Many vehicles have specific traits which grant them special abilities or penalize them in some way.
The vehicle has an open construction which makes it light, but exposes crew and passengers to the elements. Open Vehicles grant no cover to their crew or passengers, but any Traveller on board can shoot (or otherwise attack) in any direction.
This vehicle has been designed with combat in mind and features sloping armour, composite materials, and structural reinforcement appropriate to its Tech Level. A vehicle with the AFV trait may have up to three times the armour it is normally allowed for its Tech Level.
The vehicle has had its drive and suspension systems modified to handle rough terrain. This trait provides DM+1 to any Drive checks made to negotiate difficult terrain.
The vehicle is equipped to handle difficult terrain. This trait provides DM+2 to any Drive checks made to negotiate difficult terrain.
The vehicle is equipped to handle extremely difficult terrain. This trait provides DM+4 to any Drive checks made to negotiate difficult terrain.
Many vehicle customizations, available to custom vehicles as a part of Vehicle Building system in Vehicle Handbook offer trait-like abilities and significantly affect their operations.
A Ground Vehicle can be designed to run on a rail network in addition to its normal travel. Increase Speed by one band while on rails, but reduce Agility by 2. Rail Rider (Train) denotes a Ground Vehicle designed to run on a rail network instead of its normal travel.
Aquatic Drive can be added to a vehicle to allow it to traverse across the surface of water. This does not make it seaworthy, but it will be capable of navigating rivers, lakes and coastal areas. The modification includes waterproofing, snorkels and props or water jets for propulsion. Light vehicles will have the same movement rates as Boats of the same TL, though their Agility while afloat will be 1 less and Range 10% of that of a boat. Heavy vehicles will have the same movement rates as Ships of the same TL, though their Agility while afloat will be 1 less and Range 10% of that of a boat.
A vehicle can be fitted with an auxiliary grav drive, allowing it to fly for short distances. While flying, the vehicle will have its Agility reduced by -1, its Range halved, and Speed reduced by one band.
Smart wheels use short-raged sensors to constantly scan the ground ahead, and then reshape themselves to compensate. On rough terrain, smart wheels provide DM+1 to any Drive (wheel) checks made to negotiate adverse conditions, while on roads they increase the Range of a vehicle by 10%.
This customization allows a vehicle to draw power from an external source, such as overhead wires, induction plates buried under roads or beamed microwaves. So long as the vehicle has direct access to the external power source (remaining on the road or within line of sight of the microwave transmitter, for instance), it effectively has an unlimited Range. External Power (Train) means that external power is only available while on rails.
By mounting large drills or other boring equipment to a Heavy Ground Vehicle, it can be turned into a tunneling machine capable of moving through solid rock. While travelling through rock, it moves 10 meters per hour, multiplied by its Tech Level.
High performance grav vehicles can be designed with aerodynamic hulls that allow them to travel at much greater speeds.
By using sails more commonly seen on waterborne vehicles, a light chassis can be propelled at some surprising speed. However, the vehicle is utterly reliant on prevailing conditions and its maximum speed can never exceed that of the current wind.
For the convenience of the crew, an outboard motor can be fitted to a rowed or sailing boat.
Hydrofoils attached to the underside of a boat’s or a ship’s hull allow it to rise out of the water when accelerating, reducing friction with the water and permitting greater speeds.
While most submersibles are propelled by props or water jets, a supercavitating drive surrounds the craft with a bubble of atmosphere and propels it forward through the use of rockets, jets or thrusters. By eliminating the friction of the water surrounding it, the supercavitating drive is capable of driving the submersible forward at very high speeds.
This is a hybrid aircraft, combining rigid wings and a lift-generating fuselage with a gas envelope which, in itself, is capable of supporting the entire craft.
By adding floats, pontoons, or shaping the fuselage, an aeroplane can be given the ability to land on water.
Aeroplanes and Jets can be designed with folding wings, tail and props in order for them to be stored more efficiently, either for shipping or within a busy hangar. Ornithopters can feature folding wings and fins, while Helicopters can be designed with folding tail and rotor in order for them to be stored more efficiently.
The ability to perform Short Take-offs and Landings is typically achieved through the use of high-lift devices and revised aerofoils. This allows the aeroplane to takeoff and land in half the normal distance.
Through tilting engines or other means aeroplane gains an ability to lift off vertically. This removes the Take-off/Landing rule aeroplanes otherwise have to follow.
A ground drive fully converts aerial vehicles into road-going vehicle. Due to the rigors of travel on the ground where collisions are far more frequent, this can be an extremely extensive conversion where the exterior of the vehicle actually ‘transforms’ between aerial and ground travel. Vehicles will have the same movement rates as ground vehicles of their size of the same TL, though their Agility while on the ground will be one less and Range 50% of that of a light ground vehicle.
Walkers are assumed to have two legs but some sport multi-legged designs intended to balance their weight and make the walker easier to control.
Any Mechanic checks made on a bio-tech vehicle suffer DM-4. When a bio-tech vehicle needs repair or customization, it can often be more practical to call a doctor! If the doctor is not familiar with biotechnology, their Medic checks made on a bio-tech vehicle suffer DM-2.
Installing non Bio-tech equipment onto a Bio-tech vehicle costs quadrupled amount of total expenses (both installation and equipment costs).
A damaged bio-tech vehicle can be repaired, though the different technologies involved can make this an expensive process. Double the time and cost to repair a bio-tech vehicle. However, bio-tech vehicles have the advantage that they are capable of re-growing damaged areas and can effectively repairs themselves, given time. A bio-tech vehicle that has at least 1 Hit remaining will ‘regenerate’ 10 Hits and remove one critical hit per day. This takes place on top of any other repairs made by the vehicle’s crew.
These vehicles have an internal skeletal structure which gives them strength and retains their shape.
An Invertebrate vehicle relies on muscles and internal pressure to retain its shape.
This vehicle is "cold-blooded".
This vehicle is ‘warm-blooded’ and grants DM+1 to any IR-based sensors that try to detect them.
Some types of vehicle chassis are subject to special rules.
Submersibles have not only a Speed and Range, but also a Safe Depth (the depth to which they can usually dive), a Crush Depth (the depth to which they can go before being automatically destroyed) and Life Support (how many days a submersible can support its crew without resurfacing for air).
While airships have a great many Spaces, most will be consumed by the gas envelope required to lift the craft.
X denotes the number of d6 dice you roll to get the length of runway required to safely take of or land an aircraft.
Light Aeroplanes typically require 2D x 100 meters to safely take-off or land.
Heavy Aeroplanes typically require 4D x 100 meters to safely take-off or land.
Light Jets typically require 3D x 100 meters to safely take-off or land.
Heavy Jets typically require 5D x 100 meters to safely take-off or land.
Used vehicles gain traits. These can be removed at referee's discretion.
The vehicle seems cursed – the referee is free to impose a Bane on any important skill checks when using the vehicle.
There is something about this vehicle’s proportions or assembly that just does not seem right. When placed next to another, similar vehicle, it will look cheap, ugly, ridiculous, or all three.
The vehicle has a concealed compartment somewhere within its hull, allowing items to be hidden.
The vehicle’s motive systems have seen better days. Reduce Speed by one Band.
The control systems have far too much play in them. Apply DM-1 to any Drive, Flyer, or Seafarer checks.
The vehicle is nowhere near as efficient as when it was new. Range is reduced by 10%.
Every time the vehicle’s sensors are used, roll 1D. On 6+, they impose DM-4 to the check.
The previous owner liked to… ‘improve’ his vehicles. Increase Speed by one Band but generate D3 more quirks.
Any new customization performed on the vehicle costs twice as much.
The vehicle’s interior smells disgusting, and no amount of searching seems to pinpoint its source.
The vehicle seems decidedly unsafe. Reduce its Hull by 1D x 10%.
Crew comfort is derived from the total amount of spaces per crew member and passenger.
There is no space dedicated to crew or passengers on this vehicle
Seating for crew members and passengers on this vehicle allows for little or no movement within the vehicle, effectively keeping each passenger and crew member in place, such as with a car, fighter jet or tank.
Space is extremely cramped on board of this vehicle, similar to the conditions on board of a submarine or cattle class on an airliner.
The amount of space dedicated to crew and passengers on this vehicle allow for a greater degree of movement, similar to business class on an airliner.
The amount of space dedicated to crew and passengers on this vehicle makes even long distance travel at least tolerable, similar to first class on an airliner, or what might be typical on an ocean liner.