.
Soldiers: D-4 soldiers are drawn primarily from the
criminal element. Despite being generally detached,
these operatives are acutely aware of their surroundings,
and always ready for action.
Wheelmen: Urban Assault wheelmen have skills (and
N EW
DEPARTMENTS
nerves) of steel. Capable of maneuvering in the most
While the Agency trains its own operatives (as rep-
congested environments and undaunted by the unpre-
resented by Departments 0 through 6 and the Basement
dictability of urban chases, these agents are cool and
from the Spycraft Espionage Handbook), it’s sometimes
confident, always aware of their vehicle, the surround-
necessary to recruit from the available outside pool. The
ing terrain, and how to keep the two from colliding.
training such that civilian recruits bring to the Agency
Urban Assault wheelmen are perhaps the best prepared
is still represented by departments. Examples follow.
for combat conditions, and drill almost as extensively
as their soldier brethren.

28
New rules
Infantry • When the agent scores a critical hit against a vehicle,
he may adjust the hit location roll by +1 or –1. He may
Agency operatives recruited from the military mass-
adjust the hit location by an additional +1 or –1 at 4th
es are invariably distinguished prior to their arrival,
level, and every four levels thereafter. When this modi-
through their combat prowess or other accolades.
fier is used to increase a result above 10, it becomes 1.
Special Talents Conversely, when this modifier is used to decrease a
result below 1, it becomes 10.
• +2 Constitution, –2 Intelligence.
• Bonus Feat: Any chase or style feat. The agent must still
• +1 department bonus to Fortitude saves. This bonus meet all prerequisites for the feat, including ability
increases by +1 at 4th level, and an additional +1 every score and base attack bonus minimums.
four levels thereafter.
• +1 department bonus to cover and concealment Special Forces
Defense bonuses. This bonus increases by an additional Already well trained in covert operations, special
+1 at 4th level, and an additional +1 every four levels forces operatives make excellent agents. Their rigid mil-
thereafter. The agent only gains this bonus when itary discipline, combat expertise, and special skills
he’s benefitting from a cover or concealment Defense make them a welcome addition to any team.
bonus granted by true cover (as opposed to an ability
such as the soldier class’s portable cover). Special Talents
• Bonus Feat: Any combat feat. The agent must still meet • +2 Dexterity, –2 Charisma.
all prerequisites for the feat, including ability score and
• +1 department bonus to Reflex saves. This bonus
base attack bonus minimums.
increases by +1 at 4th level, and by an additional +1
every four levels thereafter.
Peace Officer • +1 department bonus to Demolitions and Move Silently
Agents from law enforcement organizations around
checks. This bonus increases by +1 at 4th level, and by
the world — such as the American DEA or Germany’s
an additional +1 every four levels thereafter.
Bundeskriminalamt — gain the following benefits.
• Bonus Feat: Any covert or basic combat feat. The agent
Special Talents must still meet all prerequisites for the feat, including
ability score and base attack bonus minimums.
• +2 Intelligence, –2 Strength.
• +1 department bonus to Will saves. This bonus increas- Stick Jockey
es by +1 at 4th level, and by an additional +1 every
Recruited from tank crews, air forces, and navies,
four levels thereafter.
stick jockeys are blessed with highly acute senses and
• +1 department bonus to Spot and Surveillance checks. extensive combat experience.
This bonus increases by +1 at 4th level, and by an addi-
tional +1 every four levels thereafter. Further, the agent Special Talents
may attempt Surveillance checks unskilled.
• +2 Dexterity, –2 Constitution.
• Bonus Feat: Any ranged combat feat. The agent must
• Once per session, a stick jockey may learn his oppo-
still meet all prerequisites for the feat, including ability
nent’s choice of chase maneuver before selecting his
score and base attack bonus minimums.
own. The stick jockey may use this ability once more per
session at 4th level, and every four levels thereafter. If
Racer two or more opposing stick jockeys use this ability dur-
The Agency generally avoids well-known celebrities, ing the same chase round, none must reveal his maneu-
whose disappearance might be noticed. Racers are thus ver early; resolve the maneuver choices normally. In this
recruited early in their careers, before they gain notori- last case, both stick jockies are considered to have used
ety or arrogance. this ability this round.

Special Talents • +1 department bonus to Reflex saves. This bonus


increases by +1 at 4th level, and by an additional +1
• +2 Dexterity, –2 Strength. every four levels thereafter.
• +1 department bonus to all maneuver and crash checks. • Bonus Feat: Any chase or basic combat feat. The agent
This bonus increases by +1 at 4th level, and by an addi- must still meet all prerequisites for the feat, including
tional +1 every four levels thereafter. ability score and base attack bonus minimums.

29
Soldier/Wheelman Guide
are automatically accepted into the Iraqi Army as sec-
ond lieutenants.
O FFICER
TRAINING Special Talents
• +1 department bonus to Will saves. This bonus increas-
Recent military graduates are highly sought-after
es by +1 at 4th level, and by an additional +1 every
Agency operatives. The training at such schools — rang-
four levels thereafter.
ing from leadership to tactical expertise and military
history — prepares a potential agent for a number of • Bonus Feat: Any advanced skill feat. The agent must still
eventualities not covered by basic training. Recent meet all prerequisites for the feat, including ability
graduates are also often most ready to accept the score and skill rank minimums.
Agency’s procedures, and its mission.
This “macro-department” covers graduates of officer People’s Liberation Army
schools throughout the world. When an agent chooses National Defense
“officer training” as his department, he gains all the University
special talents listed immediately hereafter, as well as The People’s Liberation Army has worked diligently
a number of benefits from the school of their choice. to rebuild China’s military training path since its devas-
tation by the Cultural Revolution over 30 years ago.
Special Talents Today, this system includes dozens of institutions across
Asia, focusing on military leadership and technical
• +2 Charisma, –2 to any ability (except Charisma).
training. Each school that comprises part of the Defense
• +1 department bonus to Initiative checks. This bonus University emphasizes officer training, with minor
increases by +1 at 4th level, and by an additional +1 investment in political tactics, logistics, and Naval and
every four levels thereafter. Air Force combat regiment.
• Profession (Military) is always a class skill for officers. Special Talents
Further, the agent chooses one academy at creation,
• Bureaucracy and Knowledge (Military History) are
gaining the benefits listed with his choice.
always class skills for the officer.
Australian Defence Force • +1 department bonus to Will saves. This bonus increas-
Academy es by +1 at 4th level, and by an additional +1 every four
This training center, located in the Australian capi- levels thereafter.
tal city of Canberra, offers cadets a traditional collegiate
• Bonus Feat: Scholarly. All requirements for this feat —
education — along with an expanded curriculum of mil-
including minimum skill ranks — are waived.
itary disciplines — in a structured environment. Grad-
uates are commonly recruited into one of the nation’s Sandhurst Military
three military branches: the Australian Army, the Royal Academy
Australian Navy, and the Royal Australian Air Force.
This British military school encourages enthusiastic
Special Talents attitudes and unconventional solutions as much as it
demands sharp minds and practical thinking. Courage,
• The officer may select 2 cross-class skills to become willpower, decisiveness, perseverance, integrity, selfless-
class skills. The officer may choose an additional cross- ness, and loyalty are all keywords this academy uses to
class skill to become a class skill at 4th level and every describe itself and its six-point mission of dedication
four levels thereafter. and duty. The focus may be infantry tactics, but the
experience is a complete military package, with training
• Bonus Feat: Hard Core. All requirements for this feat —
through every branch of the British service.
including minimum agent level — are waived.
Special Talents
Baghdad Military College
The Baghdad Military College accepts only those • +1 department bonus to inspiration checks. This bonus
with a previous secondary school education (as well increases by +1 at 4th level, and by an additional
as healthy loyalty to Iraq’s political body). Standard +1 every four levels thereafter.
topics are covered during a cadet’s first two years, after
• Bonus Feat: Fortunate. All requirements for this feat —
which he branches off into one of many specialties
including minimum agent level — are waived.
offered at the site. Baghdad military college graduates

30
New rules
South African Military
Academy M ILITARY
Located in the west African town of Saldanha,
A CADEMY
this institution has served the nation’s militaries for
TRAINING
over half a century. Charged with training commanders
for service in the South African National Defence Force
(i.e. the South African Army, the South African Air Like Officer Training, this “macro-department” cov-
Force, the South African Navy, and the South African ers graduates of schools throughout the world (this time
Medical Service), this academy is one of the finest focusing on military theory and practice).
training grounds in the world. When an agent chooses “military academy training”
as his department, he gains all the special talents listed
Special Talents immediately hereafter, as well as a number of benefits
from the school of his choice.
• +1 department bonus to education checks. This bonus
increases by +1 at 4th level, and by an additional +1
every four levels thereafter.
• Bonus Feat: World Traveler. All requirements for this
feat — including minimum skill ranks — are waived.

St. Cyr Military Academy


The French École Spéciale Militaire de St-Cyr has
required majors in engineering, science, modern and
ancient history, modern languages, applied modern
languages, geography, science and economics, law,
computer science, physical education, political science,
Asian studies, and the classics. Entry into St. Cyr is lim-
ited to the highest-scoring academics and most primed
physical specimens in France, but the rewards for ac-
ceptance are unsurpassed.

Special Talents
• Four extra vitality points at 1st level and one addition-
al vitality point at each additional level.
• Bonus Feat: Any covert skill feat. The agent must still
meet all prerequisites for the feat, including ability
score and base attack bonus minimums.

United States Military


Academy at West Point
West Point is famous the world over, and with good
reason. Founded in 1802, this esteemed academy consis-
tently turns out the strongest scientific, military, and civil-
ian law enforcement candidates anywhere in the United
States of America. West Point is roughly 30 miles south
of Poughkeepsie, New York, along the Hudson River.

Special Talents
• +1 department bonus to favor checks. This bonus
increases by +1 at 4th level, and by an additional
+1 every four levels thereafter.
• Bonus Feat: Political Favors. All requirements for this
feat — including minimum agent level — are waived.

31
Soldier/Wheelman Guide
Special Talents
Royal Military College
• +2 Wisdom, –2 to any ability (except Wisdom). of Canada
Open since 1876, the Royal Military College is Can-
• +1 department bonus to education checks. This bonus
ada’s only formal military university. Graduates of this
increases by +1 at 4th level, and by an additional +1
institution often join the Royal Canadian Air Force
every four levels thereafter.
flight school.
• Profession (Military) is always a class skill for this agent.
Special Talents
Further, the agent chooses one academy at creation,
gaining the benefits listed with his choice. • The agent is considered a native speaker of both English
and French (before he chooses any bonus languages).
Military University • The DCs of all skill checks to seduce the agent are in-
of Russia creased +3. This bonus increases by +1 at 4th level,
Five years following the fall of the Iron Curtain,
and by an additional +1 every four levels thereafter.
the Soviet Union set up this multilevel conglomerate
of military training locations. Presenting the nation’s • Bonus Feat: Any advanced skill feat. The agent must still
most fundamental training techniques, this system meet all prerequisites for the feat, including ability
of eight military academies and one university offer score and base attack bonus minimums.
training in artillery use, chemical defense, air defense,
air engineering, space engineering, medicine, jurispru- United States Air Force
dence, and journalism. Academy
Since 1954, this base located north of Colorado
Special Talents Springs, Colorado has provided cadets with four years
of intense academic, military, and physical education.
• 4 extra skill points at first level and 1 extra skill point
Heavy emphasis is placed on technological training,
at each additional level. (The four extra skill points
though personal character and professional aptitude are
at 1st level are added as a bonus after you have calcu-
developed as well. Graduates are commissioned as sec-
lated your starting skill points, not multiplied in.)
ond lieutenants in the U.S. Air Force.
• Bonus Feat: Persuasive. All requirements for this feat —
including skill ranks — are waived. Special Talents

National Defense Academy • +1 department bonus to Bureaucracy and Pilot. This


of Japan bonus increases by +1 at 4th level, and by an addition-
al +1 every four levels thereafter.
This Boco Peninsula university is primarily operated
by civilian teachers and administrators, under whose • Bonus Feat: Wind Rider. All requirements for this feat —
guidance cadets from many nations are prepared for the including minimum skill ranks — are waived.
Officers Candidacy School for their chosen branch of
the Japanese Self Defense Force. Students are drawn United States Naval
to this institution from Thailand, Singapore, Malaysia, Academy
and the Philipines. Nestled in Annapolis, Maryland (about 30 miles east
of Washington D.C.), this facility houses nearly 4,000
Special Talents cadets (“midshipmen”) at any given time. These men
and women live on base — many even during the sum-
• Computers and Electronics are always class skills for
mer months between classes — in preparation for entry
agents of this department.
into the U.S. Navy (as ensigns) or the U.S. Marine Corps
• +1 department bonus to Gather Information and (as second lieutenants).
Search checks. This bonus increases by +1 at 4th level,
and by an additional +1 every four levels thereafter. Special Talents (Marine)
• Bonus Feat: Any gear feat. The agent must still meet all • 4 extra vitality points at 1st level and 1 extra vitality
prerequisites for the feat, including ability score and point at each additional level.
base attack bonus minimums.
• Bonus Feat: Iron Will. All requirements for this feat —
including minimum agent level — are waived.

32
New rules
Special Talents (Navy) vehicle skill for a given terrain, but if you have any
questions, consult the Spycraft Vehicle Guide starting
• +1 department bonus to Boating and Profession
on page 69.
(Military). This bonus increases by +1 at 4th level,
Special Note: Riding animals still requires the Han-
and by an additional +1 every four levels thereafter.
dle Animal skill, as described in the Spycraft Espionage
• Bonus Feat: Police Training. All requirements for this Handbook.
feat — including minimum skill ranks — are waived. Check: No skill checks are required to perform
standard driving moves, but complex driving tasks,
University of the German such as during combat and other threatening circum-
Federal Armed Forces stances, require a roll. See also Chases, starting on page
Responsible for training both conscripts and volun- 183 of the Spycraft Espionage Handbook.
teer enlistees and officer candidates, the University of
Task DC
the German Federal Armed Forces is spread across sev-
Shallow turn/avoid obstacle 5
eral training grounds throughout the country, with some
Average maneuver/multiple turns 10
development occurring in NATO facilities and abroad as
Tight turn/drive over uneven surface 15
well. Each cadet spends nine months in an academy
High stress maneuver/make jump 20
appropriate to their craft — usually the Army school in
Heroic of complex set of maneuvers 25+
Hanover, the Air Force school in Fürstenfeldbruck, or
Unfamiliar type of vehicle +5
the Naval academy at Mürwik, Flensburg. Officer candi-
dates spend at least one year commanding a small unit, Vehicles are rated for handling (see the Spycraft
then three years at Bundeswehr's military academy in Espionage Handbook, page 184). This rating may help
Hamburg or the military academy in Munich. or hinder the vehicle’s driver.
Retry: Yes, but there is a lapse of time between
Special Talents the tries. If you absolutely have to turn immediately
to avoid an oncoming semi, but fail the check, a second
• +1 department bonus to Concentration and Cultures
attempt is usually impossible (per the GC’s discretion
checks. This bonus increases by +1 at 4th level, and by
coupled with current circumstances).
an additional +1 every four levels thereafter.
Special: This skill covers the physical act of driving
• Bonus Feat: Speed Demon. All requirements for this feat personal vehicles; knowledge of driving and making
— including minimum skill ranks — are waived. money with it as a sport are covered by the Knowledge
and Sport skills, respectively.
Unlike Driver, Balance doesn’t grant a synergy bonus
NEW SKILL USES
With the introduction of so many new vehicles and
to Knowledge and Mechanics checks concerning
vehicles, personal or other. However, 5 or more ranks in
Balance does grant a +2 synergy bonus to Sport checks
vehicular options in this book, the need arises for sev- made to compete with personal vehicles.
eral new skill uses, as follows. Finally, if you have 5 or more ranks in Knowledge
with an area or city, you receive a +2 synergy bonus to
Balance Balance checks made therein.
(Dex; Armor Check Penalty) Critical Success: When not in a chase, you manage
The Spycraft Espionage Handbook presents a driving to avoid mishaps even when it’s seemingly impossible
system with three basic skills — Boating (for all water to do so. Your vehicle is not only unscathed by whatev-
vehicles), Driver (for all ground vehicles), and Pilot (for er pitfall you avoided, but you sail past it without a
all air vehicles). But there are a number of vehicles single chip in your paint. During a chase, your maneu-
which operate very differently from the classic seated ver is successful unless an opposing driver scores a crit-
controls of boats, cars, planes, trains, and the like, ical success with a higher total. Also, you receive a +4
and which also share common characteristics with one bonus to your next maneuver or crash check.
another — namely, vehicles which are guided by Critical Failure: The vehicle hits an obstacle, skids
the agent’s body weight distribution, and balance. out of control, or stalls. The GC may rule that this is
Balance-based (or “personal”) vehicles overlap with equivalent to failing a crash check (see the Spycraft
all three other vehicle types. There are air, ground, and Espionage Handbook, page 193).
water versions, including autogyros and hang gliders,
motorcycles and street luge boards, and jet skis and sub-
mersible diving sleds. It should be easy to determine
which vehicles use Balance and which use the default

33
Soldier/Wheelman Guide
Craft (Machining) Knowledge
(Int; Trained Only) (Vehicle Category)
You are trained in the manufacturing of parts for (Int; Trained Only)
various machines, including vehicles and mechanical You are highly knowledgeable about the types,
security devices. makes, specific models, history, known quirks, and other
Check: You may earn money or manufacture items minutia of one category of vehicle (e.g. cars, trucks,
as described under the Craft skill (see the Spycraft wheeled armored and heavy vehicles, etc.).
Espionage Handbook, page 47). The agent must choose his category of specialization
for each rank he gains with this skill.
Jump Check: As per the standard Knowledge skill check
(Str; Armor Check Penalty) (see the Spycraft Espionage Handbook, page 57):
The jump skill may also be used to absorb the impact
Question Type DC
of landing when skydiving.
Simple (make and year of vehicle) 10*
Check (Half Action): The DC to land without incident
Basic (production numbers, vehicle 15*
or (significant) injury is 15. If successful, all damage
characteristics and statistics)
from the jump is considered subdual, and for every two
Involved (deployment and sales history, 20
points by which you beat the DC, the damage you take
performance and maintenance details)
from the jump is reduced by 1. Conversely, for each
Complex (detailed performance 25
point you miss the DC, you suffer a –1 circumstance
comparisons, location/history of
modifier to any Move Silently check made as part of the
specific serial numbers)
landing.
Retry: No. * These types of questions are free actions to remem-
Critical Success: You take no damage or Move ber and needn’t be rolled for again after success.
Silently penalties from the jump, no matter the height or
Special: Five or more ranks in the appropriate
circumstances.
vehicle Knowledge skill grants you a +2 synergy bonus
Error: In addition to taking normal damage, you’re
with Spot and Listen checks made to identify a vehicle
knocked prone on landing and cannot attempt to Move
of that type, as well as a +2 synergy bonus to Mechanics
Silently.
checks made to modify or repair vehicles of that type.
Critical Failure: You take twice the normal damage
from the landing and everyone within hearing distance Knowledge
is automatically aware of your arrival. (Military History)
Normal: A landing with a successfully opened main (Int; Trained Only)
parachute inflicts 1d6 normal damage, while a landing
You are well versed with traditional tactics and
with a successfully opened backup parachute — a small-
famous military encounters.
er chute included on most airplanes — inflicts 2d6 nor-
Check: As per the standard Knowledge skill check
mal damage.
(see the Spycraft Espionage Handbook, page 57):

34
New rules
Question Type DC
This check requires 1 day per 2 gadget points’ worth
Simple (year and date of famous battle) 10*
of alterations. The DC of this check is 15 + the GP of the
Basic (commanders at battle, numbers of 15*
item + the number of option slots the item requires.
troops involved, tactics used)
This check may also be used to change the facing of
Involved (blow by blow description of 20
a vehicle-mounted weapon (see page 83).
maneuvers, precise composition of forces,
Retry: Yes, so long as the vehicle or required parts
famous correspondence and speeches
are not ruined.
associated with the battle)
Critical Failure: The parts or the vehicle (or both) are
Complex (identifying parallels between a 25
ruined, as determined by the GC.
famous battle and modern day situation,
improving on historical tactics) Profession (Mercenary)
(Wis; Trained Only)
* These types of questions are free actions to remem-
You are an experienced mercenary with an estab-
ber and needn’t be rolled for again after success.
lished network of employers, other mercenaries, and
Special: Five or more ranks in Knowledge (Military legitimate and illicit weapon dealers, and may contact
History) grants you the chance to reposition yourself these people for work and needed gear. You are also
before combat begins (within one half action’s move knowledgeable about recent conflicts fought by merce-
from your starting location), as well as a +1 synergy naries and mercenary units in operation today.
bonus to your initiative roll. Check: As per the standard Profession skill check
(see the Spycraft Espionage Handbook, page 61), you
Mechanics may use this skill to earn money by taking contracts
(Int; Trained Only) through your mercenary network.
Mechanics may also be used to customize or modify This skill may also be used as a Knowledge skill
vehicles. concerning matters directly related to contemporary
Check (Variable): You may add a masterwork mercenary affairs (see the Spycraft Espionage
modification to a vehicle. The DC is 25 plus the number Handbook, page 57).
of masterwork modifications the vehicle already has. Special: Five or more ranks in Profession
The time required is 1 day plus 1 additional day for (Mercenary) grants you a +2 synergy bonus to influence
every vehicle option required by the modification. the disposition of other mercenaries, as well as a +2
When you add masterworks modifications to a vehi- synergy bonus to checks made to find and negotiate
cle yourself, the cost for each modification is half the with arms dealers (see The Black Market, starting on
amount listed in the Masterwork Vehicles section, page 25 of the Modern Arms Guide).
rounded up (see page 79). However, there is a chance of Critical Success: You earn five times your normal
error or critical failure, as usual for skill checks income.
(see below for the effects of these mishaps).
Paying someone else to add masterworks modifica- Profession (Military)
tions to a vehicle ensures no chance of error or critical (Wis; Trained only)
failure, at the full cost for each modification, as de- You are career military, well versed in military pro-
scribed in the Masterworks Vehicles section. The total cedure, etiquette, rank structures of various armed
cost of any modification must be paid before the forces, and tactical doctrine.
mechanic may attempt it. With GC approval you may Check: As per the standard Profession skill check
pay three times the standard cost to receive the modi- (see the Spycraft Espionage Handbook, page 61), you
fied vehicle back in half the normally required time. may use this skill to earn money as a military officer or
Error: Your attempt to modify the vehicle fails and enlisted man.
that modification may not be added to the vehicle. This skill may also be used as a Knowledge skill
Critical Success: The vehicle modification is either concerning matters directly related to military conduct
finished in half the time or the cost is cut in half (round- (see the Spycraft Espionage Handbook, page 57).
ed up), as chosen by the player. Special: Five or more ranks in Profession (Military)
Critical Failure: You damage the vehicle beyond grants you a +2 synergy bonus to influence the dispo-
repair. sition of other career military characters (including pro-
Check (Variable): You may install vehicular gadgets fessional mercenaries), as well as a +2 synergy bonus to
or ordinance onto a vehicle without returning to the favor checks for security clearances.
Agency. You must acquire the necessary parts before
you begin work (from the Agency or through the black
market, as described on page 70).

35
Soldier/Wheelman Guide
Profession (Racer) Sport (Scuba Diving)
(Wis; Trained Only) (Str; Armor Check Penalty;
You are a skilled professional able to perform and Trained only)
make money in the world’s many racing circuits. Your You are well practiced with the preparation, use, and
knowledge includes the rules, scoring and etiquette of maintenance of underwater breathing apparatus.
professional racing, as well as the “biggest names” and Check: As per the standard Sport skill check (see the
teams in the business and various racing events and Spycraft Espionage Handbook, page 64), you may use
locations across the globe. You also have some experi- this skill to dive using a wet suit, scuba tank, and flip-
ence dealing with manufacturers and sponsors, the pers.
“lifeblood” of a racer’s career. Check (10 minutes): A successful check (DC 10) pre-
Check: As per the standard Profession skill check pares a scuba tank for use. With a DC of 20, you may
(see the Spycraft Espionage Handbook, page 61), you deliberately sabotage a tank, setting it to either run out
may use this skill to earn money as a professional racer, of air or stop working a number of minutes into use
except that you make $50 times your skill check result. determined by you. When anyone uses the sabotaged
This skill may also be used as a Knowledge skill gear, it increases the Swim skill error range by 10 (e.g.
concerning matters directly related to racing (see the an error range of 1 becomes 1–11). Noticing the sabo-
Spycraft Espionage Handbook, page 57). tage requires a Search or Spot check with a result high-
Special: Five or more ranks in Profession (Racing) er than your skill check total to sabotage the tank.
grants you a +2 synergy bonus with all maneuver Special: The check to prepare a scuba tank for use is
checks during a race (see page 58). based on your Wisdom modifier instead of your
Critical Success: You earn ten times your normal Strength or Dexterity.
income. Five or more ranks in Sport (Scuba Diving) grants
you a +2 synergy bonus with drowning saves and Swim
Sport (Boarding) checks when using scuba gear.
(Dex; Armor Check Penalty) When controlling a diving drone or mini-sub, your
You are skilled with skateboarding, snowboarding, vehicle’s handling rating is increased by one-third your
and surfboarding. You can maintain your equipment, total Sport (Scuba Diving) skill ranks (rounded down).
perform tricks, identify good locations, and recognize Critical Failure: The breathing apparatus is improp-
famous figures in these sports. erly prepped, and likely fails underwater. Beginning 1d6
Check: As per the standard Sport skill check (see the minutes into the scuba tank’s next use, and until the
Spycraft Espionage Handbook, page 64), you may use tank can be inspected out of water, the Swim skill error
this skill to skateboard, snowboard, or surf. Staying range of anyone using it is increased by 10 (e.g. an error
upright on any board during combat requires a success- range of 1 becomes 1–11).
ful Balance check, with the following DC:
Sport (Skiing)
Stunt DC (Dex; Armor Check Penalty)
Hop or turn 10
You are experienced in downhill, cross-country,
Slide down rail, complex ground trick 15
and water-skiing, along with the equipment, sporting
Single flip 20
rules and scoring, and famous figures of skiing.
Multiple flips and turns 25
Check: As per the standard Sport skill check (see the
Four or more flips or turns 30
Spycraft Espionage Handbook, page 64), you may use
Check (half action): This skill may be used in place this skill to ski.
of your Jump skill when riding a board (noting your Check (Half Action): This skill may be used in place
increased speed while on a board). If you can make use of the Jump skill when skiing (noting the agent’s
of a ramp or other inclined surface, the maximum increased speeds while on skis). If you can use a ramp
height or length you may jump is not limited by your or other inclined surface, the maximum height you may
height. jump is not limited by your height.
Special: Five or more ranks in Sport (Boarding) Special: Five or more ranks in Sport (Skiing) grants
grants you a +2 synergy bonus with Balance checks you a +2 synergy bonus with Survival checks in arctic
made to remain on the board in combat. or mountainous terrain, as well as with Jump checks
When riding any skateboard, snowboard, boogie made while on skis.
board, sailboard, or surfboard, your vehicle’s handling When skiing or waterskiing, your gear’s handling
rating is increased by one-third your total Sport rating is increased by one-third your total Sport (Skiing)
(Boarding) skill ranks (rounded down). skill ranks (rounded down).

36
New rules
Sport (Skydiving) Special: When skydiving, hang-gliding, or parasail-
(Dex; Armor Check Penalty; ing, your vehicle’s handling rating is increased by one-
Trained Only) third your total Sport (Skiing) skill ranks (rounded
The agent is experienced in parachuting and base down).
jumping (parachuting from buildings and other relative- Normal: A chute may be bundled without a skill
ly low structures). check, but the process requires 5 rounds.
Check: As per the standard Sport skill check (see the
Spycraft Espionage Handbook, page 64), you may use Tumble
this skill to jump out of an airplane or base jump. (Dex; Armor Check Penalty;
Check (10 minutes): A successful check (DC 10) pre- Trained Only)
pares a parachute for clean opening and easy use dur- The tumble skill may also be used to steer and
ing a sky dive. With a DC of 20, you may deliberately maneuver while skydiving.
mispack a chute, setting it to either open improperly or Check (half action): You may attempt to steer for a
not open at all. This increases the Tumble skill error precision landing at the end of a sky dive.
range of anyone using the sabotaged gear by 10 (e.g. an
Target Area DC
error range of 1 becomes 1–11). Noticing the sabotage
Football field or larger Automatic
requires a Search or Spot check with a result higher than
50 ft. by 50 ft. 5
your skill check total to sabotage the parachute.
30 ft. by 30 ft. 10
Special: The check to prepare a parachute for use is
10 ft. by 10 ft. 15
based on your Wisdom modifier instead of your
5 ft. by 5 ft. 20
Strength or Dexterity.
Car roof 25
Critical Failure: The chute is improperly packed, and
Dinner Plate 30
likely fails to open, increasing your Tumble skill error
Target moving
range by 10 (e.g. an error range of 1 becomes 1–11).
up to 20 ft. per round +5
Check (half action): You may perform a HA/LO
21–50 ft. per round +10
(High-Altitude/Low-Opening) jump or base jump, wait-
more than 50 ft. per round +20
ing until the last possible moment to open your chute to
Light winds +5
avoid detection. Your DC is based on how close to the
Heavy winds +10
ground you come before you make the check (either in
feet or rounds before impact, as you prefer): Special: Five or more ranks in Sport (Skydiving)
grants you a +2 synergy bonus with Tumble checks to
HA/LO Altitude Base Altitude Touchdown DC
maneuver during skydiving, and for precision landing
1,000 ft. 800 ft. in 4 rounds 10
checks.
750 ft. 500 ft. in 3 rounds 15
500 ft. 300 ft. in 2 rounds 20
250 ft. 200 ft. This round 30
With success, you make a normal landing after a
number of rounds have passed equal to twice the time
N EW B ASIC
COMBAT FEATS
remaining until you touch down (i.e. 6 rounds at 750 ft.,
The following feats are considered part of the basic
at the end of the present round at 250 ft., etc.).
combat feat tree (see the Spycraft Espionage Handbook,
For each point by which you miss the DC, you take
pages 68–71).
an additional +1d6 damage upon landing (to a maxi-
mum total damage roll of 12d6). Armor Focus
Normal: Opening a parachute requires a half action
You have diligently trained with one type of armor
and does not require a skill check at normal altitudes
until you are quite comfortable with it, even in combat
(above 1,000 ft.). It makes you easy to see, however,
conditions.
prompting everyone within sighting distance to make a
Prerequisites: Armor Proficiency (Light) or Armor
Spot check (DC 10) to notice your descent.
Proficiency (Medium).
Critical Failure: The chute fails to deploy properly.
Benefits: Choose one type of armor that you are pro-
You land with a base damage of 15d6.
ficient with (e.g. assault vest, kevlar vest, etc.). While
Check (1 round): When necessary, you may cut your-
wearing that type of armor or its insert, your speed is
self free of a parachute and wad it into a compact bun-
reduced by 5 ft. less than usual (a speed penalty of –15
dle in a single round. This check has a DC of 15. With
ft. becomes –10 ft., a speed penalty of –5 ft. becomes
failure, you must take the normal amount of time to
“Same,” etc.). Further, your armor check penalty while
bundle the parachute (see next column).
wearing the chosen type of armor is reduced to –1.

37
Soldier/Wheelman Guide
Special: This feat may be taken multiple times. Each (Tactical) feat. Flamethrowers are considered to have
time it is taken, you must specify a new type of armor. +50% ammo capacity in your hands, rounded up (15
shots for the basic flamethrower featured in the Spycraft
Coolness Under Fire Espionage Handbook).
You’re not the least bit shaken by bullets speeding Further, you may arc your fire or bounce the fire
past you. Some even say it’s when you feel most at stream off of hard objects, allowing you to attack any
home. square adjacent to a square to which you have line of
Benefit: When attacking an opponent currently sight. There must be an open (though not necessarily
receiving the benefit of a cover fire action, your attack straight) path for an arched or rebounded shot, though
rolls are increased by +2. Further, when you’re targeted firing over obstacles or through narrow doorways
by suppressive fire, you suffer only half the standard is possible.
penalty to your attack and skill rolls (rounded down). Finally, no visible opponent may receive more than
50% cover vs. your attacks with a flamethrower; if their
“Keep Your Head Down!” cover is less than total but greater than 50%, it is con-
You are particularly skilled at staying out of harm’s sidered 50%.
way.
Prerequisites: Dex 15+, Coolness Under Fire, Base Flamer Mastery
attack bonus +4 or higher. You are an expert with flamethrowers.
Benefit: When benefiting from cover, you may Prerequisites: Flamer Basics, base attack bonus 10+.
choose to receive damage reduction equal your cover Benefit: Flamethrowers are considered to have
reflex bonus (see the Spycraft Espionage Handbook, double the normal amount of ammunition in your
page 171). This damage reduction stacks with any dam- hands (e.g. 20 shots for the basic flamethrower featured
age reduction you receive from armor or class abilities. in the Spycraft Espionage Handbook).
If you choose to receive this benefit, you Further, you may arc or bounce your fire to hit
suffer a –2 circumstance penalty to all attack rolls made squares up to 10 ft. away from a square to which you
while you remain behind cover. have line of sight, following all rules and restrictions
described in the Flamer Basics feat.
Finally, no visible opponent may receive more than
N EW R ANGED
COMBAT FEATS
25% cover vs. your attacks with a flamethrower; if their
cover is less than total but greater than 25%, it is con-
sidered 25%.
The following feats are considered part of the ranged Grenade Basics
combat feat tree (see the Spycraft Espionage Handbook,
You are well highly skilled with grenades.
pages 75–78).
Prerequisites: Base attack bonus +3 or higher.
Double Tap Benefits: You are proficient with all grenades, even
if you don’t have the appropriate Weapon Group
You are skilled in the “double tap” method of shoot-
Proficiency feat. Further, the range increment for all
ing (i.e. tapping the trigger twice for a rapid double
grenades and Molotov cocktails you throw by hand is
attack).
increased by 5 ft. and your error range with all grenades
Prerequisites: Perfect Stance, base attack bonus +6
and Molotov cocktails is reduced by 1 (e.g. an error
or higher.
range of 1–4 becomes 1–3). Finally, your cost to requi-
Benefit: When firing a handgun or submachinegun
sition grenades is reduced by 2 BP per grenade.
in single shot mode as a standard attack against a
target you’re aiming at, you may accept a –4 penalty to Grenade Mastery
your attack roll to increase your threat range by 1 (e.g.
You are an expert with grenades.
a threat range of 19–20 becomes 18–20). You must have
Prerequisites: Grenade Basics, base attack bonus +10
at least 2 shots remaining in the weapon to perform this
or higher.
action. This attack uses up 2 shots.
Benefits: If a thrown grenade, Molotov cocktail,
Flamer Basics or other explosive lands within 5 ft. of your position,
you may make a Reflex save with a DC equal to the
You are highly skilled with flamethrowers.
opponent’s attack roll to cause the weapon to miss.
Prerequisites: Base attack bonus +3 or better.
Deviation is rolled as normal, adding your Strength
Benefit: You are proficient with all flamethrowers,
modifier (if positive) to the number of squares the
even if you do not have the Weapon Group Proficiency
weapon deviates. This ability may not be used to negate
attacks from rifle grenades or mortar rounds.

38
New rules
Also, your error range with grenades is reduced by deviation due to a missed mortar attack are re-rolled
2 (e.g. an error range of 1–4 becomes 1–2) and your cost twice and you choose which of the three rolls to keep.
to requisition grenades is reduced by 4 per grenade. Finally, your cost to requisition mortar ammunition is
These error range and cost modifiers replace those from reduced by 2 BP.
the Grenade Basics feat.
Perfect Stance
Machine Gun Basics Your shooting form is superb.
You are highly skilled with semi-automatic weapons. Prerequisites: Base attack bonus +1 or higher.
Prerequisites: Speed Trigger, base attack +3 or better. Benefit: You may brace a weapon as a free action
Benefit: You are proficient with all fully automatic any time you take the aim action. You may also brace
weapons (those that may be fired in strafe mode), even non-tactical ranged weapons even when a solid surface
if you don’t have the appropriate Weapon Group isn’t available. Finally, your Strength is considered 4
Proficiency feat for the weapon. When using a weapon higher when determining recoil penalties (see the
in strafe mode, burst attacks use up only 2 shots each. Modern Arms Guide, page 56).
Further, you receive a +1 competence bonus to all attack Normal: Agents must take two actions to both aim
rolls when making an autofire or strafe attack. Finally, and brace a weapon (one action for each).
your Strength is considered 4 higher when determining
recoil penalties (see the Modern Arms Guide, page 56).

Machine gun Mastery


You are an expert with semi-automatic weapons.
Prerequisites: Machine gun Basics, base attack +10
or higher.
Benefit: When making an autofire or strafe attack,
each volley uses up only 2 shots (though the number
of targets it may hit is unchanged). When making
an autofire attack, you score an additional hit for every
3 points that your attack roll exceeds the target’s
Defense. Finally, you may use a machine gun one-hand-
ed (in your chosen hand only, unless you have the
Ambidexterity feat), but you suffer a –2 to all attack
rolls with the weapon when doing so.

Mortar Basics
You are highly skilled with mortars.
Prerequisites: Base attack bonus +2 or higher.
Benefit: You are proficient with all mortars, even if
you don’t have the Weapon Group Proficiency (Tactical)
feat. In your hands, a mortar’s maximum range is
increased by 20% (rounded up). Further, any rolls made
to determine deviation due to a missed mortar attack are
re-rolled once and you choose which of the two rolls to
keep. Finally, the threat rating of all mortar ammunition
is increased by one (if an ammunition has no listed
threat rating, it gains a threat rating of 20).

Mortar Mastery
You are an expert with mortars.
Prerequisites: Mortar Basics, base attack bonus +10
or higher.
Benefit: You may assemble or disassemble a mortar
in half the normal time (rounded up). Also, the blast
increment of any mortar ammunition you fire is in-
creased by 5 ft. Further, any rolls made to determine

39
Soldier/Wheelman Guide
Rocket Basics Man & Machine
You are highly skilled with rocket launchers. You can coax your vehicle to perform long after it
Prerequisites: Base attack bonus +3 or higher. should have died, but it is an exhausting process that
Benefit: You are proficient in the use of all rocket often exposes you to danger while in combat.
launchers, even if you do not have the Weapon Group Prerequisites: Agent level 6+, Defensive Driving.
Proficiency (Tactical) feat. Further, any rolls made Benefit: As a free action while operating a vehicle,
to determine deviation due to a missed rocket attack you may take 1 point of wound damage to increase your
are re-rolled once and you choose which of the two rolls vehicle’s hardness by 5. This boost lasts until the next
to keep. The threat rating of all rocket ammunition successful attack against the vehicle or until the end of
is increased by one (if an ammunition has no listed the round, whichever comes first. You may activate this
threat rating, it gains a threat rating of 20). Finally, feat after a successful attack roll, but must declare its
attempts to Spot you from your rocket launcher’s back- use before the damage is rolled for the target attack. You
blast do not receive the standard +4 bonus. may perform this action any number of times, so long
as you have at least two wound points remaining.
Rocket Mastery
You are an expert with rocket launchers. Outmaneuver
Prerequisites: Rocket Basics, base attack bonus +10 You are an expert with the lethal dance of vehicle
or higher. combat.
Benefit: You receive a +1 circumstance bonus to all Prerequisites: Speed Demon.
attack rolls with rocket launchers and your error range Benefit: Any time you receive a penalty from
with all rockets is reduced by 1 (to a minimum of 1). the closing or circling maneuver tables (see pages 60
Further, your cost to requisition rockets is reduced by and 61), the penalty is halved (rounded down, to a min-
3 BP per rocket. imum of 1). Further, your threat range with closing and
circling maneuvers is increased by 1 (e.g. a threat range
of 20 becomes 19–20).
N EW
CHASE FEATS Over Torque
You can make quick modifications to a vehicle that
push it beyond its limits for a brief time.
The following feats are considered part of the chase
Prerequisites: In My Sights, Craft (Machining) skill
feat tree (see the Spycraft Espionage Handbook, pages
4+, Mechanics skill 8+.
81–84).
Benefit: Given at least one hour to prepare, you can
Close Support augment the capabilities of virtually any vehicle with
jury-rigged parts and settings. You may add any one of
You are trained to use aircraft weapons to assist
the following modifications:
agents and vehicles on the ground.
Prerequisites: Drive By, Pilot skill 8+, base Attack • Speed: +50.
bonus +6 or better.
• Handling: +4.
Benefit: You receive a +2 circumstance bonus to
attack targets on the ground with any weapon mounted • Defense: +2.
on an air vehicle (including personal air vehicles).
• Wound Points: +20.
Further, you may ignore the –4 penalty for firing at
opponents engaged in melee when using such weapons. • Hardness: +2.

“It Only Hit the Door!” The effects of the modification last for a number
of minutes equal to your Mechanics modifier (including
You are particularly lucky when engaged in vehicu-
any benefit from the wheelman’s Elbow Grease ability),
lar combat, and shots that would normally hit you are
starting from the first time the bonus comes into play
often deflected by the vehicle you’re driving.
(when normal performance is exceeded or the vehicle is
Benefit: When you’re about to take damage from
attacked in most cases). After this time, the jury-rigged
a critical hit while driving a vehicle, you may make
modification fails and the vehicle’s statistics return to
a Reflex save with a DC equal to the damage of the
normal.
attack. With success, the critical is canceled and the
A modified vehicle is generally twitchy. The error
damage is applied to the vehicle’s wounds instead.
range with for every skill check and attack roll using
This feat may be activated only once per game session,
a weapon mounted on it is increased by 1 (e.g. a range
plus once more for every four agent levels you have
attained, and never more than once in any single round.

40
New rules
of 1 becomes 1–2). This penalty remains even after the Tuck and Roll
modification fails. You must perform one hour of main-
You’ve developed a talent for knowing just when
tenance after a modification has failed or been removed
to bail out of a plummeting vehicle to spare yourself the
to eliminate its error range penalty.
worst of the damage on impact.
A vehicle may have up to three modifications, one
Prerequisites: Circus Stunt, Jump skill 8+.
for each time you take this feat (see below).
Benefit: When you succeed with a Reflex save to
Special: This feat may be taken up to three times,
reduce damage from a crash, you suffer only 1 point of
each time allowing you to make one simultaneous
damage per die. Even with a failed save, you still suffer
modification to the vehicle (e.g. if you take the feat
one less point of damage per die (to a minimum dam-
three times, you may make three modifications which
age of 1 point per die).
all apply at the same time). Each simultaneous modifi-
Normal: A successful Reflex save reduces crash dam-
cation must provide a different benefit than the others.
age by one half.
Only one hour is required to perform 1, 2, or 3 modifi-
cations, but the error range for skill checks and attacks “Yee-haw!”
using a vehicle-mounted weapon increases by 1 per
You’re particularly gifted at successfully making
modification.
long, dangerous jumps with your vehicles.
Rough Rider Prerequisites: Daredevil class ability, Balance skill 8+
or Driver skill 8+.
You frequently take the action off road.
Benefit: Whenever you jump a vehicle across a
Prerequisites: Driver skill 5+.
chasm, river, moving train, etc., you may increase the
Benefit: You may treat dirt track as paved road,
distance your vehicle normally travels by 50% (round-
rough terrain as dirt track, and broken terrain as rough
ed up) and reduce all damage the vehicle takes as a
terrain (see pages 54–55 for an explanation of these ter-
result of the maneuver by 50% (rounded down).
rain types). This does not allow you to drive through
terrain that is impassable.

Speed Racer
You are an experienced and skillful race driver.
N EW
COVERT FEATS
Prerequisites: Lane Dancer.
Benefit: You receive a +1 to all initiative rolls. The following feats are considered part of the covert
Further, you may re-roll any one failed check to avoid feat tree (see the Spycraft Espionage Handbook, pages
an obstacle or crash. You must abide by the results of 84–86).
the second roll, however, even if worse than the first.
You may reroll one obstacle or crash check per session Arctic Training
plus another for every 4 agent levels you’ve attained, You are highly trained to maneuver and fight in arc-
and may never reroll more than once per check. tic conditions.
Prerequisites: Balance skill 2+, Survival skill 2+.
T-Bone Benefit: You receive a +2 competence bonus to Sur-
You can clip an opponent vehicle in just the right vival and awareness checks made in arctic and tundra
way to cause maximum damage. terrain, as well as to Balance checks made on natural
Benefit: When you intentionally cause a collision surfaces. Further, if you plan an ambush in arctic or
with another vehicle or a building, the crash inflicts tundra terrain, your opponents’ awareness DCs to notice
double the normal damage on the target. This does not you during the surprise round are increased by 2. Also,
in any way alter the damage your vehicle suffers as a you move at 3⁄4 speed on trails and in the wilderness
result of the collision, merely the damage you inflict in arctic or tundra terrain. Finally, you gain 2 points of
upon your target. damage reduction against ice and cold-based damage.
Normal: Agents normally move at 1/2 speed on trails
Team Driving and in the wilderness in arctic or tundra terrain.
You can coordinate whole teams of predator vehicles
to remarkable effect during chases. Concealed Weapon
Prerequisites: Agent level 6+, Offensive Driving. You are never without a weapon, even if you’ve been
Benefit: If you’re the main predator of a multi- patted down by the best.
predator team, you automatically receive a +2 coopera- Prerequisites: Sleight of Hand skill 4+.
tion bonus to your maneuver checks for each addition- Benefit: Whenever you are searched, you gain a +10
al vehicle in your team. This bonus cannot be further competence bonus to your Sleight of Hand checks to
increased by cooperation checks.

41
Soldier/Wheelman Guide
conceal one small item or weapon (e.g. a handgun, a awareness DCs to notice you during the surprise round
knife, or a pocket book). This feat cannot defeat full are increased by 2. You move at full speed on jungle
body mechanical sensors (such as x-ray machines). trails and at 3⁄4 speed in jungle wilderness. Finally, you
may drive vehicles through jungle wilderness at 1⁄4
Desert Training speed.
You are highly trained to maneuver and fight in Normal: Agents normally move at 3/4 speed on jun-
open and desert terrain. gle trails, and at 1/2 speed in jungle wilderness. Vehicles
Prerequisites: Spot skill 2+, Survival skill 2+. cannot normally be driven through jungle wilderness.
Benefit: You receive a +2 competence bonus to
Survival and awareness checks made in desert terrain Mountain Training
and plains, as well as to Spot checks made to notice You are highly trained to maneuver and fight in the
things over 500 ft. away. Further, if you plan an ambush mountains.
in desert terrain or plains, your opponents’ awareness Prerequisites: Climb skill 2+, Survival skill 2+.
DCs to notice you during the surprise round are Benefit: You receive a +2 competence bonus to Sur-
increased by 2. Also, you move at 3⁄4 speed in desert vival and awareness checks made in mountainous and
wilderness terrain. Finally you gain 1 point of damage hills terrain, as well as to Climb checks made on natur-
reduction against heat-based damage. al surfaces. If you plan an ambush in mountainous
Normal: Agents normally move at 1/2 speed in desert or hills terrain, your opponents’ awareness DCs to notice
wilderness terrain. you during the surprise round are increased by 2.
Further, you move at full speed on hill trails and at
Forest Training 3/4 speed in hills wilderness. You move at 3/4 speed on

You are highly trained to maneuver and fight in for- mountain trails, 1/2 speed in mountain wilderness, and
est and scrub terrain. may drive vehicles through mountain wilderness at 1/4
Prerequisites: Move Silently skill 2+, Survival skill 2+. speed. Finally, you gain 2 points of damage reduction
Benefit: You receive a +2 competence bonus to against falling damage.
Survival and awareness checks made in forest and scrub
terrain, as well as to Move Silently checks made while
on a natural surface. If you plan an ambush in forest or
scrub terrain, your opponents’ awareness DCs to notice
you during the surprise round are increased by 2. Also,
you move at full speed in scrub wilderness, and at 3⁄4
speed in the wilderness in forest terrain. You may drive
vehicles through forested wilderness at 1⁄4 normal speed.
Finally, you may use the Craft (Weaponsmith) skill to
create wooden weapons (bows, spears, clubs, etc.) in one
hour instead of one day (see the Modern Arms Guide,
page 7).
Normal: Agents normally move at 3/4 speed in scrub
wilderness, and at 1/2 speed in forest wilderness. Vehicles
cannot normally be driven through forested wilderness.

Jungle Training
You are a terrifying opponent when hid-
den amongst dense jungle foliage.
Prerequisites: Hide skill 2+, Survival skill
2+.
Benefit: You receive a +2 com-
petence bonus to Survival and
awareness checks made in jungle
terrain, as well as to Hide
checks made outdoors and
skill checks made to set
traps in the wild. If you
plan an ambush in jun-
gle terrain, your opponents’

42
New rules
Normal: Agents normally move at 3/4 speed on hill explosives you’ve placed are increased by +5. Further,
trails, at 1/2 speed in hill wilderness, at 1/2 speed in moun- the DCs of Reflex saves to avoid damage from mines
tain trails, and at 1/4 speed in mountainous wilderness. and explosives that you’ve placed are increased by +2.
Vehicles cannot normally be driven through mountain-
ous wilderness. Mine Mastery
Your expertise with all types of mines is unmatched.
Swamp Training Prerequisites: Mine Basics, Demolitions skill 12+.
You are well versed in the dangers — and opportuni- Benefit: The damage inflicted by mines and explo-
ties — of swamp terrain. sives that you’ve placed is increased by +1 per damage
Prerequisites: Listen skill 2+, Survival skill 2+. die. Further, the DCs to detect mines and explosives
Benefit: You receive a +2 competence bonus to Sur- you’ve placed are increased by +10, and the DCs of Ref-
vival and awareness checks made in swamp terrain, lex saves to avoid damage from mines and explosive
as well as to Listen checks made in non-urban terrain. that you’ve placed are increased by +4. These modifiers
If you plan an ambush in swamp terrain, your oppo- replace those gained from Mine Basics.
nents’ awareness DCs to notice you during the surprise
round are increased by 2. Further, you move at full
speed on swamp trails and at 3/4 speed in swamp wilder-
ness. You may drive vehicles through swamp wilderness
at 1/4 speed. Finally, you gains a +2 circumstance bonus
N EW
STYLE FEATS
to all saves against poisons.
The following feats are considered part of the basic
Normal: Agents normally move at 3/4 speed on
style feat tree (see the Spycraft Espionage Handbook,
swamp trails, and at 1/2 speed in swamp wilderness.
pages 91–94).
Vehicles cannot normally be driven through swamp
wilderness. Hard Drinking
You drink. A lot. But it rarely, if ever, affects your
ability or combat senses.
N EW A DVANCED
SKILL FEATS Prerequisites: Con 13+, base Fortitude save +6 or
better.
Benefit: You gain a +4 competence bonus to all Fort
The following feats are considered part of the saves to resist the effects of alcohol. Due to your expe-
advanced skill feat tree (see the Spycraft Espionage rience with the bottle, you also gain a +2 competence
Handbook, pages 88–91). bonus to all Bluff and Perform rolls to dupe others into
thinking you have succumbed to the effects of alcohol.
Bandage Finally, you gain +1 bonus to resist the effects of any
Your speciality lies in healing injuries. compound that weakens your resolve (such as truth
Prerequisites: First Aid skill 4+. serum).
Benefit: When you have access to a first aid kit
and roll to recover vitality after taking a refresh action, Old School
your result is increased by half your total First Aid skill You’ve been around the block more than a few times,
ranks (rounded down). If you have access to a first aid and others can tell.
kit and take a refresh action to recover wounds, you Prerequisites: Agent level 6+.
recover 4 wounds. Finally, as a full action, you may Benefit: You gain a +2 competence bonus with any
apply either of these benefits to a character adjacent to Charisma-based skill when interacting with others who
you until the end of the round. When using this feat to share at least one of your base classes. Your class level
heal someone else, your First Aid skill is used, not theirs. with the shared base class must be at least one level
Normal: After a refresh action, agents normally higher than that of the person with whom you are
recover the result of one action die roll or 2 wounds. speaking for this benefit to take effect.

Mine Basics
You know the proper placement and concealment of
various types of mines and anti-personnel explosives.
Prerequisites: Demolitions skill 5+.
P ERSONAL
ORDINANCE
Benefit: You are proficient with all mines and explo-
Various large-scale weapons that are typically
sives, even if you don’t have the Weapon Group
mounted on vehicles may also be mounted on heavy-
Proficiency (Tactical) feat. The DCs to detect mines and
duty tripods and fired from a stationary position. These

43
Soldier/Wheelman Guide
sentry points can be devastating defense tools — espe- • Using personal ordinance against all non-personal
cially when upgraded with an automated ordinance vehicles and scenery applies no penalty and critical hits
system and left to attack enemies without the need for may be activated against these targets. Threats against
a person at the controls (see page 84). these targets inflict the additional damage listed in
parentheses on Table 4.2: Vehicular Ordinance. Critical
Personal vs. Vehicular hits against these targets inflict the extra damage for
Ordinance the threat and also score a critical rolled on the appro-
Any vehicular ordinance may be requisitioned as priate vehicle critical table (see the Spycraft Espionage
personal ordinance — except mines, bombs, and depth Handbook, page 191).
charges. Personal ordinance is usually mounted on a
See pages 82–86 for more information about all
bulky, heavy-duty tripod, and either difficult or impos-
these rules.
sible to transport. All rules that apply to vehicular ordi-
nance also apply to personal ordinance, with the fol- Types of Personal
lowing exceptions: Ordinance
• All rules pertaining to vehicles and installing personal Personal ordinance may be requisitioned in one of
ordinance into vehicles are (obviously) moot. three forms: fixed, man-portable, and towed.
• Personal ordinance may not be purchased as part of Fixed Personal Ordinance
a usual refinements package, and may not receive the
Fixed ordinance is either drilled into the ground
usual refinements cost discount under any circum-
or simply too heavy to be moved at all, and primarily
stances.
used to guard important locations such as mastermind
Specifically, the vehicular ordinance rules that also bases. During war, fixed personal ordinance is dug into
apply to personal ordinance are: entrenched defensive lines, and sometimes slowly
forwarded during critical pushes through dense enemy
• All personal ordinance is considered restricted and can-
territory.
not be purchased on any open market in the world.
Cost: Fixed personal ordinance weapon is requisi-
• Personal ordinance loaded with a base ammunition type tioned at the standard GP cost listed for the base vehic-
is delivered with its first ammunition load at no addi- ular ordinance listed on pages 102–103.
tional cost. All subsequent loads of the same ammuni- Mobility: When requisitioned, fixed personal ordi-
tion type, and the first and subsequent ammunition nance must be set in a location. Thereafter it cannot
loads of all other ammunition types must be paid for in be moved. Thus, fixed personal ordinance is only rarely
full. useful to agent teams unless their mission is to defend
a specific location for an extended time or from an
• Personal ordinance has a Spot DC of Automatic unless
enemy with heavy firepower.
a character takes steps to conceal it (e.g. by camou-
Special Note: Fixed ordinance guided by an auto-
flaging it using the Hide skill — see page 84).
mated ordinance system (see page 84) is an excellent
• Direct-fire personal ordinance is fired per the standard way to secure a location or perimeter — and a favorite
Spycraft combat rules, using the agent’s standard of villain strongholds. GCs wishing to install automated
ranged attack bonus and the Weapon Proficiency personal ordinance at their masterminds’ headquarters
(Tactical) feat. must pay a number of MP equal to half the total GP cost
for weapon, its ammunition, and the automated system
• Indirect fire personal ordinance follows the special rules
(rounded down).
described on pages 85–86.
• Personal ordinance attacks against targets with an Man-Portable
Intelligence score of 1 or more, or any personal vehicle Personal Ordinance
driven by a character with an Intelligence score of 1 Some personal ordinance may be requisitioned
or more, suffer a –10 penalty. Further, critical hits may as man-portable. These models are still very large and
not be activated against these targets with personal unwieldy, and must be broken down into two or more
ordinance. smaller parts before they can be transported.
Cost: Check Table 2.1: Personal Ordinance to see
• When personal ordinance with the anti-personnel
if a particular weapon may be requisitioned as man-
quality (see page 83) is used against targets with
portable. Man-portable personal ordinance weapon is
an Intelligence score of 1 or more, or any personal vehi-
requisitioned at 3 GP more than the standard cost listed
cle driven by a character with an Intelligence score of 1
for the base vehicular ordinance listed on pages
or more, the attack penalty is reduced to –5 and criti-
102–103.
cal hits may be activated.

44
New rules
Table 2.1: Personal Ordinance Statistics
Weapon Name Hardness Wounds Break DC Spot DC Towable? Man-Portable?
Cannons
20mm 8 5/10/15/20 20 5 Yes Yes
30mm 8 5/10/15/20 20 4 Yes No
40mm 8 5/10/15/20 20 4 Yes No
60mm 9 5/10/15/20 20 4 Yes No
75mm 9 5/10/15/20 20 4 Yes No
85mm 9 5/10/15/20 20 N/A Yes No
105mm 10 5/10/15/20 20 N/A Yes No
120mm 10 5/10/15/20 20 N/A Yes No
130mm 12 8/15/22/30 20 N/A Yes No
155mm 12 8/15/22/30 20 N/A Yes No
210mm 12 8/15/22/30 20 N/A Yes No
300mm 12 8/15/22/30 20 N/A Yes No
420mm 12 8/15/22/30 20 N/A No No

Guided Missile Launchers


IR, light 8 3/5/8/10 16 8 Yes Yes
IR, standard 8 3/6/9/12 16 5 Yes No
IR, heavy 8 3/6/9/12 16 4 Yes No
Radar, standard 8 3/5/8/10 16 8 Yes Yes
Radar, light 8 3/6/9/12 16 5 Yes No
Radar, heavy 8 3/6/9/12 16 4 Yes No
Television, light 7 3/5/8/10 16 5 Yes Yes
Television, standard 7 3/6/9/12 16 4 Yes No
Television, heavy 7 3/6/9/12 16 4 Yes No
Wire, light 9 3/5/8/10 16 8 Yes Yes
Wire, standard 9 3/6/9/12 16 5 Yes Yes
Wire, heavy 9 3/6/9/12 16 4 Yes No

Harpoon Guns
Harpoon, light 12 4/8/12/15 18 4 Yes No
Harpoon, heavy 12 4/8/12/15 18 4 Yes No

Rocket Launchers
70mm 10 4/8/12/15 22 5 Yes Yes
107mm 10 4/8/12/15 22 5 Yes Yes
122mm 10 4/8/12/15 22 N/A Yes No
155mm 10 4/8/12/15 22 N/A Yes No
220mm 12 5/10/15/20 22 N/A Yes No
240mm 12 5/10/15/20 22 N/A Yes No

Heavy (Vehicular) Machine Guns


7.62mm 11 4/8/12/15 24 10 Yes Yes
12.7mm 11 4/8/12/15 24 5 Yes Yes
14.5mm 11 4/8/12/15 24 5 Yes Yes
23mm 11 5/10/15/20 24 4 Yes No
30mm 12 5/10/15/20 24 4 Yes No
40mm 12 5/10/15/20 24 4 No No

Flamethrowers
Flamethrower, light 8 3/6/9/12 20 5 Yes Yes
Flamethrower, heavy 8 4/8/12/15 20 4 Yes No

45
Soldier/Wheelman Guide
Table 2.1: Personal Ordinance Statistics (Continued)
Weapon Name Hardness Wounds Break DC Spot DC Towable? Man-Portable?
Grenade Launchers
20mm 10 5/10/15/20 25 5 Yes Yes
40mm 10 5/10/15/20 25 5 Yes Yes
66mm 10 8/15/22/30 25 4 Yes No
82mm 10 8/15/22/30 25 N/A Yes No

Torpedos
Mini, short 8 3/5/8/10 15 5 Yes Yes
Mini, long 8 3/5/8/10 15 5 Yes Yes
Light, short 9 4/8/12/15 18 4 Yes Yes
Light, long 9 4/8/12/15 18 N/A Yes No
Heavy, short 9 5/10/15/20 20 N/A No No
Heavy, long 9 5/10/15/20 20 N/A No No

Mobility: Man-portable personal ordinance may be Example: A 60mm cannon must be installed into
broken down into smaller parts and carried to a new a vehicle of Huge size or bigger. Its towed personal
location by a vehicle or a team of agents. The process of version may be towed behind a vehicle of Large size or
breaking the weapon down requires one full minute (10 bigger (Large being one size category below Huge).
full actions) per GP the weapon costs, as does the
While towed, personal ordinance doesn’t count
process of putting it back together and setting it up for
toward the towing vehicle’s available option slots (see
use after the team reaches the new location.
page 82). Refer to the rules for connected vehicles
The weapon must either be transported on a vehicle
on page 52 for driving modifiers when towing a piece
of Large size or bigger, with the proper space to store
of personal ordinance.
it (flatbeds and open semi trailers are ideal), or by
During transit, and unless properly set up at the new
a minimum number of agents equal to the weapon’s GP
location, the weapon may not be fired. When ready to
cost (smaller teams simply don’t have the manpower to
fire, towed personal ordinance is immobile.
port the weapon around). When carrying personal ordi-
nance, an agent is considered heavily loaded (see the
Spycraft Espionage Handbook, page 107).
During transit, and unless properly set up at the new
location, the weapon may not be fired. When ready to
NEW GADGETS
The Agency has cleared the following new gadgets
fire, man-portable personal ordinance is immobile.
for field use…
Towed Personal Ordinance
Finally, the very largest mobile personal ordinance New Attaché Case Options
must be towed (by hitching it to a vehicle, using a crane Attaché Case Bomb: Though certainly less conceal-
to lift it up onto a flatbed semi, large ship, or other able than the magnetic flask (see the Spycraft Espionage
cargo vehicle, etc.). Handbook, page 138), this explosive provides agents
Cost: Check Table 2.1: Personal Ordinance to see if a with a disguised means of removing large targets from
particular weapon may be requisitioned as towed. the playing field — permanently. Its charge is detonated
Towed personal ordinance weapon is requisitioned at by twisting the case's handle one half turn counter-
1 GP more than the standard cost listed for the base clockwise.
vehicular ordinance on pages 102–103. Gadget Point Cost: +4
Mobility: Towed personal ordinance must be trans- Weight: 7 lb.
ported by vehicle if it is to be moved at all. The process Spot DC: +0
of dis-entrenching and hitching up a piece of towed Mechanics: When detonated, the attache case
personal ordinance requires one full minute (10 full ac- explodes like 1 full pound of C4. The contents of this
tions) per GP the weapon costs, as does unhitching and case are disguised as mundane documents and common
setting the weapon up at its new location. business peripherals, hiding it from x-ray machines,
Towed personal ordinance may be pulled by a vehi- though opening the case up immediately reveals its true
cle one size smaller than the minimum the weapon’s contents. No items can be secreted within the case (other
vehicular counterpart may be mounted into. than the explosive compound and detonator), and no
other gadgets may be combined with this option in
the same attaché case.

46
New rules
Attaché Case Rocket Launcher: The ultimate in Gadget Point Cost: +1
gadget-based weaponry, this case includes a built in Weight: +1⁄2 lb.
rocket launcher, ideal for seizing the element of surprise Spot DC: +0
in a firefight (not to mention making an explosive Mechanics: When activated, the belt sword operates
point). The case includes the firing mechanism and one like a machete/sword (see the Spycraft Espionage
rocket, which must be reloaded at the home office. This Handbook, page 110).
gadget is also commonly disguised as a musical instru-
ment case (though such a device cannot include both New Clothing Options
the rocket launcher and the appropriate instrument). Lapel Pin Gun: The lapel pin gun often provides an
Gadget Point Cost: +4 agent with one last chance to make an undetectable
Weight: 16 lb. attack against a target, even in the most crowded set-
Spot DC: +0 tings.
Mechanics: This case operates like a standard rocket Gadget Point Cost: 1
launcher (see the Spycraft Espionage Handbook, page Weight: 1 lb.
118). It may be loaded with any of the following types Spot DC: 30 (25 when used)
of rockets: HE, A/A, or A/T. It may only be fired once Mechanics: The lapel pin gun holds only one shot,
before it must be returned to the Agency to be reloaded and must be reloaded at the home office at an addition-
(at a cost of 3 additional GP per reload). No other al cost of 1 GP per reload. So long as this weapon isn’t
gadgets may be combined with this option in the same spotted by the target (and it’s the first weapon used dur-
attaché case. ing a fight), it inflicts a –4 circumstance penalty on the
target’s awareness check during the surprise round of
New Belt Options combat. If a victim is surprised by this weapon, the tar-
Belt Sword: Similar to the razor's edge, the belt get must succeed with a Sense Motive check (DC 20)
sword conceals lethally sharp blades in its edges. When or fail to notice where the attack came from.
activated (by pulling it taught twice in rapid succes- The lapel gun inflicts 1d8 normal damage, with an
sion), integral links within the belt connect, creating error range of 1–2 and a threat range of 20. The gun's
an effective fighting blade. range increment is 5 ft.

47
Soldier/Wheelman Guide
New Eyewear and Eye Threat Lenses: Designed to detect stress levels, heart
Drops rates, and other “tells," these can often warn an agent of
imminent attack by enemy operatives — even those
H.U.D. Lenses: Short for “Heads Up Display” lenses,
whom the agent wasn't aware of two seconds prior.
this design is based on a display principle usually found
Gadget Point Cost: 1
in aircraft — particularly military aircraft. These lenses
Weight: —
provide the agent with constant, real time updates about
Spot DC: 25
opponents during combat, including their current posi-
Mechanics: The agent gains a +4 circumstance
tion, heading, and speed, as well as projected position
bonus to his awareness and Sense Motive checks to
over the next several seconds.
avoid surprise.
Gadget Point Cost: 1
Weight: — Protective Gear Options
Spot DC: 25
Fibermesh Armor: Constructed of space-age polymer
Mechanics: When the agent makes a successful
fibers, and woven using a precise computer process,
ranged attack against an opponent, the H.U.D. lenses
fibermesh armor is the next generation in personal
provide a +1 circumstance bonus to all attacks made
protection. Lightweight yet sturdy, the material appears
against that target during the next round of combat.
to be kevlar, even upon close inspection and testing.
Overhead Tactical Display Lenses: Overhead tactical
When worn, however, it’s clear that the material is
display lenses provides the agent with a real time aerial
a good deal lighter and more supple, allowing the agent
view of the current tactical situation, usually transmit-
much greater freedom of movement.
ted from an Agency satellite. Such satellites utilize the
Gadget Point Cost: +2
latest in thermal imaging, allowing the gadget to func-
Weight: —
tion even indoors or underground. The overhead tacti-
Spot DC: 30
cal display allows the agent keep his team abreast of
Mechanics: This process may be applied to any
enemy movements, mitigating the danger of being
light or medium armor, which must be requisitioned
caught in a crossfire or otherwise flanked.
separately. The process increases the armor's maximum
Gadget Point Cost: 2
Dexterity bonus by 2, and reduces its armor check
Weight: 3 lbs.
penalty by 2. This process may not be applied to armor
Spot DC: Automatic
requisitioned with gadget points.
Mechanics: Each time one of the wearer’s comrades
HALO Rig: The “High-Altitude/Low Opening” mili-
is flanked by an attacker, he may make a Spot check
tary skydiving gear package is designed for those para-
opposed by the attacker's Hide skill. With success,
chuting from extreme altitudes.
the agent may inform his ally of the impending danger
Gadget Pick Cost: 1 each
with a free action warning, after which the ally may not
Weight: 75 lbs.
be caught flat-footed or targeted by a sneak attack.
Spot DC: Automatic
Penetrator Lenses: Designed to detect thermal and
Mechanics: While wearing this suit, the agent suffers
profile variances caused by armor thickness, these lens-
no penalties from extreme cold and lack of oxygen.
es display weak points in a targets' armor, highlighted
The oxygen tanks have a 30-minute air supply.
by a neon green overlay.
Hardened Joints: At first glance, these gadgets
Gadget Point Cost: 3
appear to be nothing more than a thick fabric brace
Weight: —
applied to support a joint under stress. In reality,
Spot DC: 25
however, they’re designed to support and reinforce the
Mechanics: When an agent wearing these lenses
agent’s joint, providing extra durability.
makes an attack, any damage resistance and hardness
Gadget Point Cost: 2
the target benefits from are each reduced by one.
Weight: —
Target Analysis Lenses: Designed to help an agent
Spot DC: 25 (under clothing), or obvious when
determine the best target for an attack, these lenses
uncovered.
color-code potential targets according to their vulnera-
Mechanics: Hardened joints increase an agent's
bility, incorporating each potential target's speed, size,
Constitution by 2 points. An agent may only benefit
cover, and other protection.
from one set of joints at a time, whether hardened,
Gadget Point Cost: 2
reinforced, or reflexive (see below).
Weight: —
Reflexive Joints: A series of microscopic electrodes
Spot DC: 25
and conductors, the reflex joints supplement an agent's
Mechanics: The agent knows the current Defense of
natural neural pathways, activating his reflexes faster
every character within sight, including all temporary
and more fluidly than is normally possible. Reflex joints
and permanent bonuses.
are disguised as simple athletic braces.

48
New rules
Gadget Point Cost: 2 erful. Rather than delivering damage via kinetic energy,
Weight: — the cannon excites the target's molecules to such a
Spot DC: 25 (under clothing), or obvious when degree that he suffers severe burns and internal trauma.
uncovered. Gadget Point Cost: 6
Mechanics: Reinforced joints increase an agent's Weight: 15 lbs.
Dexterity by 2 points. An agent may only benefit from Spot DC: Automatic (super-science)
one set of joints at a time, whether hardened, reinforced,
or reflexive (see above and below).
Reinforced Joints: By all appearances, this is a sim-
ple brace. In reality, however, it’s a complex piece of
machinery designed to enhance the agent's strength at
vital locations such as his joints and long muscles.
Gadget Point Cost: 2
Weight: —
Spot DC: 25 (under clothing), obvious when uncov-
ered.
Mechanics: Reinforced joints increase an agent's
Strength by 2 points. An agent may only benefit from
one set of joints at a time, whether hardened, reinforced,
or reflexive (see above).

New Gadget Weapons


Cane Rifle: This ornate cane conceals a deadly rifle.
Gadget Point Cost: 3
Weight: 3 lb.
Spot DC: 25
Mechanics: The cane rifle operates like a 7.62×39mm
semi-automatic rifle (see the Spycraft Espionage
Handbook, page 114), except that it holds only one bul-
let and does not have the burst fire ability. The rifle may
be reloaded normally, though a secret compartment
below the cane’s handle. Weapon accessories — such as
a silencer or sight — may not be used with this weapon.
EMP Grenade: EMP grenades are specifically
designed to create a tiny electro-magnetic pulse, not
unlike that created by the detonation of a nuclear
weapon (only a good deal smaller in scope). Electronic
devices in the area (including other gadgets) are short-
ed out by the pulse, rendering them useless.
Gadget Point Cost: 2 each
Weight: 1⁄2 lb. each
Spot DC: 25 (no housing)
Mechanics: An EMP Grenade operates like a frag-
mentation grenade, except that the normal damage it
generates is applied only to electronic equipment with-
in its blast area (see the Modern Arms Guide, page 24,
for details about damaging gear). Devices hardened
against EMP waves — including most military-grade
electronics — suffer only half damage (rounded down).
Microwave Cannon: The bleeding edge of weapons
technology, the microwave cannon is unfortunately
bulky and awkward. It is also, however, incredibly pow-

49
Soldier/Wheelman Guide
Mechanics: The microwave cannon is clumsy and New Weapon Enhancements
requires a full action to fire. Further, due to the severe
Breakdown SMG: A larger version of the standard
power drain of each shot, the weapon’s internal battery
breakdown gun (see the Spycraft Espionage
is completely drained after only three shots, after
Handbook, page 145), the components of the
which it must be returned to the home office
breakdown SMG are slightly easier to detect than
for a new, fully charged model (at an addi-
their smaller counterparts, but certainly more
tional cost of the weapon’s full cost of
deadly when assembled.
6 GP). The microwave cannon can-
Gadget Point Cost: 4 (in addition to the BP
not be powered by an external
cost of the weapon)
power supply.
Weight: —
The microwave cannon
Spot DC: 25 (to recognize parts for
inflicts 4d4 normal damage.
what they are)
Unlike most weapons, however,
Mechanics: Building and breaking
the microwave cannon cannot
down this weapon requires 4 half
score threats (and therefore can-
actions. The SMG to be broken
not score critical hits). Instead,
down must be requisitioned
one point of damage from
separately with budget points
each successful hit is applied
before this gadget may be
to the target's wounds, with the
selected.
remainder being applied to the
Breakdown Rifle: Another
target’s vitality as normal. The
version of the standard break-
microwave cannon has an error
down gun (see the Spycraft
range of 1–2 and a range incre-
Espionage Handbook, page
ment of 10 ft.
145), this weapon is made up
Sonic Grenade: Designed to
of a unique set of components,
emit an incredibly high-
each individually disguised as
pitched whine for a period of
harmless mundane items.
10 seconds following detonation,
Gadget Point Cost: 3 each (in
sonic grenades are ideal for disabling
addition to the BP cost of the
nearby combatants without impeding
weapon)
visibility (as when a smoke grenade is
Weight: —
used).
Spot DC: 25 (to recognize parts
Gadget Point Cost: 3 each
for what they are)
Weight: 1⁄2 lb. each
Mechanics: Building and breaking down this
Spot DC: 25 (no housing)
weapon requires 4 half actions. The rifle to be broken
Mechanics: The sonic grenade has a
down must be requisitioned separately with budget
blast increment of 2 squares (10 ft.). All
points before this gadget may be selected.
characters within each increment without
Linked Targeting System: Designed to aid agents in
earplugs or like protection must make a
coordinating fire against a single target, the linked tar-
Fortitude save with a DC based on the
geting system incorporates tiny targeting computers
increment within which they’re standing:
into the sights of two or more weapons, allowing the
Blast Increment DC users to reliably hit not only one target, but to hit one
First (within 10 ft. of center of blast) 20 target the size of a dime.
Second (11–20 ft. from center of blast) 15 Gadget Point Cost: 2 per weapon (minimum 2
Third (21–30 ft. from center of blast) 10 weapons)
Fourth (31–40 ft. from center of blast) 5 Weight: —
Fifth (41+ ft. from center of blast) — Spot DC: 30
Mechanics: The first target hit during any round
Characters who fail may take only one half action
with a linked weapon becomes the target for the link
per round until the grenade’s hum ends (at the end of
system that round. Each subsequent attack on the same
the following round). The sonic grenade comes with
target with a weapon with a linked weapon receives a
enough earplugs for the agent's entire team.
+2 circumstance bonus and its threat range is increased
by 1 (e.g. a threat range of 20 becomes 19–20).

50
"He needs to find that quiet spot. You go driving when
your mind's not right… You will get torn apart."
- Joe Tanto,
Driven

New Chase
Options
3
Soldier/Wheelman Guide
Number of vehicles pulled**
Two –2
INTRODUCTION
This chapter introduces rules for many new facets
Three
Four
–4
–8
Five or more —*
of chases in Spycraft, including aerial dogfights,
extreme sports chases, targeting specific parts of vehi- * Pulling a vehicle three or more sizes larger than
cles, venturing off-road, fighting on the outside of vehi- the dragging vehicle, and pulling more than four vehi-
cles, ramming, vehicular combat, the fine art of racing cles, is impossible.
(in any venue), and specific types of chases using many ** These penalties are applied for each vehicle pulled
different types of vehicles. (e.g. a second same-size vehicle applies a total penalty
of –4 on its own, while a third vehicle one size larger
than the dragging vehicle applies an additional penalty
G ENERAL D RIVING
MODIFIERS
of –10; both vehicles apply a total penalty of –14).
Special Note: Since Spycraft vehicle skills don’t call
for skill checks except during a chase and when a situa-
tion challenges the driver’s ability, these penalties don’t
The following modifiers may be applied in any chase
affect day-to-day driving of connected vehicles, such as
or any combat involving vehicles.
the many transport-trucking circuits around the world.
Connected Vehicles Dislodging Pulled Vehicles: Some dragged vehicles
may be dislodged to reduce or eliminate this penalty —
While a vehicle is pulling one or more vehicles
and create a potential obstacle for drivers to the vehi-
behind it (e.g. a semi tractor pulling one or more trail-
cle’s rear. When possible, this requires a successful
ers, a truck pulling a car or boat behind on a wheeled
Strength check with a DC of 10 + a number equal to
flatbed carrier, or a tow truck hauling a disabled vehicle
the inverse of all total penalties applied by the vehicle
behind it), the agent behind the wheel of the dragging
to be dislodged.
vehicle suffers a penalty to all vehicle-based skill checks
other than keeping the vehicle moving straight ahead Example: An agent attempts to dislodge one con-
(per the GC’s discretion). This penalty is determined nected vehicle of the same size as the dragging vehicle.
by the number of connected vehicles and their sizes rel- This requires a successful Strength check with a DC
ative to the dragging vehicle: of 14 (10 + 4, the inverse of the –4 penalty applied by
one connected vehicle of the same size).
Connected Vehicle Penalty
Vehicle size Example 2: An agent attempts to dislodge two con-
Same size as dragging vehicle –4 nected vehicles at once, the first of which is the same
One size larger than dragging vehicle –6 size as the dragging vehicle and the second of which is
Two sizes larger than dragging vehicle –10 one size larger. This requires a successful Strength check
Three sizes larger than dragging vehicle —*
Four sizes larger than dragging vehicle —*

52
New Chase Options
with a DC of 24 (10 + 4, the inverse of the –4 penalty • Rider (Mounts only): The agent’s attack roll suffers a
for the first connected vehicle, + 10, the inverse of the –4 circumstance penalty. If the attack hits, damage
–10 penalty for the second connected vehicle). is applied directly to the mount’s rider. Otherwise,
The driver of any vehicle within 100 ft. behind one the attack misses and there is no effect.
or more dislodged vehicles must make an obstacle check
• Tires: The agent’s attack roll suffers a –8 circumstance
as described on page 190 of the Spycraft Espionage
penalty and his threat range for this attack only
Handbook. The obstacle check DC is increased by +2
is increased by 4. If he scores a threat and activates the
per dislodged vehicle and +2 per size category differ-
critical hit, the critical is automatically applied to
ence between each dislodged vehicle and the driver’s
the vehicle’s tires (as described on page 192 of the
own vehicle.
Spycraft Espionage Handbook). If the attack hits with
Example: A large-sized vehicle is dislodged 50 feet no threat, damage is applied normally. Otherwise, the
in front of a medium-sized in close terrain. The driver attack misses and there is no effect.
of the medium-sized vehicle must make an obstacle
• Windows: The agent’s attack roll suffers a –6 circum-
check with a DC of 20 (18 for tight terrain, +2 for the
stance penalty and his threat range for this attack only
size difference between the vehicles) to avoid colliding
is increased by 3. If he scores a threat and activates the
with the dislodged vehicle.
critical hit, the critical is automatically applied to the
Failure with this obstacle check results in a collision
vehicle’s windows (as described on page 192 of the
with the dislodged vehicle(s), suffering crash damage
Spycraft Espionage Handbook). If the attack hits with
as described on page 193 of the Spycraft Espionage
no threat, damage is applied normally. Otherwise,
Handbook.
the attack misses and there is no effect.
Vehicle Trailers: Tow trucks, boat trailers, and other
vehicles which drag one or more other vehicles by a A vehicle’s steering and weapons may not be inten-
single hitch also suffer the connected vehicle penalties. tionally targeted, and the vehicle failures described
Vehicles designed to haul other vehicles internally, how- on pages 67–68 may not be intentionally inflicted.
ever — such as vehicle trailers (see page 101) — do not
suffer the penalties described above. Instead, they suffer Loaded Vehicles
the penalties for being loaded (see the next column). As seen on page 148 of the Spycraft Espionage
Handbook, a semi suffers a –1 handling penalty when
Firing at a Vehicle’s loaded. The Spycraft Vehicle Guide expands this concept
"Vitals" to include any vehicle which can logically be filled with
Unlike people, vehicles are large and relatively easy heavy and often awkward contents, such as crates
to target. They also tend to move in a predictable fash- (whether tied down or not), dirt, or even sand.
ion, often in a straight line. Thus, agents may choose Any vehicle whose passenger and cargo areas (as
to target vital parts of vehicles in the hope of causing applicable) are filled by 50% or more is considered
serious damage to them. loaded. An agent driving a loaded vehicle suffers the
Special Note: These “called shots” are only possible following handling penalty to all skill checks to maneu-
with vehicles — targeting agents with called shots is not ver the vehicle at all times, including during chases:
and will never be permissible in the Spycraft combat
Current Load Penalty
system.
Vehicle is 50-75% loaded (e.g. 2–3 people –1
There are only four vehicle locations an agent may
in a 4-passenger car, 48-ft. semi trailer
attempt to hit, each of which applies only to vehicle
filled from 24 ft. to 36 ft. with crates,
types that have the location:
oil tanker’s fluid hold 50–75% full
• Engine: An agent must be facing the vehicle’s engine Vehicle is 76–100% loaded (e.g. 4 people –2
to target it (e.g. he must be in front of a sports car or in a 4-passenger car, 48-ft. semi trailer
above a helicopter). The agent’s attack roll suffers a –6 filled to the back end with crates, oil
circumstance penalty and his threat range for this tanker’s fluid hold 100% full
attack only is increased by 3. If he scores a threat and Vehicle is over 100% loaded (e.g. 5 or more –4
activates the critical hit, the critical is automatically people in a 4-passenger car, possibly with
applied to the vehicle’s engine (as described on page luggage strapped to the roof, 48-ft. semi
192 of the Spycraft Espionage Handbook). If the attack trailer filled to the back end with crates
hits with no threat, damage is applied normally. stacked at a dangerous height, oil tanker’s
Otherwise, the attack misses and there is no effect. fluid hold overflowing

53
Soldier/Wheelman Guide

penalty to maneuver checks, their maneuver check error


range is increased by 2, and their top speed is reduced
FOUR-WHEELING
The chase rules in the Spycraft Espionage Handbook
by 10 MPH.
During a chase in broken terrain, all maneuver skill
checks gain the following effect:
focus on the classic cinema car chase, with vehicles Error: The vehicle is momentarily hung up on local
whipping through city streets or blazing down the free- obstacles, takes 1d6 damage (with no reduction for
way at awesome speeds. This section expands upon hardness), and loses its Defense bonus until the start
that basic concept, introducing a few modifiers for of the following round. Further, the chase lead is adjust-
taking your chases off the beaten track. ed by 1d6 lengths (if the driver in error is the prey,
it decreases the lead; if he’s the predator, it increases the
Broken Terrain lead). The lead adjustment is reduced to 1d4 lengths
The harshest surfaces imaginable, broken ground if the driver in error has the daredevil ability.
includes jagged lava beds, flattened forest with scattered
logs, rugged desert with frequent drops and trenches, Deep Snow
and cluttered construction sites or junkyards filled with Vehicles without the spiked or tracked qualities can-
stacks of scrap. Vehicles without the off-road or tracked not traverse snow more than two feet deep. Vehicles
qualities cannot maneuver over broken ground. Drivers with the spiked quality may traverse deep snow, but
of off-road vehicles are stressed to their limit here: they suffer a –4 terrain penalty to all maneuver checks
they suffer a –5 terrain penalty to all maneuver checks, and their top speed is reduced by 20 MPH. Tracked vehi-
their maneuver check error range is increased by 4, and cles are unaffected by deep snow.
their top speed is reduced by 20 MPH. Even tracked
vehicle drivers are bad off: they suffer a –2 terrain

54
New Chase Options
During a chase in deep snow, all maneuver skill
checks gain the following effect:
J UMPING
Error: The vehicle is bogged down in soft snow.
VEHICLES
The driver can power out of it, but suffers a –10 terrain
penalty to all maneuver checks the following round.
Much like agents, mounts, ground vehicles, and
Dirt Track water vehicles may be guided to jump over gaps or
Dirt track consists of an identifiable road in reason- obstacles. Given their speed, these vehicles can clear
ably good repair, a prepared dirt raceway, or open much greater horizontal distances than humans, but
plains with minimal rocks. Vehicles without the off road they can rarely jump for height.
or tracked qualities suffer a –2 terrain penalty to all When a driver attempts a jump using a mount,
maneuver checks, their maneuver check error range is ground vehicle, or water vehicle, he makes a vehicle
increased by 1, and their top speed is reduced by skill check (DC 10). With success, the vehicle clears
20 MPH. a minimum distance based on the preparation made
During a chase in dirt track, all maneuver skill before the jump:
checks gain the following effect:
• Prepared Jumps: The agent has room to get up to full
Error: The driver begins to loss control, skidding
speed (i.e. he can move at top speed for one full round
sideways across the roadway. He suffers a –2 terrain
prior to the jump) and the incline (or manufactured
penalty to his maneuver check the following round
ramp), if any, is low. The base distance traversed during
as he regains control of the vehicle.
a prepared jump is 1⁄5 the vehicle’s current speed. For
Ice every 3 the driver’s check exceeds the DC, the vehicle
travels and additional 1⁄10 its speed before landing.
From frozen lakes to large patches of black ice on
a roadway, ice patches are extremely dangerous during • Impromptu Jumps: When the agent needs to make
a chase. Vehicles without the spiked or tracked qualities a jump without any chance to pick the right spot or
suffer a –5 terrain penalty to all maneuver checks, their take the time to speed up, he must only to travel 30 ft.
maneuver check error range is increased by 3, and their or more towards the point from which he wants to
top speed is reduced by 30 MPH. jump. The jump point must be a drop off, slight incline,
During a chase on ice, all maneuver skill checks gain or other surface off of which the vehicle can launch
the following effect: (per the GC’s discretion). Alternately, the agent may
Error: The vehicle spins out on the icy surface losing perform a “That’s Impossible!” maneuver to jump from
1d6 lengths (reduction in lead if prey, increase if preda- anywhere. The minimum distance for an impromptu
tor). This is reduced to 1d4 lengths if the driver has the jump is 1⁄10 the vehicle’s current speed. For every 5 the
daredevil ability. driver’s check exceeds the DC, the vehicle travels an
additional 1⁄10 its speed before landing.
Rugged Terrain There is no limit to the horizontal distance a vehicle
This is the worst terrain a wheeled vehicle can
may jump.
reasonably expect to traverse. Areas packed with small
boulders, steep inclines, water or snow which catches
up over the wheels, and deep sand all count as rugged
terrain. Vehicles without the off-road or tracked quali-
ties suffer a –5 terrain penalty to all maneuver checks,
ROAD RASHING
An agent may sometimes find himself clinging to the
their maneuver check error range is increased by 5, and
outside of a vehicle in motion. In such a situation, an
their top speed is reduced by 50 MPH. Even off-road
agents may be called upon to make one or more Jump
vehicles suffer a –2 terrain penalty to maneuver checks
checks to move between and over vehicles (e.g. to move
and their maneuver check error range is increased by 2.
from car to car during a slow moving traffic jam or leap
The maneuver check error range of tracked vehicles
over a low-hanging wire while on the top of a 18-
is increased by 1.
wheeler) and Tumble checks to avoid hazards (e.g. to
During a chase on rugged terrain, all maneuver skill
throw themselves flat as a barge goes under a bridge or
checks gain the following effect:
a train enters a tunnel).
Error: The driver hammers his vehicle against the
Moving vehicles make for treacherous footing.
terrain, damaging its suspension. The vehicle immedi-
Agents fighting or moving more than 5 ft. per round
ately loses 1 point of handling bonus until repaired.
in such a locale must make a Balance check at the end
of each round with a DC based on the size and actions
of the vehicle.

55
Soldier/Wheelman Guide
Vehicle is… DC
Characters wearing armor receive benefits from
Size
damage reduction as if this attack were an explosive
Medium 12
(see the Modern Arms Guide, page 138).
Large 10
Huge 8
Gargantuan 5
Colossal
Large
0
10
THE UPPER HAND
During air chases, the relative height between the
Huge 8
vehicles can become a vitally important factor. The sig-
Gargantuan 5
nificance of altitude is so important that pilots often call
Colossal 0
it “smash.” The predator with the advantage of altitude
Maneuvering normally +5
can easily convert it into extra speed, simply running an
In a chase +10
opponent down. The prey with altitude can often build
up an unassailable lead as his pursuer tries to climb up
Each Balance check is a free action. Agents
to his level. This is represented in Spycraft with “smash
who spend a half action to “keep their balance” gain
points” for the pilot with superior altitude. Smash only
a +8 circumstance bonus to Balance checks made
applies to powered aircraft or gliders. Skydivers and
during the same round.
hot-air balloons do not benefit from smash.
Failing one of these Balance checks indicates
To gain a point of smash, the pilot has to be above
that the agent has tripped, fallen, or otherwise slid over
his opponent by a number of feet equal to double the
the side of the vehicle. At this point the agent may make
chase’s length.
a Reflex save (DC 12) to catch hold of the vehicle before
striking the ground. If the save is successful, the agent Example: Helicopters use a length of 20 ft. during
catches hold of the vehicle and is dragged from its front, chases, so a difference of less than 40 ft. is not signifi-
side, or back, depending on where he was when cant enough to warrant smash.
he failed the check. Dragged agents suffer 1d8 damage
Example 2: Jets use an length of 100 ft., so a differ-
at the end of each round they have not righted them-
ence of at least 200 feet of altitude gains smash.
selves. This damage is subdual if the agent is dragged
by a water or air vehicle. The pilot with superior altitude gains one smash
As a half action, an agent currently being dragged point for every two lengths of altitude he has at the start
may either make a Jump check to leap free, as if of a chase.
the vehicle had crashed (see the Spycraft Espionage Only one pilot can have smash points at any time, so
Handbook, page 193) or attempt a Climb check (DC 20) if a maneuver gives smash to one pilot while another
to bring himself back up onto the vehicle. already has smash points, the points are instead deduct-
ed from the smash points of the pilot who already has
them (representing the lower plane maneuvering climbs
C OLLISIONS :
REVISED
up to the level of the other).
Any time a pilot rolls a threat with a maneuver
check, he also gains a point of smash (or deducts one
from his opponent). Similarly, any time a pilot rolls an
The rules for attacking bystanders with a vehicle
error with a maneuver check, it costs him a point of
assume that the agent is driving a car (see the Spycraft
smash (or gives one to his opponent).
Espionage Handbook, page 192). The following table
If the predator has one or more smash points, he
adjusts this damage to reflect the size of the vehicle:
may spend one to reduce the prey’s lead by 1 each time
Vehicle Size Damage per 10 MPH he succeeds with a maneuver check. If the prey has one
Tiny 1* or more smash points, he may spend one to add +4 to
Small 1d4* his Defense for one full round (until his initiative count
Medium 1d4 the following round).
Large 1d6 Finally, smash points are added to the lead to deter-
Huge 1d8 mine the range for attacks.
Gargantuan 1d12**
Example: Agent Wardance is chasing Skybreaker in
Colossal 2d10**
a “borrowed” F-16 (with lengths of 100 ft.). The lead is
* This is subdual damage. currently 8 and Wardance has two points of smash
** This attack is considered armor-defeating. (being a bit over 400 ft. above Skybreaker’s jet). The

56
New Chase Options
smash is added to the lead, for a total of 10 (8 + 2), mak- Races and Gambling
ing the distance for weapon fire 1000 feet. During the It’s a time-honored tradition that superspies gam-
next round, Wardance succeeds with a Gun It! maneu- ble, and there’s nothing like the excitement of a prop-
ver, gaining 3 lengths. He spends a smash point to er race. The Spycraft gambling rules can easily be
reduce the lead by a fourth length. The lead is now 4 adapted so that agents can leap into the cut-throat
and the distance for weapons fire is reduced to 500 feet world of racing, whether it’s thoroughbred horse rac-
(400 ft. from 4 lengths + 100 ft. for Wardance’s remain- ing, daredevil drag racing, the Cambridge kayak cir-
ing smash point). cuit, or whatever meets their fancy.
Whether the race is conducted with the predator-
New Air Maneuvers prey system or the point-based system, it’s always
The following maneuvers may be chosen during air about reaching the finish line first (though doing it
chases, or hybrid chases involving air vehicles. See page with style often counts for nearly as much). When
62 for an expanded version of the chase table. betting on a race, a character chooses a “favorite” (the
object of his bet). Racing bets are placed on horses,
Predator Air Maneuvers drivers, dogs, etc. in one of the following ways:
On Six
“To Win”: The bet is placed that the favorite will
The pilot tries to line up the ideal attack position —
cross the finish line first.
directly behind and slightly above his prey.
“To Place”: The best is placed that the favorite will
Lead: 10 lengths or less.
cross the finish line first or second.
Speed: Increase the chase speed by 10 MPH this
“To Show”: The best is placed that the favorite will
round.
cross the finish line first, second, or third.
Success: The lead is reduced by 2 for every point of
“Across the Board”: This is a quick way to say that
smash the predator spends. Further, the predator and his
the character is betting on the favorite to win, to
passengers each receive a +1 circumstance bonus per
place, and to show, with equal bets on each. For
smash point spent to all attacks made from the predator
example, betting $1,000 “across the board” on a horse
vehicle against the prey during this round.
means that the character is betting a total of $3,000
Failure: Any smash points spent are still lost, even if
($1,000 to win, $1,000 to place, and $1,000 to show).
the maneuver fails.
Special: The pilot must have at least one smash In addition, each racer is weighed against his
point to choose this maneuver. Before rolling for the competitors and given “odds” to win the race. The
maneuver , the predator must choose a number of smash racer most expected to win has the lowest odds while
points to spend on the maneuver. the racer least expected to win has the highest odds.
The higher the odds against a racer, the better the
Prey Air Maneuvers payoff for those who bet on him if he wins.
Extend (Finishing) Mechanics: Unlike games of chance, betting on
The pilot uses his smash to build up an unbeatable races is largely a matter of choice. Once the race
lead and escape. begins, it’s out of the better’s hands (though many a
Lead: At least 30 minus the number of smash points dramatic sequence can be built as a race goes on in
possessed by the prey. the background). Further, the rules and payoffs at
Speed: Increase the chase speed by 30 MPH this each track vary, so this system simply offers a guide-
round. line from which GCs should build their own unique
Success: The prey wins the chase. Further, he racing circuits.
receives a bonus to his Defense equal to the number of All characters must make their bets before the
smash points possessed by the prey for the remainder of start of the race, choosing as many bets as they like
this round (to help against the predator’s parting shots). from the options above. At the end of the race, char-
Failure: The prey losses all of his smash points. acters collect if any of their bets paid off, as follows:
Special: The prey must have at least one smash point
To Win: Each racer chosen to win who comes in
to choose this maneuver.
first pays the original bet multiplied by (3 × the odds).
To Place: Each racer chosen to place who comes in
first or second pays the original bet multiplied by
(2 × the odds).
To Show: Each racer chosen to show who comes
in first, second, or third pays the original bet multi-
plied by (1 × the odds).
Bets made across the board are paid accordingly.

57
Soldier/Wheelman Guide
Speed: Increase the chase speed by 10 MPH this
round.
RACING
Another staple of the action-espionage genre is
Success: The driver becomes the prey with a lead
of 0 lengths. Further, he receives a bonus to his maneu-
ver check during the following round equal to half the
high-speed racing. Be it muscle cars on city streets,
difference between the maneuver checks this round
biplanes circling pylons, thoroughbreds on the green,
(rounded down).
or speedboats at Monaco, agents (and especially wheel-
Error: The vehicles make glancing contact. Both dri-
men) love to pit themselves and their rides against the
vers must make a crash check this round.
very best, and go very, very fast in the process.
If a race is really going to come down to just two Prey Racing Maneuvers
people, either as a duel on the raceway or when all the
Block
other drivers just aren’t in the same league as the main
The driver deliberately positions himself to block
characters, it’s easiest to handle the race as a chase —
anyone attempting to overtake him.
with a few modifications.
Lead: 5 lengths or less.
The usual predator and prey relationship still exists
Speed: Reduce the chase speed by 5 MPH this round.
(with the prey being the vehicle in the lead), but now
Success: The chase lead remains the same. However,
the object is to be the fastest, so the predator gains
the prey receives a bonus to his maneuver check during
the option of passing the prey. If a maneuver results
the following round equal to half the difference between
in the lead dropping to less than zero, the predator over-
the maneuver checks this round (rounded up).
takes the prey and seizes the lead (becoming the prey
Error: The vehicles make glancing contact. Both dri-
in future rounds unless overtaken by his opponent). The
vers must make a crash check this round.
amount by which the lead is reduced below 0 becomes
Special: This maneuver prevents any other vehicle
the new lead during the following chase round.
from taking the lead, even if one of the predators
During races, the predator gains a new maneuver —
succeeds with a maneuver that takes him past the prey
“Pass” — which is especially helpful for doing just that.
(i.e. reduces the lead to 0 or less). There are only two
The prey doesn’t have to stand there and take it, though:
ways that another vehicle may overtake a prey driver
he gains the “Block” maneuver, which is specifically
that chooses the block maneuver: its driver must
designed to prevent others from whipping around him
succeed with a pass maneuver or score a critical success
when he has the lead.
with any maneuver that reduces the lead to 0 or less.
Races usually begin with a much shorter lead than
chases. In a group race, the prey begins at “Pole Position Racing the Track,
I,” and the competitors are lined up behind him, start- not the Cars
ing in Pole Position order behind him, with one length
If a number of skilled competitors are closely mat-
separating each (e.g. the 3rd driver starts 2 lengths back
ched, it may be easier to pit them against the track
from the prey).
rather than each other. In this case, each driver’s
With a straight start (all vehicles beginning at the
progress is tracked by the number of points he’s gained
same line, with no prey), each driver rolls initiative.
during the race. As the vehicles pass through each seg-
The driver with the highest total becomes the prey, and
ment of the course (see below), each driver makes a skill
all others start one length behind him.
check. Success against a counts as +1 point, a critical
Races usually only end when the track is completed
success counts as +3 points, a failure as –2 points, and
(see Building a Track, in the next column), so finishing
a critical failure removes the driver from the race.
maneuvers generally don’t apply (with the possible
Competitors who are tied going into a narrow
exception of vanish, or predator maneuvers if the
segment must make an opposed skill check. The loser of
predator throws the race or tries to incapacitate his
this check suffers a –1 circumstance penalty to their
opponent’s vehicle).
race total.
New Racing Maneuvers The highest race total wins by a half-length for
every point he is ahead of the competition. Any ties
The following maneuvers may be chosen during
at the finish line must make an opposed skill check to
races of any kind. See page 62 for an expanded version
settle the issue (by instant replay, photo comparison,
of the chase table.
or another method of the GC’s choice).
Predator Racing Maneuvers Building a Track
Pass
Whether a closed test course or a secluded mountain
The driver creeps up directly behind the lead vehicle
path, every race needs a track. A track consists of
before making a quick play to overtake him.
a series of “segments,” each determining special rules
Lead: 2 lengths or less.

58
New Chase Options
and obstacles for one round during the race. The GC agent willingly gives up a length or 2 race points, the
may also use track segments as building blocks for obstacle may be ignored.
typical chases, providing a variety of challenges from Dogleg: One or more sharp 90 degree turns. Doglegs
the driver’s surroundings. Tracks can form loops that are very common in street racing. Treat as tight terrain
the racers must run multiple times or consist of a single with a DC 16 obstacle. If an agent willingly gives up a
long course with each segment used only once. The GC length or 2 race points, the obstacle DC is reduced to 12.
should plan for at least 8 segments — and often 10 or Hairpin: An extremely tight turn of over 90 degrees
more — to allow time for agent tactics and maneuvers (often nearly 180 degrees). This counts as tight terrain
to influence the race’s outcome. with a DC 20 obstacle. If an agent willingly gives up
a length or 2 race points, the DC is reduced to 15. Giving
Example: A simple loop might consist of a straight-
up 2 lengths or 4 race points reduces the DC to 10.
away, followed by a bend, then another straightaway,
Narrows: The width of the track narrows to the point
then a second bend (returning the driver to the begin-
were it’s suicidal to attempt pass maneuvers. Treat
ning). This would be typical of a test track for autos,
as close terrain. The error ranges of all vehicles in this
or a closed circuit for aircraft. A race on a short course
segment are increased by 2.
like this would probably involve 2–3 laps. A horse rac-
Divided Segment: A large barrier separates the track
ing field might double each segment (including
into two or more parallel strips here. It’s impossible
a straightaway, 2 bends, 2 straightaways, 2 bends, and
to attempt a block maneuver while in this segment.
a straightaway), but consist of only one single lap.
Treat this as close terrain. It’s easy to get hung up on
Example 2: A mountain rally might consist of the divider speeding into this segment; as drivers enter
a straightaway, 2 bends, a narrow, another straightway, a divided segment, they face a DC 12 obstacle.
a hairpin, another narrow, and a final straightaway.
Furthering the example, a portion of the track might not
be over dirt — that part of the course might pass over
a bridge, prompting new terrain modifiers.
VCEHICULAR
OMBAT
Track Segments
At its core the chase system is based on the idea that
The following segments should form most common
one driver wants little more than to escape, while the
race tracks.
other driver is attempting to catch him. It’s always
Straightaway: This segment allows for massive
a matter of one driver trying to get away from the other.
speeds. Treat as open terrain.
But when two drivers face each other on more equal
Bend: A relatively wide, gentle turn, or a sharper
terms things get a little more complicated…
turn that is favorably banked. Bends count as open
During vehicular combat, all chase rules still apply,
terrain, reducing the chase speed by 10 MPH.
but a new variable is introduced: facing. There are three
Chicane: A rapid series of short, back-and-forth
categories of facing.
turns. Treat as close terrain with a DC 10 obstacle. If an

59
Soldier/Wheelman Guide
Special Note: Some maneuvers — Attack Run, following round (see the Spycraft Espionage Handbook,
Escape, Line Up, Pursue, and Stand-Off — are repeated page 191) or take one full action during this round,
in more than one class of vehicular combat. The maneu- suffering the usual –4 penalty to his maneuver check
vers are essentially the same mechanically (with only the following round.
minor variations in the closing category and different
modifiers on the vehicular combat chase charts). Vehicular Combat:
Each maneuver contains flavor text explaining how it Prey Pursuit Maneuvers
differs from the others. In addition to normal chase maneuvers, the prey can
take evasive action and try to turn the tables on his
Pursuit opponent during vehicular combat.
During a pursuit, one vehicle is following the
Come Around
other and both drivers are pointed in roughly the same
The prey tries to throw the predator off of his tail.
direction. The following vehicle is the predator and the
Lead: 10 leads or more.
leading vehicle is the prey. This is the normal facing for
Success: The facing changes to circling (see below).
a chase, and all standard chase maneuvers apply, as do
The prey also receives a bonus to his maneuver check
several new ones introduced here. During vehicular
the following round equal to 1⁄3 the difference between
combat, the predator largely has the dominant position
the maneuver checks (rounded up).
and is able to attack his opponent with forward-facing
Threat: The prey may choose to change the facing to
weapons (see page 83) and generally follow the prey’s
closing instead of circling.
movements with ease.
Shake
Vehicular Combat: The prey makes every effort to avoid getting shot
Predator Pursuit Maneuvers while slowly building his lead.
Predator combat maneuvers usually focus on getting Lead: Any distance.
close enough to attack and into the best position to Success: The lead is increased by one half the differ-
make a kill. ence between maneuver checks (rounded up). Further,
the prey’s Defense is increased by the same amount
Attack Run
for the duration of this round.
The predator carefully aligns his vehicle — and his
weapons — behind the prey. Circling
Lead: 5 lengths or less.
When both parties are still interested and fighting,
Success: The lead remains the same. The threat range
but neither has achieved a dominant position, the vehi-
of all attacks made by the predator vehicle driver and
cles are considered to be circling. Both vehicles may
passengers against the prey during this round are
be circling a common point, running roughly parallel,
increased by 1⁄3 the difference between maneuver checks
or even facing away from each other after a high-speed
(rounded up).
pass. Circling is a contest of speed and wits that deter-
Line Up mines as both drivers attempt to seize the role of preda-
Either by driving with his legs, having someone else tor, and tends to be only a momentary pause in the
hold the wheel, or through another means, the predator action, a moment to reorganize before returning to the
frees up his hands to take other actions. frenzy of a pursuit or the clash of closing.
Lead: Any distance. When circling, neither vehicle may attack the other
Success: The lead is reduced by 1. The predator may with front-facing weapons. As when closing, there is
either take one half action during this round without no predator or prey, and new maneuvers are allowed.
suffering a –4 penalty to his maneuver check the

Table 3.1: Vehicular Combat (Circling Maneuvers)


Escape Line Up Pursue Stalk Stand-off “That’s Impossible!”
Escape — –8/0 0/–6 0/–6 –4/0 0/0
Line Up 0/–8 0/0 0/–2 –2/0 –8/0 0/0
Pursue –6/0 –2/0 0/0 0/–2 0/–6 0/0
Stalk –6/0 0/–2 –2/0 0/0 0/–6 0/0
Stand-off 0/–4 0/–8 –6/0 –6/0 0/0 0/0
“That’s Impossible!” 0/0 0/0 0/0 0/0 0/0 0/0
How to Use This Table: Find the first driver’s maneuver across the top and the second driver’s maneuver along the side. Cross ref-
erence to find the modifier for each vehicle this round. The modifier before the slash is applied to the first driver’s maneuver check
this round, while the number after the slash is applied to the second driver’s maneuver check this round.

60
New Chase Options
Vehicular Combat: the driver receives a bonus to his maneuver check dur-
Circling Maneuvers ing the following round equal to half the difference
Because both drivers are circling around each other, between maneuver checks this round (rounded up).
there is no predator or prey. Both drivers may select Special: If both drivers choose Stalk during the same
maneuvers only from this circling maneuver list. round, the facing changes to closing during the follow-
ing round.
Escape
The driver turns to flee. Stand-Off
Length: Any distance. The driver chooses to hold his position, allowing his
Success: If the lead is greater than 30, it becomes 30. weapons or passengers to settle the argument.
The facing changes to pursuit and this driver becomes Length: Any distance.
the prey. This driver also receives a bonus to his maneu- Success: The lead remains the same. The driver and
ver check next round equal to 1⁄3 the difference between all passengers in his vehicle receive a cooperation bonus
maneuver checks (rounded up). to their attacks and skill checks targeting the other
Special: If both drivers choose Escape during the vehicle equal to half the difference between the maneu-
same round, the chase ends with no victor (both vehi- ver checks (rounded up).
cles drive away from each other).
Line Up
Closing
In a closing situation both vehicles are headed
The driver buys time to do something else before the
roughly toward each other. This is common at the
other driver resumes his attack.
outset of hostilities, as jet fighters streak toward a con-
Lead: Any distance.
frontation or at the decisive moment when two drivers
Success: The lead remains the same. Further, the dri-
decide to play chicken. When closing, neither driver is
ver may either take one half action during this round
clearly the predator or prey, and both have several new
without suffering a –4 penalty to his maneuver check
maneuvers to choose from. Combat tends to be fast and
the following round (see the Spycraft Espionage
furious in these situations as both drivers turn their
Handbook, page 191) or take one full action during
weapons on their opponent and risk the chance of a
this round, suffering the usual –4 penalty to his maneu-
truly spectacular collision!
ver check the following round.
Unlike normal chases, closing can begin as far as
Pursue 60 lengths apart. The distance between vehicles is still
The driver tries to seize a decisive advantage and called the lead, but in most cases each driver’s actions
pull up behind his opponent. decrease the lead.
Length: 20 lengths or less. When closing, if the lead drops to 0 or less for any
Success: The lead is unchanged. The facing changes reason, the facing changes to circling. If the lead drops
to pursuit and this diver becomes the predator. to less than 0 in these cases, it’s inverted to establish the
lead during the circling portion of the chase (i.e. the
Stalk
negative value becomes positive).
The driver slowly closes with his opponent, prepping
for a rapid pursuit. Example: Wardance and Skybreaker are 5 lengths
Length: Any distance. apart and closing when Skybreaker succeeds with a
Success: The lead is reduced by half the difference charge maneuver, reducing the lead to –4. Both planes
between maneuver checks (rounded down). Further,

Table 3.2: Vehicular Combat (Closing Maneuvers)


Attack Run Charge Chicken Escape Line Up Pursue Stand-off “That’s Impossible!”
Attack Run 0/0 –2/0 –4/0 –2/0 0/0 0/–2 0/–2 0/0
Charge 0/–2 0/0 0/–6 0/0 –4/0 –2/0 –2/0 0/0
Chicken 0/–4 –6/0 0/0 –4/0 0/–6 –4/0 0/–4 0/0
Escape 0/–2 0/0 0/–4 — –8/0 0/–6 –4/0 0/0
Line Up 0/0 0/–4 –6/0 0/–8 0/0 0/–2 –8/0 0/0
Pursue –2/0 0/–2 0/–4 –6/0 –2/0 0/0 0/–4 0/0
Stand-off –6/0 0/–2 –4/0 0/-4 0/–8 –6/0 0/0 0/0
“That’s Impossible!” 0/0 0/0 0/0 0/0 0/0 0/0 0/0 0/0

How to Use This Table: Find the first driver’s maneuver across the top and the second driver’s maneuver along the side. Cross ref-
erence to find the modifier for each vehicle this round. The modifier before the slash is applied to the first driver’s maneuver check
this round, while the number after the slash is applied to the second driver’s maneuver check this round.

61
Soldier/Wheelman Guide
pass each other only feet apart and quickly turn to Success: The opponent must make a crash check
reengage. The facing changes to circling and the lead with a penalty equal to the difference between maneu-
becomes 4 (inverted from –4). ver checks.
Critical Success: The opposing driver crashes, ending
Vehicular Combat: the chase.
Closing Maneuvers Failure: The lead is reduced by 3.
Because both drivers are facing towards each other, Error: The driver must make a crash check with a
there is no predator or prey. Both drivers may select penalty equal to the difference between the maneuver
maneuvers only from this closing maneuver list. checks.
Special: This maneuver check is made using the
Attack Run
agent’s Intimidate skill.
The driver carefully aligns his vehicle in classic
head-on attack position. Escape
Lead: 5 lengths or less. The driver turns to flee.
Success: The lead is reduced by 3. The threat range Length: Any distance.
of all attacks made by the driver and his passengers Success: If the lead is greater than 30, it becomes 30.
against the other vehicle during this round is increased The facing changes to pursuit and this driver becomes
by 1⁄3 the difference between maneuver checks (rounded the prey. This driver also receives a bonus to his maneu-
up). ver check next round equal to 1⁄3 the difference between
Failure: The lead is reduced by 3. maneuver checks (rounded up).
Special: If both drivers choose Escape during the
Charge
same round, the facing changes to circling.
The driver rushes in towards his opponent, hoping
to mix it up at close range. Line Up
Length: Any distance. The driver closes with the other vehicle carefully,
Success: The lead is reduced by 3 plus the difference giving him the time to take other actions.
between maneuver checks. Further, the driver’s Defense Lead: Any distance.
is increased by 1⁄2 the difference between maneuver Success: The lead is reduced by 1. The driver may
checks (rounded up) for the remainder of this round. either take one half action during this round without
Failure: The lead is reduced by 3. suffering a –4 penalty to his maneuver check the fol-
lowing round (see the Spycraft Espionage Handbook,
Chicken (May be Finishing)
page 191) or take one full action during this round,
The driver threatens to ram his opponent head on!
suffering the usual –4 penalty to his maneuver check
Length: 5 lengths or less.
the following round.

Table 3.3: Chase Maneuvers (Expanded)


Attack Run Boxed In Crowd Cut Off Dive Bomb Gun It! Herd Jockey Line Up On Six Pass Ram Redline Shortcut Tail “TI!”
Barnstorm — — — — 0/–6 –6/0 — — –2/0 — — — –8/0 0/–6 –4/0 0/0
Block 0/–4 0/–2 –6/0 ≠4/0 — 0/–4 0/–2 –2/0 0/–4 0/–4 –2/0 0/–6 0/–4 –4/0 — 0/0
Bootleg Reverse –4/0 0/–6 0/–4 –8/0 –4/0 0/–6 0/0 0/–2 –4/0 –6/0 –4/0 –4/0 –4/0 –6/0 — 0/0
Come Around — — — — –2/0 0/–2 –2/0 –4/0 0/–6 0/–2 — — 0/–6 0/0 –6/0 0/0
Duck Out — — — — 0/–6 0/–2 — — 0/–2 — — — 0/–4 –6/0 –6/0 0/0
Extend — — — — — –2/0 — — 0/0 0/0 — — 0/–4 –4/0 0/–6 0/0
Gift Wrap –6/0 –4/0 –2/0 0/–4 — –2/0 0/–2 0/–4 –6/0 –2/0 0/–6 –2/0 0/–4 0/0 — 0/0
Hairpin Turn — — — — –4/0 0/–4 — — –2/0 — — — –2/0 0/–4 –2/0 0/0
Lure –2/0 0/–4 –4/0 0/–4 0/0 –2/0 –2/0 0/0 –4/0 –4/0 0/–2 0/–2 0/–2 0/–6 0/0 0/0
Pull Ahead 0/–4 –6/0 0/–4 –2/0 0/–6 0/0 –6/0 –2/0 0/–4 0/–4 –6/0 0/–2 0/–4 0/–4 –4/0 0/0
Shake 0/0 –2/0 0/–4 0/0 0/–2 0/–2 –4/0 –2/0 0/0 0/0 0/0 0/–2 0/0 0/–4 0/0 0/0
Set Up 0/–2 –2/0 –4/0 0/–4 –4/0 0/–4 0/–2 –2/0 –2/0 –2/0 –2/0 0/–4 0/0 –4/0 — 0/0
Stunt — — — — –2/0 –2/0 — — 0/–2 — — — –4/0 0/–2 0/–2 0/0
Vanish — — — — 0/–4 0/–4 — — 0/–4 — — — 0/–6 –4/0 0/–4 0/0
Zig-Zag –2/0 –2/0 0/–6 –2/0 –2/0 –6/0 0/–6 0/–2 –2/0 0/–4 0/–4 –4/0 –2/0 0/0 0/0 0/0
“That’s Impossible!” 0/0 0/0 0/0 0/0 0/0 0/0 0/0 0/0 0/0 0/0 0/0 0/0 0/0 0/0 0/0 0/0

Note: This table incorporates all maneuvers from the Spycraft Espionage Handbook and this volume except combat maneuvers (see Tables 3.1 and 3.2).
How to Use This Table: Find the predator maneuver across the top and the prey maneuver along the side. Cross reference to find the modifier for each vehicle this round.
The modifier before the slash is applied to the predator’s maneuver check this round, while the number after the slash is applied to the prey’s maneuver check this round.

62
New Chase Options
Failure: As with success, the lead is reduced by 1, Maneuvering during the freefall portion of the descent
but the driver doesn’t gain the extra action and still and steering an open parachute is handled by the
suffers the standard –4 penalty the round after he takes Tumbling skill. The most important step — landing — is
one half action. handled with a Jump check.
Agents wishing to become especially proficient with
Pursue
airborne operations should invest in the Sport
The driver tries to seize a decisive advantage
(Skydiving) skill (see page 36). Packing a ’chute is
by pulling up behind his opponent.
a Sport (Skydiving) check. HALO jumping (deliberately
Length: 20 lengths or less.
waiting until the last moment to open a chute for max-
Success: The lead is unchanged. The facing changes
imum stealth) and base-jumping (skydiving from
to pursuit and this diver becomes the predator.
a building) both require very careful timing — and
Failure: The lead is reduced by 1.
another Sport check.
Stand-Off Finally, the Acrobatic feat is of immediate use
The driver tries to steady his vehicle so that he can to skydiving agents.
fire long-range front-facing weapons at his opponent. Agents typically wear two chutes when jumping
Length: Any distance. (unless they are caught unprepared!). The first is the
Success: The lead is reduced by 1. The driver and all main chute. The second is a back-up chute and tends to
passengers in his vehicle receive a cooperation bonus to be smaller and less maneuverable than the first. Agents
their attacks and skill checks targeting the other vehicle using their backup chute receive a –2 modifier to
equal to half the difference between the maneuver tumbling checks to steer, and suffer an additional 1d6
checks (rounded up). damage on landing (see the Jump skill, page 34).
Failure: As with success, the lead is reduced by 1,
but the driver and passengers do not gain the bonus to Freefall Chases
their attacks and skill checks. During freefall chases, the length is usually 10 feet.
The prey is generally lower than the predator during
a freefall and maneuver checks are made using the
GETTING AROUND
Agents use a wide variety of means to get to and
Tumbling skill.
Agents fall 250 ft. per round so there is a very defi-
nite time limit to a freefall chase. Opening a chute below
back from their missions. While vehicles are well cov- 1,000 ft. requires a Sport (Skydiving) check as described
ered in the Spycraft Espionage Handbook, this section in its skill description (see page 36). Once chutes have
provides rules and ideas for other available movement been opened, a freefall chase might become somewhat
methods, and how to handle chases involving them. more horizontal (though the prey is still generally at
a lower altitude). The lengths remain 10 ft. at this point,
Skydiving but the rate of descent decreases to 50 ft. per round.
Since WWII, agents have been leaping from aircraft
to reach isolated locations in secret. Skydiving requires
a combination of skills to perform successfully.

63
Soldier/Wheelman Guide
Special Freefall Maneuvers waves and currents, or swimming in whitewater rapids
If the prey opens his chute first, the predator may are definitely in tight terrain! As always, the GC has the
make a special maneuver during the same round: final say.
Dive Bomb Underwater Movement
The predator waits to open his chute, trying to catch
Agents with less than 5 ranks in Swimming have
up quickly to his opponent.
a speed of 5 ft. while more than 50% submerged. Agents
Lead: 10 lengths or more.
with 5 or more ranks in Swim have a speed of 1⁄3 their
Success: The lead is reduced by twice the difference
normal speed in the same environment (rounded to
in maneuver checks (with a minimum reduction of
nearest 5 ft. increment) — typically 10 ft. if they’re
5 lengths).
unencumbered. Use of fins adds 5 ft. to a character’s
Critical Failure: The agent opens his chute too late
speed, but subtracts 10 ft. from his normal land speed
and drops out of the chase.
until they’re removed.
Likewise, while freefalling, the prey gains an addi-
tional maneuver: Underwater Visibility
A constant source of difficulty for underwater oper-
Gift Wrap (May be Finishing)
ation is limited vision. Even in perfect conditions
The prey opens and then releases his main chute,
a diver’s field of vision is greatly restricted. The water’s
allowing it to engulf his pursuer.
clarity, availability of natural light, and distance from
Lead: 2 lengths or less.
the surface all influence the range at which agents may
Success: The agent loses his main chute (and must
begin to make Spot checks. Characters and objects more
rely on his backup). The predator is wrapped in the
than half the maximum visibility range from an agent
prey’s main chute, can no longer make maneuver
are considered to have 75% concealment against him
checks, and drops out of the chase. If there is only one
(and visa versa in most cases).
predator, the chase ends. The predator may make a Sport
Agents may bring a light source with them, improv-
(Skydiving) check each round to free himself from
ing their vision in poor conditions, but also giving away
the chute. If he doesn’t do so before hitting the ground,
their position (agents using a light source have no
he takes 18d6 damage.
concealment from others). Light sources cannot provide
Critical Success: As above, plus the predator must
illumination any further than the base distance deter-
wait two rounds before making checks to escape from
mined by the water’s clarity:
the chute.
Conditions Vision Limit
Scuba Diving Clarity
Agents often find themselves involved in underwa- Crystal clear waters 100 ft.
ter operations, sometimes by choice (swimming up to Typical lake 80 ft.
the side of a mastermind’s floating casino might be the Typical ocean/river 60 ft.
easiest way of boarding it) and sometimes by necessity Murky water 30 ft.
(a missing warhead is located somewhere at the bottom Disturbed water 10 ft.
of a lake). Unless the swim is a short one, this usually
Ambient Light
requires scuba diving. The basic rules for underwater
Bright sunshine No modifier
skill use and combat are described in the Spycraft
Cloudy/dusk –10 ft.
Espionage Handbook, pages 231–232, though this sec-
Moonlight –40 ft.
tion greatly expands them.
Night/cave –100 ft.
Scuba equipment (and similar gadgets) provide for
a distinct sort of chase. Due to often short visibility and Depth
low speeds, lengths during swimming and scuba chases Below 30 ft. –25 ft.
are reduced to 2 1⁄2 ft. and maneuver checks are made Below 60 ft. –50 ft.
using each participant’s Swim skill. Below 90 ft. –75 ft.
Below 120 ft. –100 ft.
Underwater Terrain
Example: An underwater lantern with an illumina-
Most water counts as open terrain. Near the surface
tion range of 25 ft. is used near the ocean floor where
in stormy weather or in the vicinity of jagged rocks or
the earth has been stirred up. It only illuminates a 10 ft.
a sunken vessel might constitute close terrain. however.
radius — the vision limit for disturbed water.
Agents actually inside a sunken vessel, surrounded by a
coral reef, adjacent to a rocky shore with treacherous

64
New Chase Options
Characters swimming in water with a total vision Long, straight passages count as open terrain, while
limit of 0 ft. or less, and who have no light source, a network of caves and tunnels or a twisted mass of
are considered totally blind (see the Spycraft Espionage branching ducts near the heart of a major building’s
Handbook, page 177). air conditioning system might count as tight terrain.
Lengths during crawling and scuttling chases in this
Underwater Skills terrain are only 2 1⁄2 ft. and the skill used for maneuver
Underwater activities can be extremely challenging checks when agents cannot stand (and may often only
to those not trained to handle them. Agents with less crawl) is Escape Artist.
than 5 ranks in Swim suffer a –4 penalty to all skill
checks except Swim and Sport (Scuba Diving) when
underwater. This penalty is reduced to –2 for agents
with 5 or more ranks in Swim.
Agents without eye protection (such as a mask
M ANAGING
HYBRID CHASES
or goggles) suffer an additional –1 to all skill checks
The Spycraft Espionage Handbook provides simple
requiring visual cues.
guidelines for creating chases between different types
Creatures native to water ignore these penalties.
of vehicles. One way to prepare for these chases is to
Underwater Combat compare the lengths used for each vehicle type in the
chase. If the lengths are the same, the vehicles are
The rules for underwater combat described on page
usually fairly well matched for speed, and a creative GC
231 of the Spycraft Espionage Handbook apply if the
need only ensure that the prey is reasonably constrained
agent is between 50% and 90% submerged (such as
so that he can’t turn away from the predator over
wading through deep water or swimming along the
terrain that the predator can’t follow over or onto.
surface). Agents completely submerged during combat
The standard lengths for various vehicle types are:
who have less than 5 ranks in Swim suffer a –4 to all
Reflex saves and attack rolls, and also lose their base Vehicle Type Length
initiative bonus. This penalty is reduced to –2 for agents Jets 100 ft.
with 5 or more ranks in Swim, who also retain their base Helicopters and prop-planes 20 ft.
initiative bonus. Submarines 20 ft.
The weapon use and damage modifiers presented Hang gliders and ultra-lights 10 ft.
on page 232 of the Spycraft Espionage Handbook also Automobiles 10 ft.
apply when near the surface or fully submerged. Downhill skiing 10 ft.
Creatures native to water ignore these penalties. Foot, mounted, and cross-country skiing 5 ft.
Skydiving 5 ft.*
Skiing Swimming and tunnel chases 2 1⁄2 ft.
Chases on the icy slopes are almost as much a staple
* Vertical skydives generally use a 10 ft. length.
of the super-spy thriller as car chases. Agents rocketing
down slopes on skis or snowboards often deal with During chases involving different lengths, it’s most
fanciful ramps, jumps and the occasional unexpected dramatic if the predator has the longest length. A prey
cliff, along with simpler obstacles like boulders, stands with superior length (such as an agent on foot chasing
of trees, and unlucky tourists caught in the path of a car) is likely to simply outrun his pursuer (though the
the action. action can be just as intense until the prey’s out of
Ski chases take place at such speeds that they can range). The GC might be able to balance the lengths by
easily compete with snowmobilies, cars on mountain creating outside conditions to slow one or both partici-
roads, and even helicopters! During a ski chase, lengths pants down (e.g. if both an agent on foot and the car
are 10 ft. and the skill most commonly used for maneu- he’s chasing are trying to force their way through a
ver checks is Balance. See page 36 for more about the shoulder-to-shoulder crowd). This tactic usually works
effects of the Sport (Skiing) skill. best if the faster prey must consider the terrain tight,
while the slower predator does not (e.g. the agent on
Tunnel Rats foot draws a large firearm and waves it around or fires
Chases can also take place inside tunnels, mainte- a few shots into the air to clear the way while the car
nance ducts, extremely tight caves, and other very nar- he’s chasing has nothing more violent than a nudge
row spaces. The tight twists confines and sharp turns in with the bumper and the horn, and isn’t villainous
these spaces usually limit ranged weapons to extreme enough to simply run the crowd over).
close range. Like scuba chases, visibility is often limited
and a small lead is an incredible advantage.

65
Soldier/Wheelman Guide
In extreme mis-matches (e.g. jets versus swimmers), Tail (Finishing)
the chase rules are simply inappropriate. If the faster Sometimes the predator is more interested in where
vehicle wishes to attack the other, it may circle around the prey can lead him than in the prey himself. The
the target, making an attack every five rounds. The tail maneuver is used to drop back from a chase, letting
slower participant may have the chance to fight back at the prey think he’s escaped, while the predator contin-
these times, should his weapons permit. ues to discreetly follow him.
Lead: 15 lengths or more.
Speed: Reduce the chase speed by 15 MPH this
N EW F INISHING
MANEUVERS
round.
Success: The chase ends, but the predator continues
to follow the prey. The prey may not make any checks
to Spot or notice the predator for a number of minutes
This section provide new predator and prey options
equal to five times the difference between maneuver
to increase the variety and excitement of standard (non-
checks.
combat) chases.
Error: The predator loses track of the prey. If the
New Predator Finishing prey succeeds with his maneuver, he gains double
Maneuvers the normal lead bonus listed in its description.
Critical Failure: The predator accidentally follows
These maneuvers supplement but don’t replace those
the wrong vehicle and the prey escapes.
seen in the Spycraft Espionage Handbook. The predator
Special: The predator makes his maneuver check
may choose from any maneuver seen here or any in the
with his Spot skill (for visual tracking) or Surveillance
basic chase rules, as he likes. See Table 3.3: Chase
(for sensor tracking) instead of his vehicle skill. Further,
Maneuvers (Expanded) for a complete list of modifiers,
the predator’s error range is increased by an amount
incorporating these and all base chase options.
equal to the penalty he suffers from the Chase
Maneuvers table, if any (e.g. if the predator suffers a
–4 maneuver penalty this round, his maneuver
check error range increases by 4 as well).

66
New Chase Options
New Prey Finishing Error: The predator isn’t fooled and rapidly closes
Maneuvers with the still prey vehicle, who must pull out again to
These maneuvers supplement but don’t replace those avoid losing the chase. The predator gains double the
seen in the Spycraft Espionage Handbook. The prey may normal lead for his maneuver.
choose from any maneuver seen here or any in the basic Critical Failure: The predator traps the prey in his
chase rules, as he likes. See Table 3.3: Chase Maneuvers hiding place and wins the chase.
(Expanded) for a complete list of modifiers, incorporat- Special: The prey makes his maneuver check using
ing these and all base chase options. his Hide skill instead of his vehicle skill. Further, the
prey’s error range is increased by an amount equal to
Duck Out (Finishing)
the penalty he suffers from the Chase Maneuvers table,
The prey may also try to escape by stealth, pulling
if any (e.g. if the prey suffers a –4 maneuver penalty
out of sight and then stopping, quite abruptly, allowing
this round, his maneuver check error range increases by
the predator to overtake and then pass him.
4 as well).
Lead: 15 lengths or more.
Speed: Reduce the chase speed by 5 MPH this round.
Success: The prey wins the chase. The predator may
not make any checks to Spot or locate the prey for a
number of minutes equal to five times the difference
between maneuver checks.

Table 3.4: Advanced Vehicle Malfunctions


Action Dice Spent Effect
Air Vehicles
1 Stall: The vehicle’s Defense and maneuver checks suffer a –8 circumstance penalty next round,
and a –4 circumstance penalty the round after next as the pilot rights his vehicle.
2* Loss of pressure: Pressurized aircraft lose cabin pressure. All occupants must don emergency
oxygen masks (accepting a –1 to Wisdom-based skill checks and a –1 to Reflex saves) or make
a Fortitude save once per minute (DC 10, increases by +2 per minute) to avoid passing out.
Alternately, Maximum Velocity: The aircraft exceeds its stress tolerance and suffers 2d6 damage.
3 Engine Failure: If the vehicle has multiple engines, its speed and handling (if positive) are
reduced by half each (rounded up). If the vehicle has only one engine, the pilot must immediately
attempt to descend and land, losing 300 ft. of altitude per round. The pilot must make a vehicle
skill check (DC 25) or make a “rough landing” (see the Spycraft Espionage Handbook, page 194).
4+ Flat Spin: The vehicle enters a “death spin”. The pilot makes one vehicle skill check each round
(DC 25) or the vehicle falls 500 ft. With success, the pilot rights the vehicle. If the vehicle hits
the ground during a death spin, it’s considered a “hard crash” (see the Spycraft Espionage
Handbook, page 194) and inflicts 20d6 damage.

Ground Vehicles
1 Break Down: The vehicle’s Defense and maneuver checks suffer a –6 circumstance penalty
next round, and a –10 circumstance penalty the round after next as the pilot rights his vehicle.
2 Spin-Out: All tires take 1 wound each and the driver must immediately make a crash check.
3 Roll: The vehicle tumbles uncontrollably. The vehicle, driver, and all passengers suffer 3d6 damage.
The driver and all passengers may make Reflex saves (DC 25) to make this damage subdual.
At the end of the roll, the driver may make a vehicle skill check (DC 25) to land upright.
4+ Collision: Treat this as a failed crash check (see the Spycraft Espionage Handbook, page 193).

Water Vehicles
1 Break Down: The vehicle’s Defense and maneuver checks suffer a –6 circumstance penalty
next round, and a –10 circumstance penalty the round after next as the pilot rights his vehicle.
2 Leak: The vehicle slowly takes on water. The vehicle’s handling drops by 1 each round until
the leak is repaired or a number of occupants bail out (see page 68). If the vehicle’s handling
reaches 0, it begins to sink (see page 68).
3 Water Collision: The vehicle suffers 3d6 wounds and the effects of the leak malfunction (see above).
4+ Capsize: The boat quickly takes on water and will sink (see page 68) unless the pilot succeeds
with a vehicle skill check (DC 30). This skill check takes a full round.

67
Soldier/Wheelman Guide
If the aircraft hits the ground during a death spin, it
suffers the effects of a “hard crash” (see the Spycraft
N EW V EHICLE
FAILURES Espionage Handbook, page 194), taking 20d6 damage.
Leak: The vessel has been breached (either by stress
or minor impact) and is slowly taking on water. The
Vehicle malfunctions are largely left to interpreta- vehicle’s handling drops by 1 each round until the leak
tion in the Spycraft Espionage Handbook. Table 3.4: is repaired or a number of occupants bail out as deter-
Advanced Vehicle Malfunctions introduces several mined by the vehicle’s size and damage taken:
options to spice up vehicle failures, with effects
Conditions Bail Out
described here.
Vehicle Size
Failure Effects Small or Medium 1 person
Large 2 people
Break Down: The vessel’s engine dies. Its Defense
Huge 4 people
and maneuver checks suffer a –6 circumstance penalty
Colossal 10 people
next round, and a –10 circumstance penalty the round
after next as the pilot rights his vehicle. Vehicle Damage
Capsize: The vessel is turned on its side (or com- Up to 25% of vehicle’s total wounds +1 person
pletely flips over, in the case of smaller vehicles). Up to 50% of vehicle’s total wounds +3 people
The vessel takes on water quickly and sinks unless the Up to 75% of vehicle’s total wounds +5 people
pilot makes a Boating check (DC 30). This check takes More than 75% of vehicle’s total wounds All but pilot
a full round. After three rounds, the vessel has taken on
If the vehicle’s handling reaches 0, it begins to sink
too much water and can no longer be salvaged, sinking
(see Capsize, in the previous column).
in a number of minutes determined by its size and the
Loss of pressure: The integrity of the aircraft is com-
damage taken:
promised and pressurized aircraft begin losing cabin
Conditions Sink Time pressure. All occupants must don emergency oxygen
Vehicle Size masks (accepting a –1 circumstance penalty to all
Small or Medium 2d6 min. Wisdom-based skill checks and a –1 circumstance
Large 4d6 min. penalty to all Reflex saves) or make a Fortitude save
Huge 6d6 min. once per minute (DC 10, which increases by +2 every
Colossal 8d6 min. minute) to avoid passing out.
Roll: The vehicle tumbles uncontrollably, bouncing
Vehicle Damage
across the road. The vehicle, driver, and all passengers
Up to 25% of vehicle’s total wounds –1d6 min.
suffer 3d6 damage each. The driver and passengers may
Up to 50% of vehicle’s total wounds –2d6 min.
make a Reflex save (DC 25) to make this damage subd-
Up to 75% of vehicle’s total wounds –3d6 min.
ual instead of normal. At the end of the roll, the driver
More than 75% of vehicle’s total wounds Special*
may make a Driver check (DC 25) to land the vehicle
* The vehicle sinks in 1d4 minutes, regardless of its size. upright (on its wheels).
Spin-Out: The driver loses control and the vehicle
Collision: The vehicle collides with something solid,
spins wildly. Each tire takes 1 wound and the driver
suffering the effects of a failed crash check (see the
must immediately make a crash check.
Spycraft Espionage Handbook, page 193).
Stall: The agent’s maneuvers cause the aircraft
Engine Failure: One of the aircraft’s engines goes out.
to stall. The agent’s Defense and maneuver checks
If the aircraft has multiple engines, its speed and han-
suffer a –8 circumstance penalty during the next round,
dling (if positive) are reduced by one half (rounded
and a –4 circumstance penalty during the round after
down). If it’s a single-engine aircraft, it must immedi-
that, as the pilot rights the vehicle and regains airspeed.
ately attempt to descend and land, losing 300 ft. of alti-
Maximum Velocity (“V-Max”): The aircraft exceeds
tude per round. The pilot must make a vehicle skill
its stress tolerance and suffers 2d6 damage.
check (DC 25) or the vehicle suffers a “rough landing”
Water Collision: The vehicle grazes local scenery
(see the Spycraft Espionage Handbook, page 194).
or another vehicle, suffering 3d6 damage and the effects
Flat Spin: The vehicle enters a “spin." The pilot may
of the leak malfunction (see above).
make one vehicle skill check per round (DC 25) to right
the vehicle. With failure, the vehicle falls 500 ft.

68
“It’s 106 miles to Chicago. We’ve got a full tank of gas,
half a pack of cigarettes, it’s dark,
and we’re wearing sunglasses."
"Hit it."
- Jake and Elwood Blues,
The Blues Brothers

Spycraft
Vehicle Guide
4
Soldier/Wheelman Guide
INTRODUCTION LVEHICLES
OW C OST
The Spycraft Espionage Handbook presents a basic
selection of vehicles in each of the five broad groups —
Some vehicles as simply too small and inexpensive
personal vehicles and mounts, cars and trucks, air vehi-
to be purchased with gadget points and have a cash
cles, water vehicles, and armored and heavy vehicles.
value in the GP column. These vehicles may be requisi-
The rest of this chapter — the Spycraft Vehicle Guide —
tioned with field expenses during a mission (with no
presents an exhaustive list of generic vehicle types that
limit outside what the agents can afford), or with 1 bud-
may be requisitioned by agents, along with heavy
get point per vehicle during the Gearing Up phase (to
ordinance and new vehicular gadgets that can be
a maximum of one vehicle per vehicle type per agent).
installed by Research & Development.
A complete list of available vehicles is located
on Tables 4.1 at the back of this chapter. The following
sections break each group down into two or more sub-
groups or categories, within which many new vehicle
IVMPROVING
EHICLES
types are described. The abilities and skills used for all
vehicles in each category are included at the beginning Vehicles may be improved by installing gadgets and
of each section. vehicular ordinance, or through masterwork modifica-
Special Note: In some cases, vehicles have shifted tions. The details of each improvement follow.
from one category to another since the core release, Gadgets and Vehicular Ordinance: These improve-
and in the case of personal vehicles and mounts, ments may be installed at the home office, by the agent
the skill used to pilot these vehicles has changed as well. himself, or through a field specialist, with the following
This change was made to more adequately depict costs and time requirements.
balance-based and many heavily-constructed vehicles.
• Home Office: When a vehicle is issued from the home
We recommend that GCs allow players to adjust their
office, or if the vehicle is returned to a home office
agents’ skills accordingly where appropriate. (For more
garage (and the parts are available, per the GC’s discre-
information about the skills now used for each vehicle
tion), agents may have R&D specialists install normally
type, see the sections that follow and pages 33–37.)
requisitioned gadgets and ordinance at no extra cost.
When these items are requisitioned before the vehicle
is delivered to the agents, the installation requires
no extra time. When agents requisition gadgets or ordi-
nance for a previously requisitioned vehicle, however,

70
Spycraft Vehicle Guide
the installation requires 30 minutes per GP the item age as agents, with all associate penalties for being
costs (if the gadget or weapon takes up 2 or less option fatigued, stunned, etc. Use the statistics listed at the end
slots and isn’t concealed), or 1 hour per GP the item of each animal’s description when an animal is attacked.
costs (if the gadget or weapon either takes up 3 or more Mount Criticals: There is no critical hit table for
option slots or is concealed), or 2 hours per GP the item mounts, as there is with other vehicle types. When
costs (if the item both takes up 3 or more option slots a mount suffers a critical hit, all damage is applied
and is concealed). directly to its wounds, just as with an agent.
Animal-Drawn Vehicles: Many vehicles are drawn
• Field Specialists and Self-Installation: Refer to the new
by animals, such as chariots, dog sleds, and carriages.
rules for using the Mechanics skill, located on page 35.
A successful attack against an animal-drawn vehicle is
Gadgets must still be requisitioned normally from the
assumed to hit the drawn car (where the driver is locat-
home office. Ordinance may be requisitioned normally
ed), rather than the animals pulling it, though charac-
from the home office or purchased through the black
ters may target the animals with a –2 penalty.
market (see page 82).
Animals used to draw vehicles are assumed to
Masterwork Modifications: These improvements may be domesticated unless the GC determines otherwise,
only be installed by the agent himself or through a field and have the following statistics:
specialist. The rules for adding masterwork modifica-
• Work Dog: CR 1. SZ: M; Spd 40 ft.; Def: 12; v/wp: 12/8;
tions to a vehicle are located on pages 35 and 79.
Init: +1; Atk: Bite +1 melee (1d6+2); Face: 1 square;
Reach 1 square; SA None; SQ None; SV Fort +2, Ref +2,
Will +1; Str 14, Dex 12, Con 10, Int 2, Wis 12, Cha 6;
R EPAIRING
VEHICLES Skills: Listen +5, Spot +5, Swim +5.
• Work Horse: CR 1. SZ: L; Spd 40 ft.; Def: 12; v/wp:
20/10; Init: +2; Atk: Hooves +2 melee (1d6+2); Face:
An agent’s Mechanics skill and Intelligence modifier
1 square; Reach 1 square; SA None; SQ None; SV Fort
are applied when he personally repairs any standard-
+4, Ref +3, Will +1; Str 14, Dex 14, Con 12, Int 2,
issue vehicle (see the Spycraft Espionage Handbook,
Wis 12, Cha 6; Skills: Listen +5, Spot +5.
page 59). Gadget-based (super-science) vehicles may
only be repaired by the home office. If one animal of a multi-animal team is killed, the
vehicle must stop moving unless someone can release
the dead animal from the team chain, requiring
P ERSONAL
VMEHICLES AND
a successful Rope Use check (DC 15) and proximity to
the chain (i.e. for the character to be riding one of the
other animals or be at the very front of the vehicle,
as determined by the situation and the GC).
OUNTS Finally, the speed and MPH listed for animal-drawn
This group is broken into two basic categories: vehicles on Table 4.1 assumes a full team, as described
mounts and personal vehicles. below. When a vehicle is drawn by a larger or smaller
team, its speed and MPH are modified as follows:
Mounts Team Size Speed MPH
This category includes animals that can be ridden,
Half-team to Team –1 –10 ft. –1/2
from horses to camels to elephants, as well as animal-
Team –1 –5 ft. –1⁄2
drawn vehicles, such as chariots and carriages.
Team +1 +5 ft. +1⁄2
Basic Skill Use: An agent’s Handle Animal skill and
Team +1 to Double-team +10 ft. +1/2
Charisma modifier are applied when he rides any animal
(see the Spycraft Espionage Handbook, page 54). Animal-drawn vehicles may not be pulled by less
Mount Attacks: A rider can often direct a trained than half a full team or more than twice a full team.
mount to attack, as noted in some animal descriptions Healing Mounts: An agent’s First Aid skill and Wis-
below. Mounts attack during the rider’s initiative count. dom modifier are applied when healing any animal,
To attack during the same round as his mount, a rider though the agent may gain a synergy bonus if he has
must succeed with a Handle Animal check (DC 10). 5 or more ranks with the Handle Animal skill (see the
Attacking Mounts and Riders: Attacks on a mounted Spycraft Espionage Handbook, page 54). All rules for
rider are assumed to target the animal unless otherwise healing an animal operate the same as when healing a
specified in the mount’s description or a vehicular human (see the Spycraft Espionage Handbook, page 52).
“vital" shot is made (see page 53). Animals suffer dam- Special: Gadgets and ordinance may not be installed
on mounts.

71
Soldier/Wheelman Guide
Mount Descriptions: The following mounts deserve
special attention or feature special rules:
Sample Ground Vehicles • Camel: Camels cannot be trained to attack, but may
attack on their own if provoked. Animal Statistics: CR 1.
The following real-world ground vehicles were
SZ: L; Spd 40 ft.; Def: 13; v/wp: 15/15; Init: +0; Atk: Kick
constructed using base Spycraft Vehicle Guide statis-
+1 melee (1d6+3); Face: 1 square; Reach 1 square;
tics with combinations of ordinance and gadgets.
SA None; SQ None; SV Fort +6, Ref +2, Will +4; Str 14,
They’re provided here both for use in your games and
Dex 10, Con 17, Int 2, Wis 12, Cha 6; Skills: Listen +3,
as a sample of what you can accomplish with the
Spot +3.
Guide’s various tools.
• Chariot: Standard team size is 2 work horses.
M1A2 Abrams Main Battle Tank (USA) — GP: 22
The M1A2 Abrams is one of the most advanced • Dog Sled: Standard team size is 8 work dogs.
and deadly tanks in the world today.
• Elephant: If trained to attack, an elephant may be
Base Vehicle: Tank, main battle
directed to trample up to 4 opponents or Large size
Length: 32 ft. Width: 12 ft.
or smaller within the elephant’s standard move, charge,
Weight: 69 tons Crew: 4
or run range (as appropriate to the situation). This
Additional Qualities: LSP (1), RAR, RGD
attack requires one full round attack action. A separate
Masterworks Modifications: Gyro-stabilized, ther-
attack roll is made against each target using the rider’s
mal sights, turret.
Handle Animal skill bonus (including his Charisma mod-
Ordinance: 120mm cannon with turret and gyro,
ifier), and if successful, inflicts 2d8+15 normal damage
7.62 machine gun with turret and gyro, .50 cal
to each. Animal statistics: CR 8. SZ: H; Spd: 40 ft.;
(12.7mm) machine gun with turret, 7.62 machine gun.
Def: 11; v/wp: 60/22; Init: +0; Atk: Slam +12 (2d6+10)
M2A3 Bradley Fighting Vehicle (USA) — GP: 13 / gore +12 (2d8+15); Face: 1 square; Reach: 1 square;
This classic infantry fighting vehicle (and major SA: trample (see above); SQ: Hardness 1/—; SV Fort +8,
component of U.S. ground forces) provides protection Ref +2, Will +4; Str 30, Dex 10, Con 24, Int 2, Wis 12,
and support to six infantry troops. It's lightly armored Cha 6; Skills: Listen +6, Spot +6.
but fast enough to keep pace with all other modern
• Horse, Arabian: If trained to attack, an Arabian horse
ground elements, and is ideal for scouting operations.
may be directed to rear up and come down on top of,
Ironically, this light military vehicle destroyed more
or kick at, one opponent. An attack roll is made using
enemy armor during the Gulf War than the heavier
the rider’s Handle Animal skill bonus (including his
Abrams (see above).
Charisma modifier), and if successful, inflicts 1d6+4
Base Vehicle: IFV (infantry fighting vehicle)
normal damage. Animal statistics: CR 2. SZ: L; Spd: 60
Length: 21 ft. Width: 11 ft.
ft.; Def: 14; v/wp: 30/12; Init: +5; Atk: Hooves +5
Weight: 25 tons Crew: 3 + 6 Combat troops
(1d6+4) / bite +5 (1d4+2); Face: 1 square; Reach:
Additional Qualities: RAR, RGD
1 square; SA: None; SQ: DR None; SV Fort +5, Ref +5,
Ordinance: 25mm (23mm) machine gun, 7.62 mm
Will +1; Str 16, Dex 18, Con 14, Int 3, Wis 12, Cha 8;
machine gun, guided missile launcher (wire, light).
Skills: Listen +6, Spot +6, Swim +4.
T80 SMT (Soviet Medium Tank) (Russia) – GP: 24
• Horse, Domesticated (Riding): If trained to attack,
This refinement of previous models incorporates a
a common domesticated horse may be directed to rear
powerful engine and night fighting capability. The
up and come down on top of, or kick at, one opponent.
T-80 remains a credible threat appearing in large
An attack roll is made using the rider’s Handle Animal
numbers in Russia and many allied nations.
skill bonus (including his Charisma modifier), and if
Base Vehicle: Tank, main battle
successful, inflicts 1d6+2 normal damage. Animal
Length: 23 ft. Width: 12 ft.
Statistics: CR 1. SZ: L; Spd 40 ft.; Def: 13; v/wp: 20/12;
Weight: 50 tons Crew: 3
Init: +2; Atk: Hooves +2 melee (1d6+2); Face: 1 square;
Additional Qualities: RAR
Reach: 1 square; SA None; SQ None; SV Fort +4, Ref +3,
Masterworks Modifications: Paint laser, thermal
Will +1; Str 14, Dex 14, Con 12, Int 2, Wis 12, Cha 6;
sights, turret.
Skills: Listen +5, Spot +5.
Ordinance: 125mm (130mm) cannon with turret,
7.62mm machine gun with turret, 12.7mm machine • Horse, Pony: Much smaller than any horse, ponies cannot
gun with turret, guided missile launcher (television, attack when carrying a rider. Animal Statistics: CR 1. SZ:
light) with turret, 20mm grenade launcher with turret. M; Spd 35 ft.; Def: 12; v/wp: 10/10; Init: +1; Atk: Hooves
+1 melee (1d3+1); Face: 1 square; Reach 1 square; SA
None; SQ None; SV Fort +2, Ref +2, Will +0; Str 13, Dex
13, Con 12, Int 2, Wis 11, Cha 4; Skills: Listen +5, Spot +5.

72
Spycraft Vehicle Guide
• Horse, Racing: Racing horses are bred and trained for he may also take two half actions or one half action
speed, and may not be trained to attack. However, they each round without penalty. If he has his own
are superb on the track. When racing using modified parachute separate of the seat (or if he’s particularly
chase rules (see page 58), the lead is always adjusted daring), he can release himself from the seat with one
one length in this horse’s favor (–1 if the horse is the full action, eliminating the maneuver check penalty.
predator, +1 if the horse is the prey), after all other
• Parasail: This vehicle must be towed into the air by
effects have been applied (including chase results,
an airplane (of any size). It can remain airborne for
feat effects, etc.). When racing against the track (see
a maximum number of hours equal to the pilot’s total
page 58–59), this type of horse always gains +1 point
Balance skill ranks.
at the end of each round, again after all other effects
have been applied. Animal Statistics: CR 1. SZ: L; Spd 80 Personal Ground Vehicles
ft.; Def: 14; v/wp: 12/10; Init: +3; Atk: None; Face:
This category includes ground vehicles which
1 square; Reach: 1 square; SA None; SQ None; SV Fort
are ridden by one or two people and which are directed
+0, Ref +6, Will +1; Str 12, Dex 16, Con 10, Int 2,
by body motion or physical balance.
Wis 12, Cha 8; Skills: Listen +5, Spot +5.
Basic Skill Use: An agent’s Balance skill and
• Horse, Unbroken: As a domesticated horse, but wild Dexterity modifier are applied when driving any
and untrained, increasing the DC to convince it to do personal ground vehicle (see page 97).
anything by +4. Animal Statistics: CR 1. SZ: L; Spd 40 Vehicle Descriptions: See Table 4.1 for each vehicle’s
ft.; Def: 13; v/wp: 20/12; Init: +0; Atk: Hooves +2 melee statistics. The following personal ground vehicles
(1d6+2); Face: 1 square; Reach 1 square; SA None; deserve special attention or feature special rules:
SQ None; SV Fort +4, Ref +3, Will +1; Str 14, Dex 14,
• Boards: Unless secured, any critical failure with a
Con 12, Int 2, Wis 12, Cha 6; Skills: Listen +5, Spot +5.
ground board may result in the agent being thrown free
• Horse and Buggy: Standard team size is 1 work horse. and skidding to a stop (per the GC’s discretion). Thrown
agents suffer 1d6 points of subdual damage per 2 MPH
• Horse and Carriage: Standard team size is 4 work horses.
the board is moving.
• Mule/Ox: These stable but slow pack animals are
perfectly suited for prolonged travel but not very Personal Water Vehicles
well-equipped for chases. (Animal Statistics: CR 1. SZ: L; This category includes water vehicles which are
Spd 30 ft.; Def: 10; v/wp: 20/14; Init: +1; Atk: Hooves +2 ridden by one or two people and which are directed by
melee (1d4+3); Face: 1 square; Reach 1 square; SA None; body motion or physical balance.
SQ None; SV Fort +5, Ref +3, Will +0; Str 16, Dex 13, Basic Skill Use: An agent’s Balance skill and
Con 17, Int 2, Wis 11, Cha 6; Skills: Listen +5, Spot +5). Dexterity modifier are applied when controlling any
personal water vehicle (see page 98).
Personal Vehicles Vehicle Descriptions: See Table 4.1 for each vehicle’s
This category is further divided by personal vehicle statistics. The following personal water vehicles deserve
type (air, ground, or water). special attention or feature special rules:

Personal Air Vehicles • Boards: Unless secured, any critical failure with a water
board may result in the agent being thrown free (per
This category includes air vehicles which are ridden
the GC’s discretion). Thrown agents suffer 1d4 points of
by one or two people and which are directed by body
subdual damage per 2 MPH the board is moving.
motion or physical balance.
Basic Skill Use: An agent’s Balance skill and • Jet Skis and Water Skis: Unless secured, any critical fail-
Dexterity modifier are applied when flying any ure with water skis may result in the agent being
personal air vehicle (see page 97). thrown free and skidding to a stop (per the GC’s discre-
Vehicle Descriptions: See Table 4.1 for each vehicle’s tion). Thrown agents suffer 1d6 points of subdual dam-
statistics. The following personal air vehicles deserve age per 2 MPH the skis are moving.
special attention or feature special rules:
• Submersible Sled: This one-man jet sled is designed to
• Hang Glider: This vehicle must be launched off a plat- tow one agent through any underwater environment.
form, such as a building or cliff, no less than 100 ft. The agent must grasp the hand rail when towed, requir-
high. It can remain airborne for a maximum number of ing one of his hands.
hours equal to the pilot’s total Balance skill ranks.
• Jettisoned Cockpit Seat: An agent strapped into a jetti-
soned cockpit seat during a freefall chase suffers a –4
circumstance penalty to his maneuver checks, though

73
Soldier/Wheelman Guide
C ARS AND
Sample Water Vehicles
TRUCKS
The following real-world water vehicles were con-
structed using base Spycraft Vehicle Guide statistics
This group is broken into two basic categories: cars
with combinations of ordinance and gadgets. They’re
and trucks.
provided here both for use in your games and as a
sample of what you can accomplish with the Guide’s Cars
various tools.
This category includes four-wheeled ground vehicles
LCAC-1 (Landing Craft Air Cushion) (USA) — GP: 10 of lightweight to medium construction. Typically small-
These huge hovercraft can transport 60- to 70-ton er than trucks, cars carry small numbers of people or
payloads — equivalent to 24 troops with full gear and light loads of cargo.
supplies or one main battle tank! Basic Skill Use: An agent’s Driver skill and Dexterity
Base Vehicle: Hovercraft, beach landing modifier are applied when behind the wheel of any car
Length: 88 ft. Beam: 47 ft. (see page 98).
Displacement: 180 tons fully loaded Vehicle Descriptions: See Table 4.1 for each vehicle’s
Crew: 5 + 24 combat troops statistics.
Ordinance: 2× 12.7mm machine guns. Loaded
combat troops may also fire personal weapons. Trucks
This category includes four-wheeled and multi-
Los Angeles Class Submarine (USA) — GP: 33
wheeled ground vehicles of heavy construction, often
The Los Angeles class submarine has been a
designed with a specific task in mind. Typically larger
predator in the world's oceans for over 25 years.
than cars, trucks carry large numbers of people or heavy
Undergoing numerous electronics and weapons refits
loads of cargo.
over its lifetime, this vessel remains a state-of-the-art
Basic Skill Use: An agent’s Driver skill and Dexterity
combination of stealth, endurance, and firepower.
modifier are applied when behind the wheel of any
Base Vehicle: Submarine, Military
truck (see page 98–99).
Length: 360 ft. Beam: 33 ft.
Vehicle Descriptions: See Table 4.1 for each vehicle’s
Displacement: Approx. 6,900 tons submerged
statistics. The following trucks deserve special attention
Crew: 134
or feature special rules:
Additional Qualities: STC
Ordinance: Missile launcher (television, heavy) • Road Grader: This long vehicle consists of six wheels
with 7 reloads, 2× torpedoes (heavy, short range) with (two at the front, four at the back), connected by a
4 reloads. central horizontal steel shaft that guides a scoop-like
WHEC (High Endurance Cutter) (USA) — GP: 27 device over asphalt after street construction.
The largest vessels ever built for the U.S. Coast
• Truck Stake-Sided: The back half of this truck consists
Guard (aside from polar ice breakers), the twelve ships
of a flat area fenced off or enclosed by a wooden or
in this class are marvels of multi-role naval engineer-
steel cage, which can carry junk, cattle, and on very bad
ing. Equipped with complete facilities to service and
days, munitions, missiles, or stacks of bodies.
launch helicopters in all weather, these cutters oper-
ate as mobile law enforcement, combat, and search
and rescue bases.
Base Vehicle: Military, destroyer
Length: 378 ft. Beam: 43 ft.
WATER VEHICLES
This group is broken into two basic categories: sur-
Displacement: 3,250 tons Crew: 167
face water vehicles and submersible water vehicles.
Masterworks Modifications: Turrets (×4)
Gadgets: Vehicle bay (helicopter deck) Surface Vehicles
Ordinance: 76mm (75mm) gun with turret,
This category includes water vehicles that cannot
2x 25mm (23mm) machine guns with turret, 20mm
submerge beneath the surface.
(23mm) machine gun with +4 automation. Loaded
Basic Skill Use: An agent’s Boating skill and
combat troops may also fire personal weapons.
Dexterity modifier are applied when controlling any
surface water vehicle (see page 99).
Vehicle Descriptions: See Table 4.1 for each vehicle’s
statistics. The following surface water vehicles deserve
special attention or feature special rules:

74
Spycraft Vehicle Guide
• Military, Patrol-Torpedo (PT): While designed to be ex- Sample Air Vehicles
pendable and decomissioned after WWII, PT boats can The following real-world air vehicles were con-
still be found in remote locations and private collec- structed using base Spycraft Vehicle Guide statistics
tions. PT boats usually carry a crew of near 10, and are with combinations of ordinance and gadgets. They’re
approximately 70 feet long. provided here both for use in your games and as a
sample of what you can accomplish with the Guide’s
• Ship, Barque: Barques are the most common tall ships
various tools.
still in use, and are seen in both three and four mast
varieties, approximately 150 feet in length. A-10 Thunderbolt II (USA) - GP: 32
One of the most distinctive combat aircraft in the
Submersible Vehicles world, the A-10 has a decidedly old fashioned appear-
This category includes water vehicles that can sub- ance with straight, unswept wings and a split vertical
merge beneath the surface (most of which can sail along tail reminiscent of WWII bombers. Able to carry mas-
the surface as well). sive payloads and literally built around the massive
Basic Skill Use: An agent’s Boating skill and Dexter- GAU-8/A 30mm gatling cannon, the A-10 is the U.S.'s
ity modifier are applied when controlling any sub- premier ground attack craft and every tank driver's
mersible water vehicle (see page 99–100). nightmare come true.
Vehicle Descriptions: See Table 4.1 for each vehicle’s Base Vehicle: Fighter, ground attack
statistics. The following submersible water vehicles Length: 53 ft. Width: 58 ft.
deserve special attention or feature special rules: Weight: 26 tons Crew: 1
Additional Qualities: ARF, CHF, FLR, RGD
• Escape Pod: This default statistic set is constructed for
Masterworks Modifications: Thermal sights
use when masterminds fall back on their last ditch
Gadgets: Bulletproof windows
effort to evade the agents — a trusty pod jettisoned
Ordinance: 30mm machine gun, 500 lb. iron bomb
from their underwater headquarters or submarine.
with 3 reloads, guided missile launcher (television,
• Submersible, Drone: Drones are unmanned vehicles heavy) with 3 reloads.
usually controlled by remote. When controlling a drone,
B-1B Lancer (USA) — GP: 37
an agent uses his Wisdom modifier instead of his
This supersonic long-range bomber holds several
Dexterity modifier. With the proper gear (provided with
world records for speed, payload and distance, and
the vehicle at no extra cost), a drone submersible may
combines performance traits of fighter aircraft with
be controlled from up to 5 miles away.
the enormous payloads of conventional bombers.
• Submersible Sled: This team-size jet sled is designed to Base Vehicle: Bomber, supersonic
tow up to four agents through any underwater envi- Length: 146 ft.
ronment. Each agent must grasp the hand rail to be Width: 137 (wings extended), 79 (wings swept)
towed, requiring one of his hands. On team models, Weight: 239 tons Crew: 4
agents may also stand on a shallow step at the sled’s Additional Qualities: CHF, DEC, FLR, JCM
back end, gaining a +1 circumstance bonus to Balance Gadgets: GPS pursuit unit, obstacle detection
checks made while standing on the sled. system
Ordinance: 1,000 lb. precision bomb with 11
reloads.
AIR VEHICLES
This group is broken into three basic categories:
Mi-24 Hind (Russia) — GP: 22
This Russian gunship and assault transport is
heavily armored, carries a large troop contingent, and
fixed-wing air vehicles, lighter-than-air vehicles, and
mounts a flexible weapons load. Widely deployed
rotor-wing air vehicles.
within Russia, and sold to many Third World allies,
Fixed Winged Vehicles this vehicle can logically show up appear in Spycraft
games set nearly anywhere.
This category includes air vehicles that are held aloft
Base Vehicle: Helicopter, gunship
primarily by jet or propeller engines mounted on the
Length: 57 ft. Width: 21 ft.
vehicle’s wing(s).
Weight: 12 tons Crew: 2 + 8 combat troops
Basic Skill Use: An agent’s Pilot skill and Dexterity
Additional Qualities: CHF, FLR, RGD
modifier are applied when controlling any fixed wing
Ordinance: 12.7mm machine gun, 2× 70mm rock-
air vehicle (see page 100).
ets, 2× guided missile launcher (IR, standard). Loaded
Vehicle Descriptions: See Table 4.1 for each vehicle’s
combat troops may also fire personal weapons.
statistics. The following fixed wing air vehicles deserve
special attention or feature special rules:

75
Soldier/Wheelman Guide
• Airliner, Light: This type of airliner includes 727s, 737s, • Reconnaissance, High Altitude: This type of reconnais-
KC-141s, and similar models. sance plane includes the U2 “Dragon Lady” and similar
models.
• Airliner, Jumbo: This type of airliner includes 747s, 757s,
777s, and similar models. • Reconnaissance, High-Speed: This type of reconnais-
sance plane includes the SR-71 Blackbird and similar
• Airliner, Private: This type of airliner includes lear jets,
models.
puddle jumpers, and similar models.
• Rockets: Primarily used for space exploration, rockets
• Airliner, Supersonic: This type of airliner includes the
are also employed by the Agency and its enemies
Concorde and similar models.
as covert methods of rapid transportation, sometimes
• Bomber, Light: This type of bomber includes the A-3 into and beyond the outer atmosphere and sometimes
Skywarrior, A-4 Skyhawk, A-6 Intruder, and similar between environments (i.e. from underwater and deep
models. within the earth into the air or a programmed location
elsewhere on the globe).
• Bomber, Heavy: This type of bomber includes the B-52
“Super Fortress” and similar models. • Skycar: This type of air vehicle includes the Moeller
Skycar and similar models.
• Bomber, Supersonic: This type of bomber includes the
B-1 Lancer and similar models. • Transport, Light: This type of air vehicle includes the
C-130 Hercules (Earth’s most common military aircraft,
• Bomber, Stealth: This type of bomber includes the B-2
with both cargo and gunship configurations), and sim-
Spirit and similar models.
ilar models.
• Fighter, Air-Superiority: This type of fighter includes
• Transport, Standard: This type of air vehicle includes
the F-15 Eagle, Mirage, Saab Vigen, and similar models.
the C-17 Globemaster and similar models.
• Fighter, Attack: This type of fighter includes the RAF
• Transport, Heavy: This type of air vehicle includes the
Tornado and similar models.
enormous C-5 Galaxy (large enough to contain a full
• Fighter, Drone: Drones are unmanned vehicles usually regulation basketball court in the hold, or a complete
controlled by remote. Stealth planes, or Unmanned operations center — and a tank) and similar models.
Aerial Vehicles (UAVs), are designed to carry cameras,
sensors, communications equipment, and other pay- Lighter-Than-Air vehicles
loads. When controlling a drone, an agent uses his This category includes air vehicles that are held aloft
Wisdom modifier instead of his Dexterity modifier. primarily by lighter-than air gases.
With the proper gear (provided with the vehicle at no Basic Skill Use: An agent’s Pilot skill and Dexterity
extra cost), a drone fighter may be controlled from up modifier are applied when controlling any lighter-than-
to 100 miles away. air vehicle (see page 100).
Vehicle Descriptions: See Table 4.1 for each vehicle’s
• Fighter, Future: This type of fighter includes the F-22
statistics.
Raptor, F-35, and similar models.
• Fighter, Ground Attack: This type of fighter includes Rotor-Wing Vehicles
the A-10 and similar models. This category includes air vehicles that are held aloft
primarily by rotors or a combinations or rotors and
• Fighter, VTOL (Vertical Take-Off and Landing): This type
wings.
of fighter includes the Hawker Harrier jump jet, Osprey,
Basic Skill Use: An agent’s Pilot skill and Dexterity
and similar models.
modifier are applied when controlling any rotor-wing
• Fighter, Strike: This type of fighter includes the F-14 air vehicle (see page 100–101).
Tomcat, F-16 Falcon, F/A-18 Hornet, and similar Vehicle Descriptions: See Table 4.1 for each vehicle’s
models. statistics. The following rotor-wing air vehicles deserve
special attention or feature special rules:
• Fighter, Stealth: This type of fighter includes the F-19
and similar models. • Helicopter, Attack: This type of helicopter includes the
AH-64 Apache, AH-1W Super Cobra, and similar mod-
• Prop-Planes: These models include sea planes, ski
els.
planes, and aircraft that don’t land on wheels.
• Helicopter, Cargo: This type of helicopter includes the
• Reconnaissance, Drone: See fighter drone, above.
Sikorsky two-rotor series, “flying crates,” “flying
cranes,” and similar models.

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Spycraft Vehicle Guide
• Helicopter, Commercial: This type of helicopter includes Railed Armored
many light models used for commercial business. and Heavy Vehicles
• Helicopter, Drone: Drones are unmanned vehicles usual- This category includes armored and heavy vehicles
ly controlled by remote. When controlling a drone, that run on rails.
an agent uses his Wisdom modifier instead of his Basic Skill Use: An agent’s Driver skill and Dexterity
Dexterity modifier. With the proper gear (provided with modifier are applied when controlling any railed
the vehicle at no extra cost), a drone helicopter may be armored or heavy vehicle (see page 101).
controlled from up to 100 miles away. Vehicle Descriptions: See Table 4.1 for each vehicle’s
statistics.
• Helicopter, Gunship: This type of helicopter includes the
Huey series, Bell 222 Black Widow, Hind-24, and similar Tracked Armored
models. and Heavy Vehicles
• Helicopter, Light: This type of helicopter includes tiny This category includes armored and heavy vehicles
traffic units, tourist rides, and similar models. that run on tracks.
Basic Skill Use: An agent’s Driver skill and Dexterity
• Helicopter, Military: This type of helicopter includes the
modifier are applied when controlling any tracked
Blackhawk series, Pavehawk series, and similar models.
armored or heavy vehicle (see page 101).
• Helicopter, Service: This type of helicopter includes Vehicle Descriptions: See Table 4.1 for each vehicle’s
many med-evac and corporate models. statistics. The following tracked armored and heavy
vehicles deserve special attention or feature special
rules:
A RMORED AND
HEAVY VEHICLES • Amphibious Assault Vehicle: This specific type of In-
fantry Fighting Vehicle (see below) is seen in almost
every military force in the world, with great variation
This group includes all armored ground vehicles and between models. All models are able to traverse at least
any ground vehicle with more than two axles. It’s bro- shallow water, however.
ken into three basic categories: railed armored and
• Digger-Driller: This vehicle is capable of burrowing into
heavy vehicles, wheeled armored and heavy vehicles,
and through the earth using one or more large screws
and tracked armored and heavy vehicles.
that grind the earth apart and funnel it to either side.
• Infantry Fighting Vehicle: This type of tracked armor
includes the M2 Bradley, BMP-2, and similar models.

77
Soldier/Wheelman Guide
• Tank, Amphibious: This type of tracked armor includes equalize with the environment inside or outside the
the LVT-A water-traversing tank and similar models. vehicle over the course of 2 rounds per 5-ft. square
of air lock floor space. The air lock’s floor space must
• Tank, Pocket: This type of tracked armor includes the
be determined when the vehicle is requisitioned (up to
M22 Locust light tank and similar models.
a maximum of 6 squares or 1/2 the vehicle’s available
• Tank, Main Battle: This type of tracked armor includes option slots, whichever is lower). Each square of air lock
the M1A1 and M1A2 Abrahms and similar models. floor space takes up 2 available option slots.
Air Refueling (ARF)*: This aircraft is equipped with
• Tank, Super-Heavy: This type of tracked armor includes
a standard mid-air refueling tank, and can take on fuel
the largest tanks available today.
while in flight from an appropriately equipped airborne
Wheeled Armored refueler. Given steady refueling, this aircraft can remain
and Heavy Vehicles aloft indefinitely (or until a critical failure or other
condition causes it to land).
This category includes armored and heavy vehicles
Armor, Heavy (AHV): This vehicle is designed
that run on wheels.
for combat and makes the best use of its armor. When
Basic Skill Use: An agent’s Driver skill and Dexterity
an opponent rolls a threat when attacking this vehicle,
modifier are applied when controlling any wheeled
the opponent must spend an extra action die to activate
armored or heavy vehicle (see page 101).
the critical hit.
Vehicle Descriptions: See Table 4.1 for each vehicle’s
Camouflage (CMF)*: This vehicle has been colored
statistics. The following wheeled armored and heavy
to blend in with one type of terrain. While in that type
vehicles deserve special attention or feature special
of terrain, the DCs for opponent Spot and Search checks
rules:
to notice the vehicle are increased by +2 at 50 ft. to 500
• Armored Drone: Drones are unmanned vehicles usually ft., +4 at 500 ft. to one mile, and +6 at over 1 mile.
controlled by remote. When controlling a drone, an Chaff (CHF): This vehicle’s sensors watch for attacks
agent uses his Wisdom modifier instead of his Dexterity guided by short range radar. When such an attack is
modifier. With the proper gear (provided with the vehi- launched against the vehicle, packets of metallic foil are
cle at no extra cost), an armored drone may be con- scattered by a tiny explosive charge, creating an enor-
trolled from up to 100 miles away. mous target for the radar to track instead of the vehicle.
This grants the vehicle a +4 gear bonus to Defense when
• Infantry Fighting Vehicle: This type of vehicle is differ-
this vehicle is attacked by radar-guided missiles (see
entiated from tracked Infantry Fighting Vehicles by its
Table 4.1: Master Vehicle Guide Table). This bonus
smaller passenger cabin, increased handling, and lower
stacks with the bonus gained from the decoy’s quality.
durability.
Decoys (DEC): This vehicle’s sensors watch for
attacks guided by infrared, radar, or television. When
such an attack is launched against the vehicle, small
VQEHICULAR
UALITIES
drones are launched that mimic the vehicle’s radar and
thermal signals, distracting the attacker’s tracking sys-
tem with a realistic duplicate. This grants the vehicle
The following new qualities apply to several types a +2 gear bonus to Defense against infrared radar,
of vehicles presented in this book, and may appear and TV-guided weapons (see Table 4.1: Master Vehicle
in future supplements. Guide Table). This bonus stacks with the bonuses gained
All qualities are assumed to be in effect at all times from the chaff and flare qualities.
(that is, you can’t turn them on and off when you like). Exotic (EXO): This vehicle is unusual, either due
Many qualities require you to have at least one rank to its unique controls or peculiar abilities, and agents
with the skill used to control the vehicle to benefit from suffer a –4 penalty to all maneuver checks made while
them — these are marked with an asterisk (“*"). operating it. This penalty is reduced by 1 for each week
Finally, a three-letter code is listed beside each qual- during which the agent operates the vehicle for 20 hours
ity. These are used to show which vehicles have each or more.
quality on the master tables at the end of this chapter. Extra Options (EOP): This vehicle can host more
Air Lock (AIR): This vehicle is equipped with an air weapons or gadgets than others of its type. Common
lock so that agents may enter and leave the vehicle in with military vehicles, this quality increases a vehicle’s
hostile environments — such as underwater, space, or a available option slots by 2.
cloud of poison gas — without endangering those inside. Five-Point Harness (FPH): This elaborate set of har-
The air lock consists of a small pressurized room nesses and restraints restrain the driver and passengers
between two heavily armored doors. This area can during a collision, keeping them from bouncing around

78
Spycraft Vehicle Guide
inside the vehicle’s cabin. When the vehicle crashes, the driver and any passenger receives a standard cover
the agent and each passenger may choose to forego Defense bonus for the percent listed after this quality
the standard Jump check to automatically suffer only (see the Spycraft Espionage Handbook, page 171, and
half damage. Table 4.1: Master Vehicle Guide Table).
Flares (FLR): This vehicle’s sensors watch for heat- Reactive Armor (RAR): Like the heavy armor quality
seeking attacks. When such an attack is launched (see opposite), this quality forces an opponent who rolls
against the vehicle, high temperature flares are ejected a threat when attacking this vehicle to spend an extra
to create a “brighter" target than the vehicle’s engines. action die to activate the critical hit. Further, when
This grants the vehicle a +4 gear bonus to Defense a weapon with the armor-piercing quality is used to
against weapons guided by an infrared targeting system attack this vehicle, the attack loses the effects of the
(see Table 4.1: Master Vehicle Guide Table). This bonus armor-piercing quality. Likewise, when a weapon with
stacks with the bonus gained from the decoys quality. the armor-defeating quality is used to attack this
Hot (HOT): This vehicle simply oozes style, elegance, vehicle, the attack is considered to be armor-piercing
or panache. The agent receives a +1 gear bonus to instead.
all Charisma-based skill checks when associated with Refueler (RFL): This vehicle is equipped to perform
his vehicle (usually when both he and the vehicle are aerial refueling of other aircraft that have the air refu-
within line of sight of the person toward which the skill eling quality (see opposite).
check is directed). Rugged (RGD): This vehicle is especially tough, able
Jamming Counter-Measures (JCM): This vehicle’s to withstand incredible abuse; it gains 2 additional
sensors watch for optically-guided attacks. When such points of hardness.
an attack is launched against the vehicle, powerful Snow Ready (SRD): This vehicle has spiked tires
pulses are sent at the incoming missile to scramble and or other devices that produce traction on snow and ice,
confuse its guidance system. This grants the vehicle a greatly improving its performance on these terrains (see
+5 gear bonus to Defense against weapons guided by pages 54–55 for more information).
television (see Table 4.1: Master Vehicle Guide Table). Stealth Design (SDS): This vehicle's body is designed
Life Support (LSP): This vehicle is sealed against the to reflect radar and sonar waves, preventing them from
outside environment and atmosphere (including water) detecting the vehicle. This increases the vehicle’s
and has living facilities, food stocks, and air reserves. Defense bonus against radar- and sonar-guided attacks
It can maintain a sealed environment for its entire by +4 (see Chaff and Decoys, opposite).
crew and a number of passengers up to its occupancy Stealth Technology (STC): This vehicle uses a combi-
for a number of days up to the number listed in paren- nation of radar-absorbent, sonar-absorbent, and trans-
theses after this quality (see Table 4.1: Master Vehicle parent materials to “cloak” its electronic signature. This
Guide Table). quality grants a +3 gear bonus to vehicle-based Hide
Living Quarters (LVQ): This vehicle is equipped with checks to avoid being noticed by radar and sonar.
sufficient beds, food storage, and restrooms to serve Tracked (TRK): This vehicle uses a set of tank treads
its entire crew and a number of passengers up to its for locomotion, giving it superior off-road performance
occupancy. (see pages 54–55 for more information).
Maintenance Friendly (MTF): Some vehicles, either Vertical Take-Off and Landing (VTL): This aircraft
by design or fortune, have readily accessible compo- may hover in place and even back up, sideslip, climb,
nents and are particularly easy to repair. The time re- or descend without forward movement. It may also take
quired to make any Mechanics skill check to work on off and land vertically, like a helicopter.
this vehicle is halved (rounded up).
Non-Visual Sensors (NVS): This vehicle has no
window, and must rely upon its sensors to navigate,
which may be jammed or mislead (using or gear or gad-
gets that cause electronic interference). On Table 4.1:
M ASTERWORK
VEHICLES
Master Vehicle Guide Table, this quality is followed with
Some vehicles excel beyond the limits of normal
the vehicle’s sensor rating, which is used against
performance or feature special upgrades that set them
electronic interference (see page 88).
apart from the average model. The Agency’s mechanics
Off Road (ORD): This vehicle is well prepared for
are capable of making many modifications to even the
the challenges of off-road driving, and gains benefits
most impressive base models, and skilled agents can
in such terrains (see pages 54–55).
often do the same. This section covers the basics of such
Open Top (OPT): This vehicle leaves the driver
“masterwork” vehicles, and the many options available
exposed to enemies, allowing them to attack him or
for them.
the passengers instead of the vehicle. When attacked,

79
Soldier/Wheelman Guide
Rules for applying masterwork vehicle modifications Increased Handling (any vehicle): By replacing the
are found under New Uses for the Mechanics skill on sway bars of a car, redesigning the flaps and ailerons of
page 35. a jet, or adding supplementary rudders or steering jets
The cost of any masterwork vehicle modification to a ship, the vehicle’s handling may be improved. If the
is added to the vehicle’s total value. If an agent allocates vehicle’s base handling is 0 or positive when this mod-
this value from his custom ride gadget point allotment, ification is applied, its handling is increased by +1. If its
the Agency replaces the vehicle with all successfully handling is negative when this modification is applied,
added modifications if it is lost or destroyed. If the cost its handling increased by +2. Cost: 3 GP or $5,000 for
is paid from the agent’s mission-based GP, the Agency small and medium vehicles, or the same amount plus an
does not replace the vehicle. additional 2 GP or $10,000 per size class above medium
When adding a second or later masterwork modifi- for larger vehicles.
cation to the same vehicle, add +2 GP per previous Increased Speed (any vehicle): By replacing a vehi-
modification to the cost. cle’s engine with a more powerful model, its overall
Special Note: Masterwork modifications cannot be speed is increased, adding 10% of the vehicle’s base
applied to mounts. speed value to its speed, cruising MPH, and top MPH.
Cost: 4 GP or $50,000 for ground and water vehicles,
Base Model Modifications $100,000 for air vehicles.
Brakes, Racing (ground and personal ground vehicles Lightened Body (any vehicle): Many non-essential
only): This vehicle is fitted with a full kit of profession- parts of this vehicle are stripped out to reduce its weight
al racing brakes which grant the driver a +2 gear bonus and improve its speed. The vehicle’s top MPH and
to obstacle and crash checks. Cost: 3 GP or $20,000. wounds are each increased by 10% of their base values.
Brakes, Sport (ground, personal ground, and armored This modification takes up 2 of the vehicle’s option
and heavy vehicles only): This vehicle is fitted with slots. Cost: 2 GP or $12,000.
slightly oversized, computer-controlled brakes, provid- Performance Chip (any vehicle): The vehicle is fitted
ing it with superior obstacle avoidance. Its driver gains with a high performance chip, electronically tuning the
a +2 gear bonus to obstacle checks. Cost: 2 GP or engine for optimum performance. The vehicle’s speed
$6,000. and cruising MPH (but not its top MPH) are each
Custom Look: This vehicle has a high-end paint job, increased by 10% of their base values. Cost: 1 GP or
trim, and other flashy bits designed to attract attention $3,000.
and generate envy. This modification grants a +4 gear Tires, slicks (ground, personal ground, and wheeled
bonus to seduction attempts (see the Spycraft Espionage armored and heavy vehicles only): The vehicle’s tires are
Handbook, page 270). Cost: 1 GP or $2,000. replaced with wide, treadless variants made from a
special rubber compound that provides superior
performance on asphalt. This allows the driver to ignore

80
Spycraft Vehicle Guide
the first three maneuver check errors scored on such Quick ‘n’ Dirty
terrain during each session. Thereafter, the vehicle’s new Masterwork Items
tires are worn and its error range is increased by 1.
Though it’s possible to circumvent the standard
Further, a vehicle with slick tires suffers double the
masterwork system, most professionals would advise
penalty for all off-road penalties (see pages 54–55).
against it, and with good reason. Any character –
Slick tires may be swapped for another type mid-session
whether skilled or not – may voluntarily perform a
(replacing these characteristics with those of the vehi-
quick ‘n’ dirty masterwork modification with only
cle’s base tires or another variant). This requires two full
ordinary instructions (such as can be found on the
actions, during which the vehicle may not be in motion.
Internet or any well-stocked public library), but the
Cost: 4 GP or $30,000. A spare set of slick tires (to
process has a profound impact upon the item’s per-
replace a worn set) costs an additional 1 GP or $8,000.
formance.
Tires, solids (ground, personal ground, and wheeled
Each quick ‘n’ dirty modification reduces the
armored heavy vehicles): The vehicle is fitted with solid
amount of time required by half (rounded down), and
tires which have a hardness of 4 and 10 wounds each.
cuts the cost of materials to 1/10 normal (again
Cost: 1 GP or $1,500.
rounded down). This cost may only be paid with field
Turbo Kit (any vehicle): The vehicle is fitted with
expenses, as BP may never be used for quick ’n’ dirty
a turbo charger (or larger air pump if the base version
masterwork options.
is a turbo). This increases the vehicle’s speed, cruising
With a successful skill check, the vehicle gains the
MPH, and top MPH by 10% of their base values each.
effects of the desired masterwork modification, but
However, turbo engines suffer lag, applying a –2 gear
the error range of anyone who drives it also increas-
penalty to the driver’s initiative rolls. Cost: 3 GP or
es by 2 (e.g. from 1–2 to 1–4), and if the agent ever
$35,000.
scores an error with it, the GC must only spend one
Security Modifications action die to unleash the worst possible critical fail-
ure, up to and including a forced crash or breakdown.
Camouflage (any vehicle): The vehicle is painted in a
Two examples of real-world critical vehicle fail-
way that breaks up its visual silhouette in certain terrain
ures include a spin-out (resulting in a crash check
and grants it the camouflaged quality. Cost: 1 GP or
with a high DC to avoid colliding with scenery or
$1,000.
other vehicles) and a broken fuel line that results in a
Jamming Technology (any vehicle): This vehicle is
serious engine fire (see pages 67–68 for more about
fitted with technology that can confuse other vehicle
vehicle failures).
sensors (such as those aboard a submarine), allowing
the driver or person manning the jamming technology
to attempt electronic interference (see page 88). This
jamming technology’s power rating is +4, though it can Vehicular Weapon
be augmented with the advanced jamming technology Accessory Modifications
gadget (see page 94). Cost: 3 GP or $15,000.
Paint Laser (any vehicle): This low-power laser
Tracer Security (any vehicle): If the vehicle is started
is used to illuminate or “paint” a target so that other
without a special electronic key, or bypassed with a
weapons can home in on it with great accuracy.
successful Open Locks check (DC 35), it immediately
This modification operates like a weapon, with a range
broadcasts its location to a central tracking facility.
increment of 250 ft. If an attack with the weapon hits
Finding and disabling the tracer security requires a
and the user then holds the laser steady on the target
Mechanics check (DC 30). This check takes 3 hours, and
(requiring one half action each round, during which the
retries are permitted. This modification takes up 1 of the
user may not move), all friendly TV-guided missiles and
vehicle’s option slots. Cost: 2 GP or $12,000.
precision bombs gain a +2 to both their attack rolls and
Whisper Mode (any engine-driven vehicle): The
treat ranges. Further, it a threat is scored with an attack
vehicle is specially modified to run silently. While in
using one of these weapons, the attacker need not spend
“whisper mode" the vehicle’s speed and cruising speed
an action die to convert the threat to a critical. Cost: 3
are each cut in half (rounded up). Further, the vehicle’s
GP or $30,000 (restricted).
Defense is reduced by –2. However, this modification
Thermal Sights (any vehicle): The vehicle is fitted
greatly reduces the vehicle’s noise emissions, granting
with an infrared targeting system, allowing the driver to
a –15 modifier to all Listen checks to detect or locate it.
ignore concealment penalties from darkness and smoke
This modification takes up 2 of the vehicle’s option
when firing at heat-emanating vehicles or people. Cost:
slots. Cost: 4 GP or $30,000 for personal, ground,
3 GP or $30,000 (restricted).
or water vehicles, 6 GP or $45,000 for air and armored
and heavy vehicles.

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Soldier/Wheelman Guide
Gyro Stabilized (any vehicle): One or more of the Vehicular weapons may also be installed into usual
vehicle’s weapons are mounted in special gyro-stabi- refinements packages of five or more individual
lized brackets that help to keep them steady as the vehi- weapons, using the same rules as for gadget-based usual
cle moves. Each round, the attack roll penalty applied refinements. Gadgets and ordinance may be combined
by the vehicle’s current speed is calculated as if the in one usual refinement package if the agents wish.
vehicle is moving at half its current speed (rounded
Example: A particularly large vehicle might host
down). This modification takes up 1 of the vehicle’s
one 30mm cannon (4 GP), one infra-red standard guid-
option slots per stabilized weapon. Cost: 1 GP + 1 GP
ed missile launcher (4 GP), one light mine-layer (3 GP),
per stabilized weapon or $15,000 plus $10,000 per
and two 7.62mm vehicular machine guns (1 GP each).
stabilized weapon.
Because five or more weapons are being installed at the
Turret (any vehicle): This vehicle has one or more
same time, the total cost of all five is reduced by half,
rotating turrets, each allowing one weapon to fire in
rounded up (in this case, from 13 GP to 7 GP).
any horizontal direction (see pages 83–84). Each turret
modification takes up 2 of the vehicle’s option slots. Example 2: Another vehicle might host one light
Cost: 3 GP for first turreted weapon +2 per additional mine-layer (3 GP), two 7.62mm vehicular machine guns
turreted weapon, or $40,000 for first turreted weapon (1 GP each), an auto-tint gadget (1 GP), and an ejection
+$15,000 per additional turreted weapon. seat (1 GP). This package consists of both weapons and
gadgets, but it still qualifies for the usual refinements
discount, reducing its total GP cost from 7 GP to 4 GP.
VOEHICULAR
RDINANCE Acquiring Vehicular
Ordinance
All vehicular ordinance is considered restricted (that
As first described on page 151 of the Spycraft
is, it can’t be purchased through the open market in any
Espionage Handbook, agents may requisition a number
civilized nation). The only ways to acquire vehicular
of vehicular gadgets up to the vehicle’s total wound
weapons are through the home office (by requisitioning
points divided by 10 (rounded up). Further, agents may
them) or the black market. The details of each avenue
install vehicular gadgets in groups of 5 or more to
follow.
reduce the combined cost of all gadgets in the package
Home Office: Refer to the rules above. The cost of
by half (rounded up). These packages are called “usual
each vehicular weapon must be paid in gadget points,
refinements.”
and is listed with each weapon.
Vehicular ordinance (heavy weapons mounted
Black Market: Refer to the rules on page 25 of the
on vehicles) is also paid for with gadget points and
Modern Arms Guide. The weapon’s cost depends on the
is installed in the same way as vehicular gadgets, with
result of the agent’s final Diplomacy check:
the same limitations. Most vehicular weapons count as
one option each against the total number of improve- Diplomacy Check Result Cost*
ments that may be installed on any single vehicle. “Top dollar” $15,000 per GP
“Going rate” $10,000 per GP
Example: A 20mm cannon costs 3 GP to requisition,
“Catching a break” $8,000 per GP
but only counts as 1 option toward a vehicle’s available
“Pennies on the dollar” $5,000 per GP
space. Thus a vehicle with 40 wounds — and therefore 4
options slots — could host one 20mm cannon and would * In field expenses.
still have 3 options slots open for other gadgets and
Special Note: A reminder — gadgets may never
weapons.
be purchased through the black market.
Some vehicular weapons are extremely bulky or
necessitate vehicle-wide rebuilding. Such weapons Strong Advisory
count as more than one option when counting them The weapons in this section are extremely powerful,
toward the maximum number of options that may be not only to represent the very real threat of vehicular
installed on a vehicle. Check Table 4.2 to determine how weapons but in order to facilitate the devastation
many option slots a weapon takes up. they’re capable of in the real world (i.e. destroying other
vehicles relatively easily, leveling buildings, and the
Example: A 30mm cannon counts as 2 options
like). Consequently, the GC is strongly advised to exer-
toward a vehicle’s available space. The same 40-wound
cise his right to shut down requests for these weapons
vehicle described in the example above could host one
during missions that might be upset by such heavy fire-
30mm cannon and still have 2 option slots open for
power. The justification for this action is built into the
other gadgets and weapons.

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Spycraft Vehicle Guide
setting and rules — either the Agency refuses the agents’ may choose to place a weapon on one of the vehicle’s
request or the items they want simply aren’t available sides or its rear, at no extra cost. A weapon’s facing
on the black market. determines its target options and the modifiers applied
when attacking them, if any:
Ammunition
• Front-facing weapons: A weapon installed into a vehi-
If a vehicular weapon’s ammunition type indicates
cle’s front may fire at any target within the weapon’s
that it’s a base type for that weapon, one full load of
range and visible to the vehicle’s front without penalty.
ammunition is included at no cost with the weapon
Due to the many shifts and curves the vehicle likely
when it’s requisitioned (though the second and all
makes each round, the weapon may also be used to fire
subsequent loads must be paid for separately).
on any target within the weapon’s range to the vehi-
The agents must pay the listed GP for the first and
cle’s right or left with a –4 circumstance penalty. Front-
all subsequent loads of any ammunition type not listed
facing weapons may not be used to attack targets
as a weapon’s base ammunition type.
behind the vehicle.
Modifying New Ordinance • Side-facing weapons: A weapon installed into a vehi-
Vehicular ordinance may only be installed on a vehi- cle’s right or left side may fire at any target within the
cle of the weapon’s minimum vehicle size or bigger.
Example: A 30mm cannon has a minimum vehicle
size entry of “Large.” This means that a 30mm cannon Gear Qualities:
may not be installed on a vehicle of Medium size New and Existing
or below.
The first weapon quality listed here is new to this
Once requisitioned, vehicular ordinance must be book, and represents the usefulness of some weapons
installed, either by Agency technicians or by the agents against human and fast-moving targets. The second
themselves. two are reprinted from the Modern Arms Guide, and
Agency Installation: This happens automatically represent the usefulness of some weapons against
when weapons or gadgets are requisitioned with a new armored and particularly dense targets.
vehicle, and when the vehicle is available at an Agency
Anti-Personnel (AN): This vehicular weapon is
garage as the items are delivered to the team. Agency
designed to be used against unarmored (and often
installation takes one day per 4 gadget points’ worth
human) targets. When a vehicular attack with this
of alterations (twice the speed of the team using the
quality is made against a target with an Intelligence
Mechanics skill to tackle the installations themselves).
score of 1 or more, or against any personal vehicle
Team Installation: When the team installs weapons
driven by a character with an Intelligence score of 1
and gadgets themselves, refer to the new use for the
or more, the attack penalty is only –5. Further, criti-
Mechanics skill on page 35. As described there,
cal hits may be activated when making an attack with
the process takes 1 hour per 2 gadget points’ worth of
the anti-personnel quality. (Normally, firing a vehicu-
alterations.
lar weapon at such a target inflicts a –10 penalty and
When installed, four things are assumed about
prevents critical hits — see page 86).
a piece of vehicular ordinance that the agents have the
option to change: Armor-Defeating (AD): Attacks with this weapon
ignore a target’s first 10 points of damage reduction
• That the weapon is facing the front of the vehicle.
or hardness. However, the weapon tends to grossly
• That the weapon is manually operated. overpenetrate, so soft targets (see the Modern Arms
Guide, page 138) suffer only one-half normal dam-
• That the weapon is obvious to those looking at the
age, rounded up. If both the weapon and its ammuni-
vehicle.
tion have the armor-defeating quality the effects
• That the weapon is not linked to any other weapon stack, and attacks with the weapon/ammunition
installed into the vehicle. combo ignore the first 15 points of damage reduction
of hardness.
Any or all of these may be adjusted when the
weapon is installed, with various costs and effects. Armor-Piercing (AP): Attacks with this weapon
ignore a target’s first 3 points of damage reduction or
Ordinance Facing hardness. If both the weapon and its ammunition
A vehicular weapon is assumed to be facing the have the armor-piercing quality, the effects stack, and
front of the vehicle it’s installed into unless the agents attacks with the weapon/ammunition combo ignore
decide otherwise. At the time of installation, the agents the first 5 points of damage reduction or hardness.

83
Soldier/Wheelman Guide
weapon’s range and visible to the same side of the vehi- Automated Ordinance
cle without penalty. Due to the many shifts and curves A vehicular weapon is assumed to be manually
the vehicle likely makes each round, the weapon may operated unless the agents decide otherwise. A manual-
also be used to fire on any target within the weapon’s ly operated weapon must be fired by an agent sitting,
range and visible to the vehicle’s front or rear with a –4 standing, or suspended within a seat, gyrosphere,
circumstance penalty. Side-facing weapons may not be or harness at the same location as the weapon. When
used to attack targets on the vehicle’s opposite side. a manually operated vehicular weapon is fired, the a-
gent’s initiative and attack bonuses — and other combat
• Rear-facing weapons: A weapon installed into a vehi-
values — are used to determine if an attack hits.
cle’s rear may fire at any target within the weapon’s
For a base cost of 2 GP, a vehicle may be upgraded
range and visible to the vehicle’s rear without penalty.
to include an automated attack system. This system has
Due to the many shifts and curves the vehicle likely
two settings: “manual” (when all weapons installed
makes each round, the weapon may also be used to fire
on the vehicle operate as described above) and “alert”
on any target within the weapon’s range to the
(when the system actively scans the vehicle’s surround-
vehicle’s right or left with a –4 circumstance penalty.
ings — within a range set by the agents — and attacks
Rear-facing weapons may not be used to attack targets
opponents who venture within the scanned zone using
in front of the vehicle.
its own initiative and attack bonus).
At a cost of 1 additional GP, a vehicular weapon Mechanics: The agents pay a base cost of 2 GP to
may also be installed into a top-mounted or belly- install the automated attack system, plus one addition-
mounted turret, allowing it to be fired in any of the four al GP per +1 bonus to the system’s initiative and attack
directions described above without penalty (see page 82 rolls, to a maximum bonus equal to the highest agent
for more about turrets). Top-mounted weapons may also level of any single agent on the team.
be used to attack targets above the vehicle (but not
Example: A team of three agents levels 3, 4, and 6
below), while belly-mounted weapons may be used to
requisition an automated attack system for their new
attack targets below the vehicle (but not above).
jeep. They may requisition a system with a bonus to ini-
tiative and attack rolls of up to +6 (for a total cost of 7
Camouflage GP).
When attempting to hide a vehicle or piece of per-
When the agents set an automated system to “alert,”
sonal ordinance within its surroundings, an agent
they must designate a range out to which the system
uses his Hide skill. This is not as effective as the cam-
watches for enemies, to a maximum of 5,000 feet, and
ouflage quality (see page 78), but it works in a tight
identify which of the vehicles’ weapons are “on alert.”
timeframe.
From then on, the system can be left alone for up to
Check (10 minutes): The result of the agent’s Hide
1 month without needing more power (in the form of
check is modified by the size of the vehicle or weapon
one of two small rechargeable batteries the agents
emplacement (see the Spycraft Espionage Handbook,
receive with the system, and which the team is assumed
page 55) and the local terrain:
to be continually recharging unless the GC or circum-
Local Terrain Modifier stances determine otherwise).
Urban/Plains –4 When an enemy comes within range, the GC or one
Desert/Tundra –2 of the players rolls 1d20 and adds the system’s initiative
Hills/Mountains +0 bonus to determine when it attacks. Each round that
Scrub/Forest +2 an enemy target is within the specified range on the
Jungle/Swamp +4 system’s initiative count, the system makes as many
standard attacks on that target as possible with each
The result of this check becomes the DC for any-
weapon that’s on alert. If more than one target is
one attempting to notice the vehicle or weapon
within range, the system fires on the closest until it is
emplacement using a Spot or Search check.
killed or destroyed, then moves on to the next nearest
Critical Success: The vehicle cannot be noticed by
threat. For each attack, the GC or one of the players rolls
anyone whose base Search or Spot bonus is lower
1d20 and adds the system’s attack bonus, comparing the
than the agent’s Hide bonus. Everyone else suffers a
result to the target’s Defense as usual. This process
–4 penalty to their skill check to notice the vehicle or
continues until there are no enemies left within range,
weapon emplacement.
the vehicles’ weapons run out of ammunition, or the
Critical Failure: The vehicle or weapon emplace-
system runs out of power.
ment gains is obvious to anyone within line of sight
— except the agent.

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Spycraft Vehicle Guide
Switching between manual control and alert requires Feats: In order to properly use a direct fire vehicular
one full action. Agents may operate vehicular weapons weapon, the agent must have the Weapon Proficiency
designated as manual while an automated system (Tactical) feat; otherwise he suffers a –6 penalty to all
is engaging enemy targets, using their own initiative of his attack rolls.
and attack values as usual.
Only one automated system may be installed on any Indirect Fire Ordinance
single vehicle at any given time. Some vehicular weapons fire in an arc, usually over
Automated systems may also be installed into per- enormous distances, requiring precise calculations and
sonal ordinance (see page 44), creating automated careful guidance to hit the target.
perimeter defense systems. All indirect fire ordinance must be used outdoors
Special Note: The advanced “identify friend-or-foe” (or, with the GC’s approval, in a very large enclosed
technology represented by this automated ordinance space such as a mastermind’s cavernous base or the
system is a tested science. Its real-world counter parts central atrium of a skyscraper).
are extremely reliable and only very rarely fail. A more Indirect fire vehicular weapons may attack either
fallible system can also be realized by assuming every moving targets (e.g. other vehicles in motion) or
automated system critical failure strikes the nearest stationary targets (e.g. buildings or vehicles not in
friendly target. motion). In either case, the agent must be able to see the
target, or be in contact with another character who can.
Concealed Ordinance This second character is referred to as a forward observ-
A vehicular weapon is assumed to be apparent to
anyone observing the vehicle, with a Spot DC of
“automatic”. For a cost of 2 GP, however, the agents may
requisition the “concealed weapon port” gadget (see
page 94), which changes the Spot DC of a vehicular
weapon installed in conjunction with it to “25 (obvious,
super-science).” A separate concealed weapon port must
be requisitioned for each vehicular weapon the agents
wish to conceal.

Linked Ordinance
Finally, a vehicular weapon is assumed to be uncon-
nected to all other weapons installed on the vehicle.
The agents may, however, link one or more weapons
together into a powerful battery of firepower using the
linked ordinance gadget (see page 95).
While linked, two or more weapons must be fired
together at the same time, using the same attack result.
Either all hit or all miss. See the gadget description for
greater detail.

Using Vehicular Ordinance


Under “Fire Type” in each description, ordinance is
designated as either direct fire or indirect fire, with the
following effects.

Direct Fire Ordinance


Direct fire vehicular weapons are pointed straight at
a target and fired like a normal firearm (though gener-
ally with a much greater range). All standard Spycraft
combat rules apply when using these weapons, includ-
ing range modifiers by increment after the first.
Abilities: An agent’s Dexterity modifier is applied to
all direct fire vehicular weapon attack rolls. No ability
score modifiers are applied to damage rolls for these
weapons.

85
Soldier/Wheelman Guide
er, and extends his own line of sight to the agent Vehicular ordinance (and heavy personal ordinance
so long as he remains in contact (via radio, hand — see page 44) is constructed with the latter in mind.
signals, etc.). These weapons generally pack far greater punch than
When attacking a stationary target, the forward their smaller cousins but are consequently much harder
observer makes a Spot check (DC determined by the to use against small, fast-moving targets (like people
Game Control, typically between 10 and 20). With suc- and personal vehicles), and have less effect against
cess, the agent may make an attack roll as normal unarmored opposition.
against a Defense of 15 (plus any modifiers for range or Mechanics: When an agent fires a vehicular weapon
other factors). If the attack succeeds, the vehicular at a target with an Intelligence score of 1 or more,
weapon hits the target directly. If either the Spot check or any personal vehicle driven by a character with an
or the attack fails, the attack deviates (see the Spycraft Intelligence of 1 or more, he suffers a –10 penalty to his
Espionage Handbook, page 173). attack roll. Further, critical hits may not be activated
When attacking a moving target, the forward against these targets when using vehicular ordinance.
observer makes a Spot check opposed by the character There is an exception to this rule, however. When
in the target square with the highest Listen bonus. With targets with an Intelligence score of 1 or more, or any
success, the agent may make an attack roll as normal personal vehicle driven by a character with an Intel-
against the target’s Defense. If the attack hits, the vehic- ligence of 1 or more, is attacked with vehicular ordi-
ular weapon hits the target directly. If either the Spot nance that has the anti-personnel quality (see page 83),
check or the attack fails, the attack deviates (see the the attack penalty is reduced to –5 and critical hits may
Spycraft Espionage Handbook, page 173). be activated.
Abilities: Due to the complexities of indirect fire, Using vehicular ordinance against non-personal
an agent’s Wisdom modifier is applied to all indirect fire vehicles and scenery applies no penalty, and critical hits
vehicular weapon attack rolls. No ability score modifiers may be activated against these targets. Threats against
are applied to these weapons’ damage rolls. these targets inflict the additional damage listed in
Feats: In order to properly use an indirect fire vehic- parentheses on Table 4.2: Vehicular Ordinance. Critical
ular weapon, the agent must have the Weapon hits against these targets inflict the extra damage for the
Proficiency (Tactical) feat; otherwise he suffers a –8 threat and also score a critical rolled on the appropriate
penalty to all of his attack rolls. vehicle critical table (see the Spycraft Espionage
Handbook, page 191).
Using Vehicular Ordinance
Against People Ordinance Types
Spycraft draws a sharp line between weapons Vehicular ordinance is broken into four categories —
that are built to be fired at people and weapons that are shared ordinance (which may be installed on any vehi-
built to be fired at vehicles and structures. The former cle), air vehicle ordinance, ground vehicle ordinance,
are described at great length in the Spycraft Espionage and water vehicle ordinance (the latter three of which
Handbook and the Modern Arms Guide. Using these may only be installed on a vehicle of the same type).
weapons against vehicles tends to have lessened effect, A complete list of available vehicular weapons and
if only because vehicles are so much tougher (and often their statistics can be found on Table 4.2 at the back of
better armored) than soft, human targets. this chapter. Refer to the notes on page 96 for more
information about the entries on this table.

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Spycraft Vehicle Guide
The following sections define each ordinance type, Disabling a Mine Field
along with the abilities used, feats required, and ammu-
Mines laid by vehicle are relatively easy to see —
nition options for each. Special mechanics, if any, are
as opposed to mines laid by hand, which are buried.
included in each ordinance type’s description.
Agents passing through a mine field cannot set these
Shared Ordinance vehicle-killing mines off, but they can attempt to dis-
arm the field.
The following vehicular weapons may be installed
Check (1 hour): With a successful Demolitions
on any vehicle of at least the minimum listed size.
check with a DC equal to the original attack roll made
Cannon: Cannons are enormous artillery pieces
to create a mine field, the field is entirely disabled.
measured by their bore size in millimeters or inches and
Error: All the mines are disabled but one or two
typically mounted on tanks, battleships, and the like.
(though the demolitionist believes he got them all).
Fire Type: Varies by size (direct under 200mm,
The DCs of vehicle skill checks made to direct a vehi-
indirect over 200mm).
cle passing through the field thereafter are reduced by
Attack Modes: Single-shot only. Attacking with
10, and the field can only yield one more explosion
a canon requires two half actions (thus permitting
before it’s depleted.
a driver to use the weapon).
Critical Failure: A mine the demolitionist is trying
Ammunition Options: Cannons typically fire high-
to disable immediately detonates.
explosive rounds, though agents may upgrade to any of
the following ammunition types by paying the listed GP
cost for the first and each subsequent ammunition load a critical (e.g. if the threat originally cost 2 action dice
(rather than just each subsequent load, as with the to activate, it now costs only 1, and if the threat origi-
weapon’s base ammunition). nally cost 1 action die to activate, it’s now free).
• Armor-piercing (2 GP per load): Attacks with this round • Plastic Explosive Filler (2 GP per load): This weapon is
are granted the armor-piercing quality (see page 83). filled with plastic explosive that is molded to the target
This is a base cannon ammunition type. by the force of impact before exploding itself. This
reduces the damage of an attack made with the
• Beehive (2 GP per load): This round bursts into a cloud
weapon by 10, but agents inside a target vehicle or area
of smaller projectiles near the target, shredding every-
must make a Fortitude save with a DC equal to half the
thing in its path. Attacks made with this round
damage inflicted (after damage reduction is applied).
are granted the anti-personnel quality (see page 83)
Any who fail this save are stunned for 1d4 rounds.
and a blast increment of 10 ft.
• White Phosphorus (3 GP per load): This round is
• Discarding sabot (2 GP per load): This round uses
filled with white phosphorous which bursts on impact,
a super dense penetrator accelerated to high speeds by
granting a blast increment of 5 ft. to attacks made with
use of a sabot (an inertia-absorbing shell that falls
the weapon. White phosphorous burns extremely hot
away after the round is fired). Attacks made with this
and bright, and has a gruesome tendency to cling to
type of ammunition are granted the armor-defeating
human flesh — it must be shaved off the bodies of
quality (see page 83), and their range increment
those who survive the initial blast. Damage from white
is increased by +50 ft.
phosphorous is fairly low at first (half the rolled
• Fin-stabilized (2 GP per load): This round has fins to damage), but the target takes the same damage again
improve its accuracy. Attacks made using this ammuni- each round for 20 rounds or until a successful First Aid
tion gain a +1 gear bonus. check is applied (requiring 2 full rounds with a DC
of 18). Further, the target must make a Fortitude save
• High-explosive (1 GP per load): This round explodes
(DC 15) or be blinded for 1d6 rounds by the substance’s
on impact. Attacks made with this ammunition are
searing brightness. Vehicles are automatically set on
granted the armor-piercing quality (see page 83),
fire by white phosphorous.
as well as a blast increment of 10 ft. This is a base
cannon ammunition type. Guided Missile Launcher: These weapons fire “smart”
airborne projectiles directed by one of four methods
• HEAT (High-Explosive Anti-Tank, 2 GP per load): This
corresponding to the type of launcher the agents requi-
round is tipped with a shaped charge to penetrate
sition — radar, infrared, television, or wire.
heavy armor. Attacks made with this ammunition are
Fire Type: Special — the attacker may choose either
granted the armor-defeating quality. Further, if a threat
direct fire or indirect fire when the missile is launched
is rolled when using this ammunition, the attacker must
(in the latter case allowing for targets out of the attack-
spend one less action die to convert that threat to
er’s line of sight).

87
Soldier/Wheelman Guide
Attack Modes: Single-shot only. Attacking with • High-explosive (3 GP per missile): The missile explodes
a guided missile launcher requires two half actions (thus with concussive force upon impact, adding a blast
permitting a driver to use the weapon). increment of 10 ft. to attacks made with the weapon.
Ammunition Options: Guided missile launchers This is a base missile ammunition type.
typically fire high-explosive rounds, though agents may
• HEAT (High-Explosive Anti-Tank, 4 GP per missile):
upgrade to any of the following ammunition types
This rocket is tipped with a shaped charge to penetrate
by paying the listed GP cost for the first and each
heavy armor. Attacks made with this ammunition gain
subsequent ammunition load (rather than just each sub-
the armor-defeating quality (see page 83). Further,
sequent load, as with the weapon’s base ammunition).
if a threat is rolled when using this ammunition,
• Fragmentation (3 GP per missile): This missile explodes, the attacker must spend one less action die to convert
filling an area with metal fragments. All attacks made that threat to a critical (e.g. if the threat originally cost
with this ammunition gain a blast increment of 5 ft. 2 action dice to activate, it now costs only 1, and if
Further, the threat range of these attacks is increased the threat originally cost 1 action die to activate,
by 1. This is a base missile ammunition type. it’s now free).
• Kinetic (3 GP per missile): The missile pierces the target
at high speed, granting a +2 gear bonus to attack rolls
Electronic Interference made using this ammunition. This is a base missile
ammunition type.
Any vehicle that is guided by sensors — mainly
any vehicle with the non-visual sensors quality (see Harpoon Gun: Harpoon guns may be requisitioned in
page 79) — may be misled using electronic interfer- either light or heavy models, determining the size of the
ence. This is treated as an attack action with the fol- weapon and its ammunition.
lowing characteristics: Fire Type: Direct.
Attack Modes: Single-shot only. Reloading a har-
Sensor Suppression poon gun requires 5 full actions.
(Full Action) Ammunition Options: Harpoon gun ammunition
Using gear, gadgets, or vehicular options capable may be requisitioned in only one variety, which has
of electronic interference (see pages 81 and 94 for no cost. Agents are simply assumed to have as much
examples), you may attempt to confuse a vehicle’s ammunition as they need unless space restrictions or
sensors. Make an Electronics check, adding the power the GC dictate otherwise.
rating of your interference gear or any bonus in your When an agent scores a threat with a harpoon gun,
gadget or vehicular option description. This check is the harpoon is embedded into the target, allowing
opposed by an Electronics check generated by an the largest of the two vehicles to drag the other
occupant of the target vehicle (whomever is in charge (as described on page 52).
of the vehicle’s electronics gear — not necessarily the Mine-Layer: This weapon drops mines onto the
driver), who adds the sensor rating listed after his ground or water, as dictated by the ammunition chosen.
vehicle’s Non-Visual Sensors quality (see Table 4.1: Fire Type: Special (see below).
Master Vehicle Guide Table). If the target vehicle is Attack Modes: Special (see below). Laying a mine
automated (see page 84) or otherwise unmanned, field requires 10 minutes (60 rounds).
simply roll 1d20, adding the target’s sensor rating Mine Fields: This weapon leaves behind a mine field
(if any) and automated attack and initiative bonus that threatens vehicles that pass through later. The
(if any). agent chooses a 75 ft. by 75 ft. are to become his mine
If your check succeeds, the target vehicle’s driver field and makes an attack roll with the weapon.
suffers a penalty to all vehicle-based skill checks — With success, the mine field is laid properly. With fail-
including maneuver checks — equal to the difference ure, the mine field is filled with duds which don’t go off
between the opposed Electronics checks (to a maxi- when a vehicle passes through. If the agent scores a
mum of –4). With a critical success, this penalty is critical success, the mines inflict damage and critical
doubled. effects to vehicles passing through at a later time. (The
If your check fails, the electronic interference has GC may wish to make this roll so the player doesn’t
no effect (though you may try again during your next know how well-saturated the area is after he’s done.)
action if you like). With a critical failure, you may not The agent may not choose to spread mines over the
retry sensor suppression against the same target using same area two or more times to increase the difficulty
the same gear or gadget. You must either choose a for vehicles passing through.
new target to suppress or use a gadget or piece of gear
with a higher bonus to retry against the same target.

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Spycraft Vehicle Guide
Whenever a vehicle passes through this field there- Fire Type: Smaller rockets are direct fire weapons.
after, its driver must make an appropriate vehicle skill Those over 200mm (which are also known as rocket
check opposed by the agent’s original skill check to artillery) use the indirect fire rules.
build the mine field (the GC may wish to make this roll Attack Modes: Single-shot, burst, and strafe. Each
for the driver so the player isn’t clued into the threat). burst or volley in an autofire attack uses only 2 shots.
With success, the driver makes it through the field with- Special Note: Rocket launchers are inherently
out incident. With failure, the vehicle sets off one mine difficult to aim, and unless otherwise stated, all attacks
and suffers the mine-layer’s normal damage. With with them suffer a –2 accuracy penalty.
a critical failure, the vehicle sets off 1d3+1 mines and Ammunition Options: Rocket launchers typically fire
suffers the normal damage for each. Once three mines high-explosive rounds, though agents may upgrade
(or sets of mines) have been set off, the field is clean to any of the following ammunition types by paying
and drivers may pass through it without having to make the listed GP cost in addition to the weapon’s base cost.
a vehicle skill check.
• Fragmentation (2 GP per rocket): This missile explodes
Ammunition Options: The agents may choose from
on impact, filling the area with metal fragments. All
two styles of mine: anti-vehicle and floating. The costs
attacks made with this ammunition gain a blast incre-
and effects of each type of mine follow:
ment of 5 ft. Further, the threat range of these attacks
• Anti-vehicle mines (3 GP per mine field): These mines is increased by 1. This is a base rocket ammunition type.
explode when a vehicle passes over them, attacking its
• High-explosive (2 GP per rocket): The missile explodes
typically weak underbelly. This is a base mine ammuni-
with concussive force upon impact, adding a blast
tion type.
increment of 10 ft. to attacks made with the weapon.
• Floating mines (3 GP per mine field): The mines are used This is a base rocket ammunition type.
against water vehicles. They either float near the
surface (to attack ships) or deploy at various depths to
threaten submarines (as determined by the agents).
This is a base mine ammunition type.
Rocket Launcher: Mounting
a standard rocket launcher on a
vehicle has only marginal effect.
These models have increased
range and punch. • HEAT (High-Explosive Anti-
Tank, 3 GP per rocket): This rock-
et is tipped with a shaped-charge
to penetrate heavy armor. At-
tacks made with this ammuni-
tion gain the armor-defeating
quality (see page 83). Further,
if a threat is rolled when using
this ammunition, the attacker
must spend one less action die
to convert that threat to a crit-
ical (e.g. if the threat originally
cost 2 action dice to activate,
it now costs only 1, and if the
threat originally cost 1 action die
to activate, it’s now free).
• Kinetic (2 GP per rocket): The rocket pierces the target
at high speed, granting a +2 gear bonus to attack rolls
made using this ammunition. This is a base rocket
ammunition type.
Vehicular Machine Gun: Like their personal counter-
parts, vehicular machine guns are defined by their
caliber. Light vehicular machine guns (up to 7.62mm)
are used primarily to engage thin-skinned vehicles
and lightly armored, dismounted personnel, while

89
Soldier/Wheelman Guide
heavy vehicular machine guns (12.5mm and above) are • Fragmentation (+3 GP to base cost): Attacks made with
used against hard targets such as other vehicles and this type of bomb have a blast increment of 10 ft.
“vulnerable” parts of buildings. (These common uses are Further, the threat range of attacks made using these
reflected in the qualities for each vehicular machine gun bombs is increased by 1.
caliber on Table 4.2: Vehicular Ordinance.)
• High-Explosive (+0 GP to base cost): Attacks made with
Fire Type: Direct.
this type of bomb have a blast increment of 10 ft.
Attack Modes: Burst and strafe only.
Ammunition Options: Heavy machine guns may fire • HEAT (High-Explosive Anti-Tank, +3 GP to base cost):
any of the rounds listed for rifles in the Spycraft This bomb is tipped with a shaped charge to penetrate
Espionage Handbook or the Modern Arms Guide. All heavy armor. Attacks made with this type of bomb gain
such ammo types are considered base ammunition types the armor-defeating quality (see page 83). Further, if a
for vehicular machine guns, and all loads cost 1 GP. threat is rolled when using this ammunition, the
attacker must spend one less action die to convert that
• Depleted Uranium (3 GP per load): These projectiles
threat to a critical (e.g. if the threat originally cost 2
are made from an extremely dense lead isotope that
action dice to activate, it now costs only 1, and if the
provides exceptional killing power against vehicles
threat originally cost 1 action die to activate, it’s now
and adds the armor-defeating quality to all attacks
free).
made with the ammunition. Further, the threat range of
attacks made with this ammunition is increased by 1. • Incendiary (+3 GP to base cost): The bomb is filled with
Finally, these rounds combust when they impact hard a napalm-like mixture that splashes out across a wide
targets, possibly setting the target on fire as described area upon impact. Attacks made with this type of bomb
on page 230 of the Spycraft Espionage Handbook. have a blast increment of 5 ft. Any person, vehicle or
building that takes one or more points of damage from
Air Vehicle Ordinance an incendiary attack (after hardness and damage
The following vehicular weapons may be installed reduction are applied) may catch fire as described on
on any air vehicle of at least the minimum listed size. page 230 of the Spycraft Espionage Handbook.
Bomb, Cluster: These weapons detonate to spread
Bomb, Fuel-Air: These weapons detonate to spread
large numbers of smaller bombs across a great area. The
large amounts of flammable and explosive chemicals
type of cluster bomb determines the area over which
across a great area. The type of fuel-air bomb deter-
it sprinkles its deadly cargo (and thus the number of
mines the area over which it sprinkles its deadly cargo
targets it may be used to attack).
(and thus the number of targets it may be used to
Fire Type: Direct. When dropping a cluster bomb,
attack).
the attacker adds his Wisdom modifier to his base attack
Fire Type: Direct. When dropping a fuel-air bomb,
bonus in place of his Dexterity bonus. Each missed
the attacker adds his Wisdom modifier to his base attack
bomb attack is subject to the rules for grenade-like
bonus in place of his Dexterity bonus. Each missed
deviation (see the Spycraft Espionage Handbook, page
bomb attack is subject to the rules for grenade-like devi-
173), adding 25 ft. to the deviation for every range
ation (see the Spycraft Espionage Handbook, page 173),
increment between the attacker and target.
adding 25 ft. to the deviation for every range increment
Attack Modes: Strafe only. Only one cluster bomb
between the attacker and target.
attack may be made during any given trip off the
Attack Modes: Strafe only. Only one fuel-air bomb
ground (see Ammunition Options, below). Each volley
attack may be made during any given trip off the
in a strafe attack uses up 1 shot, and the attacker may
ground (see Ammunition Options, below). Each volley
skip up to 40 ft. between each targeted square without
in a strafe attack uses up 1 shot, and the attacker may
penalty. A localized cluster bomb attack may strafe
skip up to 40 ft. between each targeted square without
up to 4 targets, while a standard cluster bomb attack
penalty. A localized fuel-air bomb attack may strafe up
may strafe up to 6 targets and a tactical cluster bomb
to 4 targets, while a standard fuel-air bomb attack may
attack may strafe up to 8 targets.
strafe up to 6 targets and a tactical fuel-air bomb attack
Ammunition Options: Cluster bombs typically spread
may strafe up to 8 targets.
high-explosive or incendiary bombs, though agents
Ammunition Options: Fuel-air bombs come in only
may upgrade to spread any of the following bomb types
one variety, at the listed cost for the weapon. This
by paying the listed GP cost in addition to the weapon’s
weapon may only be fired once per trip off the ground,
base cost. It may only be fired once per trip off the
and may not be reloaded. The entire cost of the weapon
ground, and may not be reloaded. The entire cost of the
plus any specialty ammunition must be paid each time
weapon plus any specialty ammunition must be paid
a cluster bomb is loaded onto the vehicle.
each time a cluster bomb is loaded onto the vehicle.

90
Spycraft Vehicle Guide
Due to the explosive consumption of oxygen in Fire Type: Special (see below). When dropping
a fuel-air bomb’s blast area, these weapons do not start a bomb, the attacker adds his Wisdom modifier to his
fires like cluster bombs and incendiaries. base attack bonus in place of his Dexterity bonus.
Bomb, Iron: These unguided explosives include the Missed bomb attacks are subject to the rules for
classic “Fat Man” and “Little Boy”-style bomb casings grenade-like deviation (see the Spycraft Espionage
filled with a variety of explosive contents. Iron bombs Handbook, page 173), adding 25 ft. to the deviation for
are classified by their weight, which is a rough gauge of every range increment between the attacker and target.
their explosive potential. When a mine-dropping bomb run misses, the entire
Fire Type: Direct. When dropping bombs, the attack- mine field deviates as a 75 ft. × 75 ft. clump of explo-
er adds his Wisdom modifier to his base attack bonus sives.
in place of his Dexterity bonus. Missed bomb attacks are Attack Modes: Special (see below). Air-dropping a
subject to the rules for grenade-like deviation (see the mine field requires only four half actions.
Spycraft Espionage Handbook, page 173), adding 25 ft. Mine Fields: When a plane has drops a mine field
to the deviation for every range increment between into place, use the rules located on page 88. The mine
the attacker and target. field’s size and the DCs to pass through it are all the
Attack Modes: Single-shot and strafe only. Iron same as for a ground-laid mine field.
bombs may not be used to perform autofire attacks. Ammunition Options: These bombs typically spread
Each volley in a strafe attack uses up 1 shot, and the high-explosive mines, though agents may upgrade to
attacker may skip up to 40 ft. between each targeted any of the following mine types by paying the listed GP
square without penalty. cost in addition to the weapon’s base cost.
Ammunition Options: Iron bombs are typically
high-explosive, though agents may upgrade to any of Hard and Soft Targets:
the following bomb types by paying the listed GP cost Revisited
in addition to the weapon’s base cost.
The Modern Arms Guide introduced two new
• Fragmentation (4 GP per bomb): Attacks made with terms to differentiate between targets that are fleshy
this type of bomb have a blast increment of 10 ft. and easy for bullets to punch through and targets that
Further, the threat range of attacks made using these are rigid and unyielding. Spycraft refers to the former
bombs is increased by 1. as soft targets and the latter as hard targets.
Soft targets are generally not as vulnerable to
• High-Explosive (3 GP per bomb): Attacks made with
high-power attacks designed to punch through a tar-
this type of bomb have a blast increment of 10 ft.
get’s armor — the bullets simply punch straight
This is a base iron bomb ammunition type.
through them. This is called “overpenetration.”
• Incendiary (3 GP per bomb): The bomb is filled with Soft targets are defined as “anyone or anything
a napalm-like mixture that splashes out across a wide with a DR or hardness of 5 or less” while hard targets
area upon impact. Attacks made with this type of bomb are defined as “anyone or anything with a DR or
have a blast increment of 5 ft. Any person, vehicle hardness of 6 or greater.”
or building that takes one or more points of damage As noted in the official Spycraft errata available at
from an incendiary attack (after hardness and damage www.spycraftrpg.com, a couple clarifications are in
reduction are applied) may catch fire as described order, both of which apply to many vehicular weapon
on page 230 of the Spycraft Espionage Handbook. This attacks:
is a base iron bomb ammunition type.
• The combined total of a person or thing’s hardness and
Bomb, Mine-Dropping: These weapons detonate damage reduction is used to determine if it’s a hard
to spread large numbers of anti-personnel mines across target. Thus, a person wearing armor that grants 4
a great area. The type of mine-dropping bomb deter- points of damage reduction who also gains 2 points of
mines the area over which it sprinkles its deadly cargo hardness from his surroundings is considered a hard
— localized mine-dropping bombs have the tightest target.
spread range of 75 ft. × 75 ft. centered on the target.
• The only contributing factors that determine if some-
Standard models have a slightly increased spread range
one or something is a hard target are hardness and
of 125 ft. × 175 ft. centered on the target, with the long
damage reduction granted by armor, scenery, and
axis spread in the same direction as the attacking vehi-
other physical defenses. Damage reduction gained
cle’s facing. Tactical models have the greatest spread
through feats, abilities, and natural sources (such as
range available, showering an area 175 ft. × 225 ft.
some animals’ tough hides) are not counted toward
the 6 points required to make the person or thing a
hard target.

91
Soldier/Wheelman Guide

• Anti-personnel (3 GP per mine field): These mines have • High-Explosive (3 GP per bomb): Attacks made with this
the anti-personnel quality (see page 83). Both vehicles type of bomb have a blast increment of 10 ft. This is
and people passing through a mine field can set these a base precision bomb ammunition type.
mines off.
• Incendiary (3 GP per bomb): The bomb is filled with
• Anti-vehicle mines (3 GP per mine field): These mines a napalm-like mixture that splashes out across a wide
explode when a vehicle passes over them, attacking its area upon impact. Attacks made with this type of bomb
typically weak underbelly. This is a base mine ammuni- have a blast increment of 5 ft. Any person, vehicle
tion type. or building that takes one or more points of damage
from an incendiary attack (after hardness and damage
• Fragmentation (4 GP per bomb): This type of mine
reduction are applied) may catch fire as described on
has a blast increment of 10 ft. Further, the threat range
page 230 of the Spycraft Espionage Handbook. This is
of laying a mine field using this type of mine is
a base precision bomb ammunition type.
increased by 1.
Bomb, Precision: These are guided counterparts to the Ground Vehicle Ordinance
traditional iron bombs seen above. Like iron bombs, The following vehicular weapons may be installed
they’re classified by weight. on any ground vehicle of at least the minimum listed
Fire Type: Direct. When dropping bombs, the attack- size.
er adds his Wisdom modifier to his base attack bonus Flamethrower: Flamethrowers may be requisitioned
in place of his Dexterity bonus. Missed bomb attacks are in either light or heavy models, determining the size
subject to the rules for grenade-like deviation (see the of the weapon and its destructive power.
Spycraft Espionage Handbook, page 173), adding 25 ft. Fire Type: Direct. Vehicular flamethrowers are
to the deviation for every range increment between subject to all the same rules as smaller flamethrowers
the attacker and target. (see the Spycraft Espionage Handbook, page 117, and
Attack Modes: Single-shot only. the Modern Arms Guide, page 132).
Ammunition Options: Precision bombs are typically Attack Modes: Single-shot and strafe only. Vehicular
high-explosive, though agents may upgrade to any of flamethrowers may not be used to make an autofire
the following bomb types by paying the listed GP cost attack.
in addition to the weapon’s base cost. Ammunition Options: Flamethrower ammunition
may be requisitioned in only one variety, for which each
• Fragmentation (4 GP per bomb): Attacks made with this
load after the first costs 1 GP.
type of bomb have a blast increment of 10 ft. Further,
Grenade Launcher: These vehicular weapons operate
the threat range of attacks made using these bombs is
much like their personal counterparts, but with far
increased by 1.
greater range. They’re generally used against lightly
armored vehicles and dismounted troops.

92
Spycraft Vehicle Guide
Fire Type: Special — the attacker may choose either Fire Type: Direct. When launching a depth charge,
direct fire or indirect fire when the grenade is launched the attacker adds his Wisdom modifier to his base attack
(in the latter case allowing for targets out of the attack- bonus in place of his Dexterity bonus. Missed depth
er’s line of sight). charge attacks are subject to the rules for grenade-like
Attack Modes: Single-shot and strafe only. Each deviation (see the Spycraft Espionage Handbook, page
vehicular grenade launcher autofire volley uses up a 173) with no range increment modifier. The attack is
total of 2 shots. resolved on the round after the depth charge is dropped,
Special Note: Grenade launchers are inherently on the attacker’s initiative count. Depth charges that are
difficult to aim, and unless otherwise stated, all attacks launched from the side of ships are only effective
with them suffer a –2 accuracy penalty. to 5 range increments horizontally, but can be sunk
Ammunition Options: Vehicular grenade launchers to attack opponents at any depth. (The depth of a target
typically fire concussion rounds, though agents may isn’t taken into consideration for the attack, only the
upgrade to any of the following grenade types by paying target’s horizontal position — if the depth charge is
the listed GP cost in addition to the weapon’s base cost. place at the right horizontal position, it’s assumed that
it sinks to the correct depth to strike the target).
• Concussion (2 GP per grenade): Attacks with this
Attack Modes: Single-shot only. Attacking with
ammunition type have a blast increment of 10 ft. This
a depth charge requires two half actions (thus permit-
is a base grenade ammunition type.
ting a driver to use this weapon).
• Fragmentation (3 GP per grenade): Attacks made with Special Note: Depth charges have a blast increment
this type of grenade have a blast increment of 10 ft. of 10 ft. (which increases to 20 ft. underwater).
Further, the threat range of attacks made using these Ammunition Options: Depth charges may be requisi-
grenades is increased by 1. tioned in only one variety, for which each load after the
first costs 1 GP.
• Incendiary (2 GP per grenade): The grenade is filled
Torpedo: Torpedoes are fired from water vessels
with a napalm-like mixture that splashes out across a
to attack other craft below the water line in the hopes
wide area upon impact. Attacks made with this type of
of sinking them. They may be requisitioned in six basic
bomb have a blast increment of 5 ft. Any person, vehi-
varieties, corresponding to their warhead size and the
cle or building that takes one or more points of damage
distance they can travel.
from an incendiary attack (after hardness and damage
Fire Type: Direct. When firing a torpedo, the attack-
reduction are applied) may catch fire as described on
er adds his Wisdom modifier to his base attack bonus
page 230 of the Spycraft Espionage Handbook. This is a
instead of his Dexterity bonus. The attack is resolved on
base cluster bomb ammunition type.
the round after the torpedo is launched.
• White Phosphorus (3 GP per grenade): This round is Attack Modes: Single-shot only. Attacking with
filled with white phosphorous which bursts on impact, a torpedo requires two half actions (thus permitting
granting a blast increment of 5 ft. to attacks made with a driver to use this weapon).
the weapon. White phosphorous burns extremely hot Special Note: Mini-torpedoes have a blast increment
and bright, and has a gruesome tendency to cling to of 20 ft. Light torpedoes have a blast increment of 30 ft.
human flesh — it must be shaved off the bodies of Heavy torpedoes have a blast increment of 40 ft. If a
those who survive the initial blast. Damage from white torpedo is somehow detonated above water, these val-
phosphorous is fairly low at first (half the rolled dam- ues are are reduced by half (rounded down).
age), but the target takes the same damage again each Ammunition Options: Torpedoes may be requisi-
round for 20 rounds or until a successful First Aid check tioned in only one variety, with each load after the first
is applied (requiring 2 full rounds with a DC of 18). costing 2 GP.
Further, the target must make a Fortitude save (DC 15)
or be blinded for 1d6 rounds by the substance’s searing
brightness. Vehicles are automatically set on fire by
white phosphorous.
N EW V EHICULAR
GADGETS
Water Vehicle Ordinance
This section introduces many new vehicular gadgets.
The following vehicular weapons may be installed
Some vehicular gadgets now take up more than one
on any water vehicle of at least the minimum listed size.
option slot, as listed in each description.
Depth Charge: Depth charges are launched or drop-
Special Note: The Proteus Package — first seen on
ped from water vessels to attack submersible craft below
page 153 of the Spycraft Espionage Handbook — takes
them. They may be requisitioned in three basic varieties
up 4 option slots. All other vehicular gadgets from the
— mini, light, and heavy — corresponding to their rough
Spycraft Espionage Handbook still take up only one
size and explosive power.
option slot.

93
Soldier/Wheelman Guide
Special Note for Shadowforce Archer Players: All Drive by Wire System: Usually installed into aircraft
vehicular gadgets from the Shadowforce Archer (and known as “fly by wire”), this system creates
Worldbook still take up only one option slot, with the a redundancy in a vehicle's control systems, mitigating
exception of the Battle Bay suites, which take up 4 the chance of crippling damage to the vehicle's controls.
option slots each. Gadget Point Cost: 1
Option Slots: 1
Gadget Descriptions Spot DC: 25 (experts only)
Advanced Jamming Technology: The vehicle is fitted Mechanics: The vehicle ignores the first critical
with super-science that can confuse other vehicle hit against its steering during each session.
sensors (such as those aboard a submarine). Enclosed Engine Block: This gadget encloses the
Gadget Point Cost: 3 vehicle's engine in a super hard alloy casing, providing
Option Slots: 1 a little extra protection to vital parts.
Spot DC: 25 (automatic, experts only) Gadget Point Cost: 1
Mechanics: This gadget allows the driver or person Option Slots: 1
manning it to attempt electronic interference (see page Spot DC: 25
88). The gadget’s power rating is +4, which can stack Mechanics: The vehicle ignores the first critical hit
with the bonus gained from the jamming technology against its engine during each session.
masterwork modification (see page 81). GPS Pursuit Unit: This gadget utilizes a combination
Bulletproof Windows: The vehicle’s windows are of Global Positioning System technology and local
reinforced like those of an armored truck or a high-end maps to help the predator cut off his prey or otherwise
limousine. box him in. Conversely, the gadget advises the prey
Gadget Point Cost: 1 about his optimum escape route.
Option Slots: 1 Gadget Point Cost: 1
Spot DC: 20 (automatic) Option Slots: 1
Mechanics: This gadget provides 2 points of hard- Spot DC: 20
ness to any occupant attacked through one of the vehi- Mechanics: When the driver of a vehicle with this
cle’s windows (whether the attack is caused by a critical gadget attempts a Barnstorm, Box In, Cut Off, Herd, Pull
hit or another effect). Ahead, Shortcut, Stunt, or Vanish maneuver, he gains a
Combat Computer: This gadget tracks the other +4 gear modifier to his maneuver check.
vehicle(s) during a chase, along with local terrain, Hidden Gun Tray: A secret compartment is built into
bystanders, and other factors, and displays them on the vehicle’s dashboard or door panel, where a weapon
a dashboard video screen to facilitate easy kills. may be stored for a rainy day.
Gadget Point Cost: 2 Gadget Point Cost: 1
Option Slots: 1 Option Slots: 1
Spot DC: 20 Spot DC: 30
Mechanics: When the driver of a vehicle with Mechanics: The agent may store any handgun or
this gadget attempts a Jockey, Lure, Ram, or Set Up SMG inside this compartment. The weapon gains the
maneuver, he gains a +4 gear modifier to his maneuver compartment’s Spot DC while stored within. The agent
check. The agent must wear a special helmet to receive gains a +4 circumstance bonus against Search and Spot
the data (and bonus) provided by this gadget. This checks to notice when he accesses the gun tray from the
helmet inflicts a –2 penalty to Search and Spot checks driver’s seat or behind the driver’s door. Withdrawing
involving the agent’s peripheral vision, as well as a the weapon from the tray requires one half action.
–2 Defense penalty against flanking opponents. Hostile Intrusion and Seizure System: Called the HISS
Concealed Weapon Port: This gadget conceals by Agency veterans, this gadget modifies the vehicle so
a vehicular weapon inside the weapon’s shell. that its occupants can board enemy vehicles. This might
Gadget Point Cost: 2 involve adding a magnetic fender to a car or an airtight
Option Slots: 1 hatch and laser cutter to a submersible or aircraft.
Spot DC: 25 (obvious, super-science) Gadget Point Cost: 1
Mechanics: A vehicular weapon is assumed to be Option Slots: 2
apparent to anyone observing the vehicle, with a Spot Spot DC: 15 (automatic)
DC of “automatic.” For a cost of 2 GP, however, the Mechanics: At the end of any chase round in which
agents may requisition a concealed weapon port which the prey's lead is 0 lengths, the driver may activate the
changes the Spot DC of a vehicular weapon installed in HISS, making an opposed Driver check. With success,
conjunction with it to “25 (obvious, super-science)”. the HISS system links the vehicles together and any
A separate concealed weapon port must be requisitioned characters aboard the agent's craft may board the
for each vehicular weapon the agents wish to conceal.

94
Spycraft Vehicle Guide
opposing vehicle using their normal movement. Tempest Counter-Measures: The term “Tempest” is
While the vehicles are connected, apply the rules for short for “Telecommunications Electronics Material
connected vehicles (see page 52). The vehicles remain Protected from Emanating Spurious Transmissions.”
connected until the end of a round in which the lead is This system is commonly used in intelligence trucks
increased to greater than 0 lengths, when the HISS called “magic vans,” the pinnacle of modern mobile sur-
automatically disconnects itself in as safe a fashion as veillance. This option represents half the Tempest pack-
possible (i.e. sealing to prevent flooding or depressur- age — the protection against surveillance. The other half
ization in hostile environments). of the Tempest equation — interception of audio and
Linked Ordinance: Two or more of the vehicle’s video feeds — is covered below.
weapons are linked to fire together. Gadget Point Cost: 2 GP, 4 GP, 6 GP, or 8 GP
Gadget Point Cost: 2 Option Slots: 1, 2, 3, or 4
Option Slots: 1 Spot DC: 25 (experts only)
Spot DC: 25 (automatic) Mechanics: The GP paid determines the vehicle or
Mechanics: A vehicular weapon is assumed to be area size protected, as well as the option slots taken up
unconnected to all other weapons installed on the vehi- by the gadget:
cle. The agents may, however, link one or more weapons
GP Option
together into a powerful battery of firepower using the
Paid Vehicle Size Area Slots
this gadget. While linked, two or more weapons must be
2 Small or Medium 10 ft. × 10 ft. 1
fired together at the same time, using the same attack
4 Large or Huge 50 ft. × 50 ft. 2
result. Either all hit or all miss.
6 Gargantuan 200 ft. × 200 ft. 3
Self-Destruct Mechanism: This unit is triggered by a
8 Colossal 800 ft. × 800 ft. 4
remote signal broadcast from a lighter-sized transmitter
provided to the agent. Within a protected vehicle or area, each piece of
Gadget Point Cost: 6 electronic surveillance gear gains a +10 power rating
Option Slots: 3 (instead of its own) when making opposed Surveillance
Spot DC: 30 (experts only) checks against eavesdroppers. This power rating applies
Mechanics: Triggering the self-destruct mechanism only to protect the gear against surveillance, not for any
requires one half action. When triggered, the vehicle other purpose.
explodes with a set damage and blast increment deter- Tempest Surveillance Technology: The companion
mined by its size: technology to Tempest counter-measures (see above),
this technology is offensive, and used to intercept audio
Vehicle Size Damage Blast Increment
and video transmissions from great distances.
Small 1d10 1 square
Unfortunately, the time required to tune into these
Medium 2d10 1 square
transmissions is often daunting.
Large 4d10 1 square
Gadget Point Cost: 2 GP, 4 GP, 6 GP, or 8 GP
Huge 6d10 1 square
Option Slots: 1, 2, 3, or 4
Gargantuan 6d10 2 squares
Spot DC: 25 (experts only)
Colossal 8d10 2 squares
Mechanics: The GP paid determines the Tempest
Signal-Absorbing Paint: The vehicle is coated in a gear’s surveillance range, as well as the option slots
special paint that absorbs either heat, radar signals, or taken up by the gadget:
television signals (but not all three).
GP Paid Surveillance Range Option Slots
Gadget Point Cost: 2
2 50 ft. 1
Option Slots: 0
4 500 ft. 2
Spot DC: 25 (experts only)
6 1 mile 3
Mechanics: The agent chooses one (and only one) of
8 10 miles 4
the following paint styles when this gadget is requisi-
tioned and installed: heat-absorbing, radar-absorbing, Within the Tempest gear’s surveillance range, the
or TV-absorbing. The vehicle’s Defense against weapons agent or one of his teammates may tune into any one
guided by the appropriate signal type (heat-seeking, audio or video device or frequency (one computer mon-
radar-guided, or TV-guided, respectively) is increased itor, one radio conversation, etc.). No skill check is
by +2, as are Hide checks made against sensors of the required to determine if the agent successfully tunes
same type. This bonus stacks with the chaff, decoy, and into the device or frequency — rather, an opposed
flare vehicle qualities (see pages 78–79). Surveillance check is made to determine the time taken
to tune into the device or frequency:

95
Soldier/Wheelman Guide
Level of Success Tuning Time
Critical success 1 full round
Success
Failure
VGEHICLE
UIDE T ABLES
2d6 rounds
4d6 rounds
Critical Failure 8d6 rounds
The vehicle statistics listed on Table 4.1 are the same
Tempest surveillance gear does not decrypt or
as first seen in the Spycraft Espionage Handbook, with
descramble intercepted signals — it merely displays
four exceptions:
them. Additional Computers and/or Cryptography
Occupancy: The number of occupants the vehicle can
checks may be required to decipher a message or stream
hold — including the driver.
of data.
When two numbers flank a “+” sign here, it means
Maneuver Simulator: This gadget uses all available
that the vehicle is divided into two parts, with the pas-
data to display possible driving options during a chase,
sengers before the “+” held in the forward part of the
complete with potential outcomes and directions for
vehicle and the passengers after the “+” held in the rear
wheel and pedal control.
part of the vehicle.
Gadget Point Cost: 1
Bonus GP: The number of bonus GP the agents gain
Option Slots: 1
when they requisition the vehicle. These GP may only
Spot DC: 20
be used to add or improve vehiclular ordinance.
Mechanics: When the driver of a vehicle with this
WP: The vehicle’s wound points. When two numbers
gadget attempts a Block, Bootleg Reverse, Crowd, Gun
flank a “+” sign here, it means that the vehicle is divid-
It!, Hairpin Turn, Pass, Redline, or Zig-Zag maneuver, he
ed into two parts, with the number before the “+” being
gains a +4 gear modifier to his maneuver check.
the forward part’s wounds and the number after the “+”
Traffic Signal Changer: This gadget triggers nearby
being the rear part’s wounds.
traffic signals, including lights, railroad track barriers,
Qualities: The three-letter code for each quality the
toll gates, and the like, allowing the agent to change a
vehicle possesses (see pages 78–79).
red light to green, for example, or raise a toll gate.
Airborne and waterborne versions operate similarly,
raising bridges and clearing airways through standard Table 4.2:
air traffic control channels. Vehicular Ordinance
Gadget Point Cost: 2 Ordinance statistics deviate somewhat from the stan-
Option Slots: 1 dard weapon tables, adding or changing these entries:
Spot DC: 25 (experts only) Gadget Points: The cost to install the ordinance on
Mechanics: The driver of a vehicle with this gadget any vehicle of the proper size, in gadget points (not
gains a +4 to all maneuver checks in tight (urban) ter- budget points, as with standard-issue weapons).
rain and may ignore one urban terrain obstacle per Minimum Vehicle Size: The smallest size vehicle into
chase (of their choice). which this ordinance may be installed. Smaller vehicles
are either too lightweight or don’t have a frame large
Vehicle Guide Notes enough to support the weapon (or aren’t strong enough
(Tables 4.1 and 4.2) to support the weapon’s recoil).
Number of Options: The number of option slots the
The following notes apply throughout the vehicle ordinance takes up in a vehicle. All vehicular weapons
guide and vehicular ordinance tables (4.1 and 4.2): count as one option for the purpose of usual refine-
1
Speed is listed in feet per standard combat round. ments discounts, regardless the value in this column.
2
The number before the slash is the vehicle’s cruising speed. The number Qualities: The two-letter code for each quality the
after the slash is the vehicle’s maximum speed. weapon possesses (see pages 14–17 of the Modern Arms
3
The vehicle’s size is already factored into this value.
4
Gadgets cannot be installed on mounts. Guide and page 83 of this book).
5
See the Spycraft Espionage Handbook, pages 195–196 for more about Additionally, vehicular weapons have no budget
using these vehicles in chases. If one of these vehicles hits something, point or actual cost (they may only be purchased with
it inflicts 3d6 damage for every 5 MPH it is traveling at the time. If the
vehicle is Huge or larger, the vehicle has a chance of derailing (Huge: 20% gadget points) and no weight (vehicle weight has no
chance, Gargantuan: 50%, Colossal 80%). If the vehicle derails, everyone impact on Spycraft mechanics).
inside suffers damage as normal for a crash (see the Spycraft Espionage
Handbook, page 193).
6
If the agent using this vehicle has the Increased Speed feat, increase
the speed of this vehicle by 10 ft.
7
Use the agent's Defense.
8
As speed of towing vehicle.
Abbreviations: GP = gadget points; Occ. = Occupancy; Hnd = handling;
MPH = miles per hour; Def = Defense; WP = wound points; Hrd = hardness.

96
Spycraft Vehicle Guide
Table 4.1: Master Vehicle Guide Table
Bonus
Vehicle Name GP Size Occ. Hnd Speed1 MPH2 Def3 WP Hrd GP Qualities
Personal Vehicles and Mounts
Mounts4
Camel 2 Large 2 –1 40 ft. 4/8 13 15 0 — ORD, OPT (50%)
Chariot 3 Huge 1+2 –3 40 ft. 4/8 11 10 + 15 2 — OPT (50%)
Dog sled 2 Large 2 –1 40 ft. 4/8 12 8 + 10 0 — ORD, OPT (50%)
Dog, work 1 Medium 1 –2 40 ft. 4/8 12 8 0 — ORD
Elephant 3 Huge 1+3 –2 40 ft. 4/8 11 22 1 — ORD, OPT (50%)
Horse, Arabian 3 Large 1 1 60 ft. 6/12 14 12 0 — ORD, OPT (50%)
Horse, domesticated (riding) 2 Large 1+1 0 40 ft. 4/8 13 12 0 — ORD, OPT (50%)
Horse, pony 1 Medium 1 –1 35 ft. 4/8 12 10 0 — ORD, OPT (50%)
Horse, racing 3 Large 1 2 80 ft. 8/16 14 10 0 — ORD, OPT (50%)
Horse, unbroken 0 Large 1 –4 40 ft. 4/8 13 12 0 — ORD, OPT (50%)
Horse, work 1 Large 1 –2 40 ft. 4/8 12 10 0 — ORD
Horse and buggy 2 Large 1+2 –1 40 ft. 4/8 12 10 + 25 1 — OPT (50%)
Horse and carriage 3 Huge 1+5 –2 40 ft. 4/8 11 10 + 40 1 — —
Mule/ox 1 Large 1 –3 30 ft. 3/6 13 14 0 — ORD, OPT (50%)

Personal Air Vehicles


Autogyro 7 Large 1 +6 200 ft. 20/40 15 30 3 — OPT (50%), VTR
Hang glider 2 Large 1 +1 50 ft. 5/10 10 15 2 — FPH, OPT (25%)
Jettisoned cockpit seat — Medium 1 –2 30 ft. 3/6 8 30 4 — FPH, OPT (50%)
Jet pack 4 Medium 1 +7 500 ft. 50/100 18 25 1 — OPT (25%), VTR
Parachute 1 Large 1 –1 40 ft. 4/8 8 12 1 — OPT (0%)
Parasail 2 Large 1 +0 100 ft. 10/20 9 15 1 — OPT (0%)
Ultralight 3 Large 1 +3 250 ft. 25/50 12 40 4 — OPT (25%)

Personal Ground Vehicles


ATC (3-wheeler) 2 Medium 1 +5 150 ft. 15/30 15 30 2 — ORD, OPT (50%)
ATV (quad, 4-wheeler) 2 Medium 1/1 +6 200 ft. 20/40 16 50 2 — ORD, OPT (50%)
Bicycle, off-road 1 Medium 1 +6 50 ft.6 5/10 10 20 1 — ORD, OPT (50%)
Bicycle, racing 1 Medium 1 +7 70 ft.6 7/14 11 20 1 — OPT (25%)
Bicycle, street (stock) ($100) Medium 1 +6 50 ft.6 5/10 10 15 1 — OPT (25%)
Bicycle, touring ($200) Medium 1 +5 40 ft.6 4/8 8 20 1 — OPT (25%)
Board, skate ($50) Small 1 +7 30 ft.6 3/6 Special7 5 0 — OPT (0%)
Board, street luge ($150) Small 1 +4 80 ft.6 8/16 10 8 0 — OPT (25%)
Dog sled 1 Large 1/1 –3 100 ft. 10/20 14 30 1 — OPT (50%)
Iceboat 1 Large 1 –2 400 ft. 40/80 16 40 1 — OPT (50%)
Motorcycle, chopper 3 Large 1/1 +6 400 ft. 40/80 15 50 2 — OPT (50%)
Motorcycle, commuter 2 Medium 1 +7 400 ft. 40/80 16 30 1 — OPT (50%)
Motorcycle, canopy 4 Medium 1 +8 550 ft. 55/110 18 45 3 — FPH
Motorcycle, street 2 Medium 1 +8 500 ft. 50/100 18 35 1 — HOT, OPT (50%)
Motorcycle, touring 3 Large 1/1 +6 400 ft. 40/80 14 45 2 — OPT (50%)
Motorcycle, off-road 2 Medium 1 +6 250 ft. 25/50 16 30 2 — ORD, OPT (50%)
Motorcycle, racing 4 Large 1 +7 750 ft. 75/150 17 25 2 — OPT (50%)
Motorcycle, scooter/moped 1 Medium 1 +5 250 ft. 25/50 14 25 1 — OPT (50%)
Motorcycle, sidecar 3 Large 1/1 +5 400 ft. 40/80 14 45 2 — OPT (50%)
Skates, in-line ($50) Small 1 +1 40 ft.6 4/8 Special7 5 0 — OPT (0%)
Skates, quads ($50) Small 1 +1 40 ft.6 4/8 Special7 5 0 — OPT (0%)
Skis ($100) Small 1 +0 30 ft.6 3/6 Special7 8 0 — OPT (0%), TRK
Snowboard ($150) Small 1 +0 30 ft.6 3/6 Special7 8 0 — OPT (0%), TRK
Snowmobile, one-man 2 Medium 1 +6 250 ft. 25/50 16 50 2 — OPT (50%), TRK
Snowmobile, two-man 2 Large 1/1 +5 250 ft. 25/50 15 60 2 — OPT (50%), TRK

97
Soldier/Wheelman Guide
Table 4.1: Master Vehicle Guide Table (Continued)
Bonus
Vehicle Name GP Size Occ. Hnd Speed1 MPH2 Def3 WP Hrd GP Qualities
Personal Water Vehicles
Board, boogie ($80) Small 1 0 40 ft.6 4/8 Special7 8 0 — OPT (25%)
Board, surf ($100) Medium 1 –1 50 ft6 5/10 Special7 10 0 — OPT (25%)
Canoe ($100) Large 1/2 –2 40 ft. 4/8 7 10 1 — OPT (50%)
Kayak ($100) Medium 1 +0 40 ft. 4/8 10 10 1 — OPT (50%)
Life raft ($120) Large 1/5 –4 20 ft. 2/4 5 15 0 — OPT (25%)
Jet-ski, one-man 1 Medium 1 +4 150 ft. 15/30 14 30 1 — OPT (50%)
Jet-ski, two-man 2 Medium 1/1 +3 120 ft. 12/24 13 40 1 — OPT (50%)
Rowboat ($150) Large 1/3 –3 30 ft. 3/6 7 15 2 — OPT (50%)
Sail board 1 Medium 1 –1 200 ft. 20/40 9 10 0 — OPT (25%)
Submersible sled, one man 3 Small 1 +2 20 ft. 15/30 13 25 3 — —
Water skis ($80) Small 1 –1 Special8 Special8Special7 8 0 — OPT (0%)

Cars and Trucks


Cars
Car, antique 2 Large 1/2 –4 500 ft. 50/100 5 80 4 — —
Car, classic 3 Large 1/1 –3 500 ft. 50/100 6 100 6 — HOT
Car, commuter (compact) 3 Large 1/2 +2 500 ft. 50/100 11 80 4 — —
Car, commuter (mid-size) 3 Large 1/3 +0 550 ft. 55/110 9 90 5 — —
Car, commuter (sedan) 3 Large 1/3 +1 550 ft. 55/110 10 100 6 — —
Car, commuter (station wagon) 2 Large 1/5 –3 500 ft. 50/100 6 100 6 — —
Car, commuter (sub-compact) 2 Medium 1/1 +3 450 ft. 45/90 13 70 3 — —
Car, drag-racer/hot rod 4 Large 1/1 +3 700 ft. 70/140 12 90 5 — FPH, HOT
Car, economy 2 Large 1/3 +0 500 ft. 50/100 9 80 4 — —
Car, electric 3 Large 1/2 +2 400 ft. 40/80 11 60 3 — —
Car, electric-gas conversion 3 Large 1/3 +1 500 ft. 50/100 10 70 3 — —
Car, high-performance (police) 4 Large 1/3 +4 700 ft. 70/140 13 110 7 — —
Car, luxury 4 Large 1/4 +1 550 ft. 55/110 10 110 7 — HOT
Car, muscle 4 Large 1/2 +1 650 ft. 65/130 10 110 7 — FPH
Car, off-road 4 Large 1/1 +1 500 ft. 50/100 10 100 6 — ORD
Car, racing 5 Large 1 +8 1000 ft. 100/200 17 70 3 — FPH
Car, sports (classic) 4 Large 1/1 +6 750 ft. 75/150 15 80 4 — HOT
Car, sports (modern) 4 Large 1/1 +5 800 ft. 80/160 14 70 3 — HOT
Golf cart (electric) 1 Medium 1/1 +2 80 ft. 8/16 12 40 2 — OPT (50%)
Jeep, civilian 2 Large 1/3 +1 600 ft. 60/120 10 80 5 — ORD
Jeep, military 2 Large 1/3 +1 550 ft. 55/110 10 90 7 — ORD
Limousine, Cadillac 5 Large 1/5 –5 400 ft. 40/80 4 130 7 — HOT
Van, ambulance 4 Large 1/4 –3 550 ft. 55/110 6 120 6 — —
Van, full 4 Large 1/5 –4 550 ft. 55/110 5 130 7 — —
Van, mini–van 4 Large 1/4 –1 600 ft. 60/120 8 110 5 — —

Trucks
Forklift, commercial (1–2 tons) 2 Large 1 +0 50 ft. 5/10 9 80 5 — —
Jeep, Humvee 8 Large 1/6 –5 500 ft. 50/100 4 120 10 — AHV, FPH, ORD
Limousine, Humvee 8 Huge 1/7 –5 450 ft. 45/90 3 130 8 — ORD
Recreational vehicle 6 Huge 1/5 –6 400 ft. 40/80 2 100 4 — —
Road grader 3 Garg. 1/1 –8 60 ft. 6/12 2 150 6 — ORD
SUV, commuter 4 Large 1/3 –3 500 ft. 50/100 6 100 6 — —
SUV, off–road 4 Large 1/3 –4 400 ft. 40/80 5 100 6 — ORD
Truck, box 4 Huge 1/6 –6 500 ft. 50/100 2 90 8 — CGO
Truck, cement 3 Huge 1/1 –7 350 ft. 35/70 2 120 8 — —
Truck, commuter 3 Large 1/1 –3 450 ft. 45/90 6 100 6 — —
Truck, dump 4 Huge 1/1 –6 400 ft. 40/80 2 120 7 — CGO
Truck, fire 4 Huge 1/3 –6 450 ft. 45/90 2 120 6 — —
Truck, flatbed 3 Huge 1/1 –8 450 ft. 45/90 0 120 5 — CGO

98
Spycraft Vehicle Guide
Table 4.1: Master Vehicle Guide Table (Continued)
Bonus
Vehicle Name GP Size Occ. Hnd Speed1 MPH2 Def3 WP Hrd GP Qualities
Truck, monster 4 Huge 1/1 –5 400 ft. 40/80 3 110 7 — ORD
Truck, off-road 4 Large 1/1 –3 450 ft. 45/90 6 100 6 — ORD
Truck, pick–up 3 Large 1/1 –2 550 ft. 55/110 7 100 6 — CGO
Truck, racing 5 Large 1/1 +0 700 ft 70/140 9 90 6 — FPH, ORD
Truck stake-sided 3 Huge 1/1 –6 450 ft. 45/90 2 100 5 — CGO

Water Vehicles
Surface Water Vehicles
Boat, catamaran 3 Huge 2/3 +0 300 ft. 30/60 8 50 3 — —
Boat, fishing, private 3 Huge 1/4 –4 200 ft. 20/40 4 80 4 — —
Boat, fishing, commercial 4 Garg. 1/7 –6 175 ft. 17/35 2 100 4 — —
Boat, house, single 3 Huge 1/1 –6 50 ft. 5/10 2 50 3 — LVQ
Boat, house, family 4 Garg. 1/6 –7 40 ft. 4/8 2 70 3 — LVQ
Boat, hydroplane 4 Huge 1/4 +3 400 ft. 40/80 11 50 4 — —
Boat, racing 5 Large 1/2 +4 500 ft. 50/100 13 50 4 — FPH
Boat, sail 3 Large 1/3 +0 300 ft. 30/60 9 40 3 — —
Boat, sail 4 Huge 2/3 –1 250 ft. 25/50 7 55 3 — LVQ
Boat, rikshaw 1 Medium 2 –2 20 ft.6 2/4 8 20 2 — —
Boat, speed 3 Large 1/1 +5 400 ft. 40/80 14 60 3 — —
Boat, swamp 4 Large 1/2 +4 200 ft. 20/40 13 40 3 — —
Boat, tug, service 6 Huge 2/5 –6 80 ft. 8/16 2 60 4 — —
Boat, tug, port 7 Large 2/8 –8 60 ft. 6/12 2 80 4 — —
Boat, zodiac 3 Large 1/5 +3 200 ft. 20/40 12 20 1 — —
Hovercraft, one-man 4 Medium 1 +2 350 ft. 35/70 12 55 4 — ORD
Hovercraft, beach landing 7 Garg. 2/40 –1 300 ft. 30/60 7 130 10 1 ORD
Hovercraft, ferry 10 Colossal 2/90 –5 250 ft. 25/50 2 200 8 — ORD
Military, aircraft carrier 20 Colossal 25/900 –15 200 ft. 20/40 2 1,000 15 4 AHV, LVQ
Military, amphibious assault 8 Huge 2/120 –1 200 ft. 20/40 7 150 5 — —
Military, battleship 18 Colossal 20/600 –12 200 ft. 20/40 2 900 12 4 AHV, LVQ
Military, cruiser 16 Colossal 15/400 –9 200 ft. 20/40 2 750 10 3 AHV, LVQ
Military, destroyer 12 Garg. 12/120 –4 200 ft. 20/40 3 450 8 2 LVQ
Military, destroyer-escort 11 Garg. 12/100 –3 200 ft. 20/40 4 350 7 2 LVQ
Military, frigate 14 Garg. 15/250 –6 200 ft. 20/40 2 600 8 3 LVQ
Military, patrol-torpedo (PT) 9 Huge 4/15 +2 250 ft 25/50 10 200 6 1 —
Ship, barque (3-mast) 8 Garg. 20/40 –3 200 ft. 20/40 4 120 3 — LVQ
Ship, barque (4-mast) 8 Garg. 25/60 –4 250 ft. 25/50 3 140 3 — LVQ
Ship, brigantine 8 Garg. 15/30 –3 250 ft. 25/50 4 110 3 — LVQ
Ship, cargo 9 Garg. 10/80 –8 200 ft. 20/40 2 200 5 — LVQ
Ship, cargo 11 Colossal 12/100 –10 175 ft. 17/35 2 250 5 — LVQ
Ship, cruise 10 Garg. 15/120 –6 200 ft. 20/40 2 180 5 — LVQ
Ship, cruise 12 Colossal 20/350 –7 175 ft. 17/35 2 220 5 — LVQ
Ship, schooner 11 Garg. 5/5 –4 250 ft. 25/50 2 120 3 — LVQ
Ship, tanker 12 Garg. 10/80 –11 175 ft. 17/35 2 200 7 — LVQ
Ship, tanker, super 15 Colossal 12/100 –13 150 ft. 15/30 2 240 7 — LVQ
Ship, yacht 7 Huge 2/8 +0 300 ft. 30/60 8 100 4 — LVQ
Ship, yacht 9 Garg. 2/20 –3 200 ft. 20/40 4 140 4 — —

Submersible Water Vehicles


Diving bell 2 Large 1/1 – 20 ft. 20/40 4 50 5 — —
Escape pod 1 Large 1 –1 15 ft. 1/3 8 40 3 — —
Submarine, mini 5 Large 1/1 +1 150 ft. 15/30 10 75 4 — —
Submarine, mid-size 5 Huge 2/8 –1 150 ft. 15/30 7 100 6 — —
Submarine, military 9 Garg. 10/80 –5 175 ft. 17/35 2 180 8 2 AIR, LVQ,
LSP (120),
NVS (+8), SDS

99
Soldier/Wheelman Guide
Table 4.1: Master Vehicle Guide Table (Continued)
Bonus
Vehicle Name GP Size Occ. Hnd Speed1 MPH2 Def3 WP Hrd GP Qualities
Submarine, nuclear 10 Colossal 12/88 –6 150 ft. 15/30 2 220 8 1 AIR, LVQ,
LSP (200),
NVS (+10), SDS
Submersible car 7 Large 1/3 +3 100 ft. 10/20 12 85 5 — —
Submersible, drone 3 Large — +1 60 ft. 6/12 10 45 4 — NVS (+4)
Submersible sled, team 5 Large 1/2 +2 80 ft. 8/16 12 50 2 — —

Air Vehicles
Fixed-Wing Vehicles
Airliner, light 11 Garg. 3/150 –1 2,000 ft. 200/400 6 100 5 — —
Airliner, jumbo 12 Colossal 4/300 –2 1,750 ft. 175/350 4 120 6 — —
Airliner, low-orbital 19 Colossal 4/120 –3 12,500 ft. 1250/2500 2 125 5 — AIR
Airliner, private 9 Huge 2/10 +0 2,500 ft. 250/500 8 80 4 — —
Airliner, supersonic 15 Colossal 3/180 –1 4,000 ft. 400/800 5 120 5 — —
Bi-plane 6 Large 1/1 +3 600 ft. 60/120 12 60 3 — —
Bomber, light 13 Garg. 2/4 +0 2,000 ft. 200/400 7 150 8 3 ARF, EOP
Bomber, heavy 16 Colossal 2/4 –1 2,500 ft. 250/500 5 200 8 4 ARF, EOP
Bomber, supersonic 20 Garg. 2/3 +3 4,500 ft. 450/900 10 180 7 5 ARF, EOP
Bomber, stealth 25 Garg. 2/2 +1 2,500 ft. 250/500 8 150 7 4 ARF, SDS, STC
Fighter, air-superiority 18 Huge 1 +12 5,000 ft. 500/1000 20 100 6 3 ARF
Fighter, attack 17 Huge 1/1 +10 4,000 ft. 400/800 18 110 7 3 ARF, EOP
Fighter, drone 12 Large 0 +8 3,000 ft. 300/600 17 65 6 2 NVS (+6)
Fighter, future 20 Huge 1 +14 6,000 ft. 600/1200 22 100 7 3 ARF, EXO, STC
Fighter, ground attack 15 Huge 1 +11 1,250 ft. 125/250 19 120 10 3 AHV, EOP
Fighter, VTOL 15 Huge 1 +10 2,500 ft. 250/500 18 100 7 3 ARF, EXO, VTR
Fighter, strike 17 Huge 1 +11 4,500 ft. 450/900 19 100 7 3 ARF
Fighter, stealth 19 Huge 1 +8 2,500 ft. 250/500 16 80 6 3 ARF, SDS, STC
Fueler 12 Garg. 4/8 +0 2,000 ft. 200/400 7 110 5 — ARF, RFL
Prop-plane, 1-seater 6 Large 1 +7 900 ft. 90/180 16 50 4 — —
Prop-plane, 2-seater 6 Large 1/1 +6 900 ft. 90/180 15 60 4 — —
Prop-plane, 4-seater 7 Large 1/3 +5 900 ft. 90/180 14 70 4 — —
Prop-plane, turbo 8 Large 1/3 +6 1,500 ft. 150/300 15 70 4 — —
Reconnaissance, drone 14 Large 0 +6 900 ft. 90/180 15 45 4 — NVS (+6), STC
Reconnaissance, high altitude 15 Huge 1 –1 1,500 ft. 150/300 7 90 5 — —
Reconnaissance, high-speed 17 Huge 1 –5 12,500 ft. 1250/2500 3 100 5 — ARF, STC
Rocket, personal 14 Large 1 +5 4,000 ft. 400/800 14 70 6 — AIR, LSP (20)
Rocket, crew-piloted 16 Huge 2/2 +4 3,500 ft. 350/700 12 100 6 — AIR, LSP (20)
Skycar 12 Large 1/3 +4 1,250 ft. 125/250 13 85 5 — —
Space shuttle 40 Huge 4/4 –5 10,000 ft. 1000/2000 3 600 10 — AIR, LSP (90),
LVQ
Transport, light 9 Huge 3/20 +3 1,750 ft. 175/350 11 90 8 — ARF, EOP, LVQ
Transport, standard 10 Garg. 4/30 +1 2,250 ft. 225/450 8 120 8 — ARF, EOP, LVQ
Transport, heavy 12 Colossal 4/60 –2 2,000 ft. 200/400 4 150 8 — ARF, EOP, LVQ

Lighter-Than-Air Vehicles
Blimp 6 Garg. 2/25 –6 400 ft. 35/70 2 45 1 — VTL
Hot-air balloon 1 Huge 1/4 — — — 2 10 0 — VTL
Zeppelin 8 Colossal 3/50 –8 350 ft. 30/60 2 60 1 — VTL
Rotor-Wing Vehicles
Helicopter, attack 15 Large 2 +8 1,500 ft. 150/300 17 90 7 3 FPH, VTL
Helicopter, cargo 9 Huge 2/1 +5 400 ft. 40/80 13 75 5 — VTL
Helicopter, commercial 8 Large 1/3 +6 600 ft. 60/120 15 70 5 — VTL
Helicopter, drone 5 Medium 0 +8 300 ft. 30/60 18 25 3 — NVS (+6)
Helicopter, gunship 16 Huge 2/6 +5 800 ft. 80/160 13 100 8 3 VTL

100
Spycraft Vehicle Guide
Table 4.1: Master Vehicle Guide Table (Continued)
Bonus
Vehicle Name GP Size Occ. Hnd Speed1 MPH2 Def3 WP Hrd GP Qualities
Helicopter, light 7 Large 1/1 +8 800 ft. 80/160 17 50 4 — VTL
Helicopter, military 13 Large 2/8 +7 1,200 ft. 120/240 16 80 7 2 FPH, VTL
(Blackhawk, Pavehawk)
Helicopter, service 9 Large 1/5 +6 900 ft. 90/180 15 75 5 — VTL
(med-evac, corporate)

Armored and Heavy Vehicles


Railed Armored and Heavy Vehicles5
Sky tram 10 Garg. 1/120 — 250 ft. 25/50 2 250 10 — —
Train, bullet 14 Garg. 4/200 — 900 ft. 90/180 2 300 11 — —
Train, cargo 12 Garg. 4 — 250 ft. 25/50 2 320 12 — CGO
Train, commuter, surface 12 Garg. 1/200 — 350 ft. 35/70 2 300 11 — —
Train, commuter, subway/el 11 Garg. 2/160 — 300 ft. 30/60 2 250 8 — —
Train, mag-lev 16 Garg. 5/200 — 1100 ft. 110/220 2 250 10 — —
Trolley 8 Huge 1/16 — 200 ft. 20/40 2 180 9 — —

Tracked Armored and Heavy Vehicles


AAV (Amphib. Assault Vehicle) 11 Huge 2/8 –7 300 ft. 30/60 2 260 12 1 AHV, NVS (+4), TRK
Bridge-layer 12 Huge 2/1 –10 200 ft. 20/40 2 200 14 — AHV, TRK
Digger-driller 10 Huge 1 –10 25 ft. 2/5 2 250 12 — AHV, TRK
Half-track 9 Huge 2/12 –8 350 ft. 35/70 2 240 12 — AHV, TRK
IFV (Infantry Fighting Vehicle) 9 Huge 3/8 –7 350 ft. 35/70 2 220 14 1 AHV, NVS (+4), TRK
Tank, amphibious 12 Huge 2 –10 300 ft. 30/60 2 250 12 2 AHV, NVS (+6), TRK
Tank, drone 12 Medium 0 –4 300 ft. 30/60 6 160 11 2 AHV, NVS (+4), TRK
Tank, pocket 11 Large 2 –8 350 ft. 35/70 2 240 15 2 NVS (+4), RAR, TRK
Tank, main battle 13 Huge 3 –10 300 ft. 30/60 2 280 20 3 NVS (+6), RAR, TRK
Tank, super-heavy 14 Garg. 5 –12 200 ft. 20/40 2 320 22 3 NVS (+6), RAR, TRK
Tractor, bulldozer 6 Large 1 –7 50 ft. 5/10 2 160 10 — TRK
Tractor, crane 8 Garg. 1 –8 50 ft. 5/10 2 120 9 — TRK
Tractor, snow 7 Large 2 –7 125 ft. 12/25 2 110 8 — TRK
Tractor, steam shovel 7 Huge 1 –8 30 ft. 3/6 2 140 9 — TRK
Wheeled Armored and Heavy Vehicles
APC (armored personnel carrier) 8 Huge 2/6 –7 250 ft. 25/50 2 240 12 1 AHV, ORD
Armored car 7 Large 2/4 –4 400 ft. 40/80 5 220 11 — AHV
Armored drone 8 Medium 0 +4 300 ft. 30/60 45 65 8 1 —
Bus 6 Huge 1/30 –7 450 ft. 45/90 2 150 8 — —
Bus, accordion (double-long) 6 Huge 1/50 –8 400 ft. 40/80 2 180 8 — —
Bus, double-decker 6 Huge 1/45 –8 400 ft. 40/80 2 160 8 — —
Forklift, industrial (2–8 tons) 4 Large 1 –7 125 ft. 12/25 2 120 7 — ORD
IFV (Infantry Fighting Vehicle) 9 Huge 2/8 –6 350 ft. 35/70 2 180 12 1 AHV, NVS (+4),
ORD
Tractor, combine 5 Huge 1/1 –8 150 ft. 15/30 2 100 5 — —
Tractor, field 5 Huge 1/1 –8 200 ft. 20/40 2 100 5 — ORD
Tractor, semi (“big rig”) 7 Garg. 2/2 –7 500 ft. 50/100 2 120 6 — —
Tractor, semi w/ sleeper 8 Garg. 2/4 –7 500 ft. 50/100 2 130 6 — LVQ
Tractor, steam roller 4 Large 1 –8 20 ft. 2/4 2 100 7 — —
Tractor, street cleaner 4 Large 2 –6 80 ft. 8/16 3 100 5 — —
Trailer, box 2 Huge — –8 450 ft. 45/90 2 60 5 — CGO
Trailer, flatbed 2 Huge — –8 450 ft. 45/90 2 50 4 — CGO
Trailer, refrigerated 3 Huge — –8 450 ft. 45/90 2 60 5 — CGO
Trailer, tanker 2 Huge — –9 400 ft. 40/80 2 50 5 — CGO
Truck, 2 1/2-ton 8 Large 2/6 –7 400 ft. 40/80 2 200 10 — ORD
Zamboni™ 5 Large 1 –6 125 ft. 12/25 3 110 7 — SRD

101
Soldier/Wheelman Guide
Table 4.2: Vehicular Ordinance
Gadget Minimum Number of Range Ammo Qualities
Weapon Name Points Vehicle Size Options Accuracy Damage Error Threat Increment Load & Mods
Cannons (Any vehicle)
20mm 3 Large 1 — 4d8 (+20) 1–2 19–20 800 ft. 60 —
30mm 4 Large 2 — 6d6 (+25) 1–2 18–20 800 ft. 60 —
40mm 4 Large 2 — 4d10 (+30) 1–2 18–20 900 ft. 60 —
60mm 5 Huge 3 — 6d8 (+35) 1–2 18–20 900 ft. 50 —
75mm 5 Huge 3 — 5d10 (+40) 1–3 18–20 1,000 ft. 50 —
85mm 6 Huge 3 — 7d8 (+45) 1–3 18–20 1,000 ft. 50 —
105mm 6 Huge 4 — 6d10 (+50) 1–3 17–20 1,100 ft. 40 —
120mm 7 Huge 4 — 8d8 (+55) 1–3 17–20 1,100 ft. 40 —
130mm 7 Huge 5 — 9d8 (+60) 1–3 17–20 1,200 ft. 40 —
155mm 8 Gargantuan 5 — 10d8 (+70) 1–3 17–20 1,200 ft. 40 —
210mm 7 Huge 4 — 6d10 (+100) 1–4 17–20 2,000 ft. 25 —
300mm 8 Gargantuan 5 — 7d10 (+120) 1–4 17–20 3,000 ft. 25 —
420mm 10 Gargantuan 6 — 8d10 (+150) 1–4 17–20 4,000 ft. 25 —

Guided Missile Launchers (Any vehicle)


IR, light 3 Medium 1 — 5d10 (+50) 1–2 19–20 500 ft. 2 —
IR, standard 4 Large 2 — 8d8 (+60) 1–2 19–20 2,000 ft. 2 —
IR, heavy 6 Huge 3 — 8d10 (+75) 1–2 19–20 10,000 ft. 1 —
Radar, standard 3 Medium 1 — 5d10 (+50) 1–2 19–20 500 ft. 2 —
Radar, light 4 Large 2 — 8d8 (+60) 1–2 19–20 2,000 ft. 2 —
Radar, heavy 6 Huge 3 — 8d10 (+75) 1–2 19–20 10,000 ft. 1 —
Television, light 4 Medium 1 — 5d10 (+50) 1–2 18–20 500 ft. 2 —
Television, standard 5 Large 2 — 8d8 (+60) 1–2 18–20 2,000 ft. 2 —
Television, heavy 7 Huge 3 — 8d10 (+75) 1–2 18–20 10,000 ft. 1 —
Wire, light 3 Medium 1 — 4d10 (+40) 1–3 19–20 350 ft. 4 —
Wire, standard 4 Large 1 — 5d10 (+50) 1–3 19–20 400 ft. 4 —
Wire, heavy 5 Huge 1 — 6d10 (+60) 1–3 19–20 450 ft. 2 —

Harpoon Guns (Any vehicle)


Light 1 Huge 1 — 2d8 (+10) 1–3 16–20 80 ft. — —
Heavy 2 Gargantuan 1 — 3d8 (+15) 1–3 16–20 100 ft. — —
Mine-Layers (Any vehicle)
Light 3 Large 1 — 3d10 (+50) 1–2 17–20 — 20 —
Standard 4 Large 2 — 4d10 (+60) 1–2 17–20 — 10 —
Heavy 5 Large 2 — 6d10 (+70) 1–2 17–20 — 8 —
Super 7 Huge 2 — 8d10 (+80) 1–2 17–20 — 5 —

Rocket Launchers (Any vehicle)


70mm 2 Large 1 –2 4d6 (+30) 1–2 19–20 500 ft. 25 —
107mm 3 Large 1 –2 5d6 (+40) 1–2 19–20 500 ft. 20 —
122mm 4 Huge 1 –2 6d6 (+50) 1–2 19–20 800 ft. 20 —
155mm 4 Huge 1 –2 7d6 (+60) 1–2 19–20 800 ft. 15 —
220mm 6 Huge 2 –2 8d8 (+60) 1–2 19–20 1,200 ft. 10 —
240mm 8 Huge 2 –2 8d10 (+75) 1–2 19–20 2,000 ft. 10 —

Vehicular Machine Guns (Any vehicle)


7.62mm 1 Large 1 — 2d10 (+20) 1–2 19–20 200 ft. 400 AN
12.7mm 2 Large 1 — 3d8 (+20) 1–2 19–20 400 ft. 400 AN, AP
14.5mm 3 Large 1 — 3d10 (+20) 1–2 18–20 600 ft. 400 AN, AP
23mm 3 Huge 2 — 6d6 (+35) 1–2 18–20 700 ft. 200 AN, AP
30mm 4 Huge 3 — 5d8 (+40) 1–2 17–20 800 ft. 200 AP
40mm 5 Huge 3 — 5d10 (+40) 1–2 17–20 900 ft. 200 AP

102
Spycraft Vehicle Guide
Table 4.2: Vehicular Ordinance (Continued)
Gadget Minimum Number of Range Ammo Qualities
Weapon Name Points Vehicle Size Options Accuracy Damage Error Threat Increment Load & Mods
Cluster Bombs (Air vehicles only)
Localized 6 Large 3 — 6d10 (+40) 1–2 19–20 500 ft. 1 —
Standard 8 Huge 3 — 6d10 (+50) 1–2 19–20 500 ft. 1 —
Tactical 10 Huge 3 — 6d10 (+60) 1–2 19–20 500 ft. 1 —

Fuel-Air Bombs (Air vehicles only)


Localized 8 Large 3 — 8d10 (+60) 1–3 — 500 ft. 1 —
Standard 10 Huge 3 — 8d10 (+70) 1–3 — 500 ft. 1 —
Tactical 12 Huge 3 — 8d10 (+80) 1–3 — 500 ft. 1 —

Iron Bombs (Air vehicles only)


500 lb. 3 Huge 1 — 3d10 (+60) 1–3 20 500 ft. 4 —
700 lb. 3 Huge 1 — 4d10 (+80) 1–3 20 500 ft. 3 —
1,000 lb. 4 Huge 1 — 5d10 (+100) 1–3 20 500 ft. 2 —
2,000 lb. 4 Huge 1 — 8d10 (+150) 1–3 20 500 ft. 1 —

Mine-Dropping Bombs (Air vehicles only)


Localized 3 Huge 2 — Special* 1–2 19–20 500 ft. 1 —
Standard 4 Huge 2 — Special* 1–2 19–20 500 ft. 1 —
Tactical 5 Huge 2 — Special* 1–2 19–20 500 ft. 1 —

Precision Bombs (Air vehicles only)


500 lb. 5 Huge 1 — 3d10 (+60) 1 17–20 1,000 ft. 4 —
700 lb. 5 Huge 1 — 4d10 (+80) 1 17–20 1,000 ft. 3 —
1,000 lb. 6 Huge 1 — 5d10 (+100) 1 17–20 1,000 ft. 2 —
2,000 lb. 6 Huge 1 — 8d10 (+150) 1 17–20 1,000 ft. 1 —
Flamethrowers (Ground vehicles only)
Flamethrower, light 4 Large 2 — 4d6 + fire 1–3 20 30 ft. 50 AN
Flamethrower, heavy 5 Huge 2 — 5d6 + fire 1–3 20 40 ft. 40 AN

Grenade Launchers (Ground vehicles only)


20mm 4 Large 1 –2 2d8 (+15) 1–3 20 1,000 ft. 50 AN
40mm 5 Large 1 –2 3d10 (+15) 1–3 20 1,000 ft. 50 AN
66mm 6 Huge 2 –2 4d8 (+20) 1–3 20 1,000 ft. 40 AN
82mm 7 Huge 2 –2 4d10 (+40) 1–3 20 1,000 ft. 40 AN
Depth Charges (Water vehicles only)
Standard 4 Huge 2 — 5d10 (+75) 1–3 18–20 25 ft. 8 —

Torpedoes (Water vehicles only)


Mini, short range 3 Large 1 — 3d10 (+20) 1–3 20 50 ft. 8 —
Mini, long range 4 Large 1 — 3d10 (+15) 1–3 20 80 ft. 8 —
Light, short range 4 Huge 2 — 4d10 (+35) 1–3 19–20 60 ft. 6 —
Light, long range 5 Huge 2 — 4d10 (+30) 1–3 19–20 100 ft. 6 —
Heavy, short range 5 Gargantuan 3 — 6d10 (+60) 1–3 19–20 70 ft. 4 —
Heavy, long range 6 Gargantuan 3 — 6d10 (+50) 1–3 19–20 120 ft. 4 —

* See the weapon description for rules about this ordinance.

103
Soldier/Wheelman Guide
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104

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