Behind the Scenes
Constructing Sleighs:

Every Santa needs their sleigh to transport themselves, their elves, their presents and their weapons!

Sleigh construction follows normal car construction, but only Santa, a frame, presents, weapons, elves and accessories are required. Powerplants are not added to the chassis.

Sleigh Frames:
SleighCostWeightSpaceMax LoadHCArmourCounter
Small$2,5001,600 lbs.155,100 lbs.2$16 / 8 lbs.1/2"*1"
Standard$3,5001,700 lbs.185,500 lbs.2$18 / 9 lbs.1/2"*1"
Super$5,0001,800 lbs.216,000 lbs.1$20 / 10 lbs.3/4"*1 1/4"

There are only five armour locations for a Sleigh, there is no top.

Reindeer:
A sleigh is propelled along by the power of several reindeer, who have been fed on a diet of a secret Claus recipe oats and stuff, and as a result they produce more horsepower than any other type of reindeer. They also have the ability to fly, something not generally seen in reindeer.

Reindeer are bought in sets of two (although the stats below are per reindeer). They don't add weight to the sleigh for purposes of the maximum weight that the sleigh can carry, but their weight is added to the sleigh's for working out acceleration and top speed.

ReindeerCostPower FactorsDPWeight
Fresh$2,00010006250 lbs.
Knackered$1,2506004250 lbs.

Accessories for reindeer include the following:

Well Fed: +20% cost of the reindeer, no weight. Increases power factors by 5%.
High Performance: +50% of the reindeer cost, no weight. Decreases DP by 1, but increases power factors by 10%.
Armour: $10, 4lbs per point. Need not match the sleigh. Max 40 lbs per reindeer.

Accessories for reindeer do not have to be applied to all reindeer if desired.

Each set of reindeer greater than two adds 1/2" to the counters length.

Reindeer may also be ridden without being attached to sleighs - see below.

Top Speed and Acceleration:
To work out the top speed and acceleration of reindeer, add up all the power factors that the combined group give out, and use this figure for the following calculations.

Acceleration:
If the power factors are less than 1/3 sleighs weight, it won't move.
If the power factors are 1/3 the weight, but less than a half, it has an acceleration of 5 mph.
If the power factors are 1/2 the weight, but less than the weight, it has an acceleration of 10 mph.
If the power factors are greater than the weight, but less than 1 1/2 the weight, it has an acceleration of 15 mph.
If the power factors are greater than 1 1/2 the sleighs weight, the acceleration is 20 mph.

Top speed is worked out by: (power factors * 360) / (power factors * weight of sleigh and reindeers).

Presents:
Presents are the heart and soul of Christmas, and must be carried by all sleighs. A space of presents is 100 lbs and 3 DP, and 6 spaces make up the complete package. You can elect to carry less, but see later for this!

Personnel:
Santa, his brothers and friends don't weigh the same as normal people, and this must be taken into account when using designing sleighs...

Family MemberWeightSpaceDP
Santa Claus175 lbs.24
Mrs Claus150 lbs.23
Darth Claus200 lbs.24
    Not effected by gas weapons
Judge Claus175 lbs.23
    Has a +1 to hit with all weapons
The Hooded Claus150 lbs.23
    Has a -1 to be hit by all weapons
Anti-Claws the Dog100 lbs.23
Lee Majors150 lbs.23
    Never loses consciousness.
    If using an infantry vulcan cannon, then it only weighs half as much, and never runs out of ammo.*
Elf75 lbs.12

* For an additional $6,000,000 Lee Majors may be turned into Division 6000 Cybernetic Man.
This confers him the following additional advantages: He gets 12 DP, 6 points of metal armour, a speed of 60 mph and an acceleration of 20 mph, and has the following additional cybernetic implants: Cybereyes with Light Amplification, IR, no glare and x20 magnification, Cyberears with long range hearing, Cybertorso with all benefits that confer. In additional he has a built in vehicular computer, a strength of 4D damage (full damage to vehicles) and has a pulling power of 6000 lbs. In collisions he is treated as having a DM of 1.
For an additional $6,000,000 Lee Majors may be accompanied by his wife, the Division 6000 Cyberwoman who has the same abilities, but if she wants to use her hearing abilities, she must pause for a second as she brushes her hair from her ears.
For yet an another $1,000,000 the family can bring along their pet K8 Cybercat. Cybercat has 8 DP, 3 points of armour, a speed of 100 mph and an acceleration of 25 mph. It's claws do 2D damage (full damage to vehicles) and has a pulling power of 1,000 lbs. All other abilities are as Division 6000 Cybernetic man.

Cyberman and family are from the early generation of secret governmental experiments, and thus all their cybernetics beep when used. They also appear very slow despite their speed.

Elves are special: They may be drivers or gunners but their skills are not very efficient in these matters. They drive with a -2 HC and shoot with a -1 to hit. They also cannot carry much (4 GE, or they suffer a 1 square running penalty per 10 lbs over 10 lbs that they carry). However they are carried to find presents and deliver them (they do not suffer a -1 when throwing or dropping presents!).

Sleigh Accessories:
Most normal accessories will work normally with sleighs, but some won't, namely any that effect a vehicles engine or manoeuvrability.
Note that while a reindeer provides basic power to a sleigh, any accessory or weapon that actually requires power units must buy a laser battery to power the device.

Armoured Present Cover: $12/5 lbs. per point of armour, max 60 lbs weight, doesn't need to match a sleighs armour. This is an armoured tarpaulin wrap to cover presents from the elements and gunfire.

Turrets and EWP's: A basic sleigh can only carry turrets on the underside if they are pop down, or sponson turrets and EWP's on the side, none of which may fire directly forward.
A sleigh top allows turrets and EWP's to be mounted on the roof.

Small sleigh1 space turrets2 space EWP's
Standard sleigh2 space turrets2 space EWP's
Super sleigh3 space turrets3 space EWP's

Sleigh Top: Costs and weighs 10% of the sleighs chassis cost and weight. A sleigh is usually exposed, which means that it cannot carry turrets on top and is especially vulnerable to gunfire. This stops that by adding a handy cover to the top, which not only adds another armour location, but also allows the top to have turrets and EWP's again!

Protein Feed Boost: $500, 20 lbs, 1 space. This is a highly unscrupulous device that injects the reindeer with that extra added boost when required. It's effects are as if the sleigh had been subject to Nitrous Oxide (which the reindeer have!), but instead of suffering engine damage, all reindeer take 1D-3 damage, which armour doesn't protect against.

Heavy Duty Hooves: $100 per reindeer. These hooves are specially created to allow the reindeer to dig into the air and brake better. They function as HD Brakes.

High Tension Reins: $6,000, 5 lbs per reindeer. Adds 1 to the HC of the sleigh and reindeer.

Red Noses: The red nose is surgically attached to reindeer at a young age, and in dark times lights up the surrounding area so that the sleigh riders can see where they are going. It effectively acts like a searchlight but it can't be used to blind someone. Cost: $500, no weight or space.

Special Ammunition:

Nut Log Ammunition: For any weapon that can use HD ammo. WPS*3, CPS*2, gives a +2 damage per die instead of just 1. It is also available for hand weapons and gives a +1 to damage.
Nut log is, of course, the hardest substance in the universe, and the Claus's have managed to harvest it as a useful weapon.

Floating Christmas Pudding Mines: For minedroppers, these mines are set to float at a certain altitude in the air, and are treated as normal mines, but with a 3 dimensional area of affect as the holly propellers keep the mines up. Damage is 1D to all targets in the radius of explosion. Same WPS and CPS as a normal mine.

Christmas Present seeking Cracker Rockets: These beauties give the firer a +2 to hit any target that contains Christmas presents. They can guide any rocket or missile, and increase the cost of any rocket or missile by +$200. May not be combined with other types of guidance, like Laser guiding or HARM. Radar guided missiles may be modified, wire guided may not.

Holly Caltrops: These are anti-personal spikes. They are loaded into spike droppers and only effect people and animals. They have the same WPS and CPS as normal spikes, and give a pedestrian a vehicles chance of running on spikes, inflicting 1+ (1D-5) damage.

Snowball Fuel: Brewed from Auntie Dot's famous receipe, this alcohlic drink is also a potent soucre of fuel for flamethrowers, increasing the weapons potentional by drastic measures, however at a price of the fact that the fuel is more than just volitile... CPS *6, WPS *1 Doubles the damage scored by the flamethrower and increases the fire modifier and burn duration by 1. Because this is super volatile, all explosion rolls are made with a -1 modifier, and all fire retardant insulators do is to make the weapon act as a normal volatile one.

Auntie Dot's Mincepie Grenades: Another of Auntie Dot's receipes, cooked to almost the same constistancy as Nut Log, these are used as ammunition for grenade launchers. Has no burst effect and is effectively treated as being a direct fire weapon (so no indirect fire, and if it misses, do not roll for scatter), however they do full damage to vehicles! Does 1D+2 damage. Cost is $20 per grenade.

Equipment Availability:
Not all this equipment is available to everyone though, oh no. Santa Claus and his helpers may use whatever they wish (along with all normal equipment). The ACL however may not. Ordinarily they may not use Sleighs, Reindeer or Elves. All other equipment is fine though.


Sleigh Movement:

A sleigh is treated like a helicopter for basic movement rules, except that it may not perform rotates, dusting or flying backwards manoeuvres.
However reindeer do not stall and may hover.

If Aeroduel is available, and if the sleigh has a top, then it may perform complex manoeuvres like rolls and lag turns. If it tries this without a top, then everything falls out of the sleigh!

Lots of reindeer, while increasing the speed and acceleration of a sleigh, can actually hinder that sleighs manoeuvrability. With only two reindeer on a sleigh, the combination may perform d6 manoeuvres, but for every two extra reindeer present, the manoeuvres allowed are decreased by 1D, thus a sleigh with 6 reindeers may only perform bends and other manoeuvres of upto D4 in hazard.

If a reindeer is killed, then the top speed and acceleration of the sleigh must be recalculated. However as long as there is at least one reindeer still present, the sleigh will not fall to the ground. It may not be able to move, but it can still hover gently to the ground at a rate of 1/4" per turn.

Sleighs use the Helicopter Crash Table, but instead of making Rotor Checks, they make Reindeer Checks on 2D.

Reindeer Check Table
Die RollEffect
2-7Reindeer fine, no problems, although they huff a bit more than normal.
8-10Reindeer overtaxed, and all take one point of damage.
One random reindeer takes the stress too badly and dies.
11-12All reindeers take 1d6+1 damage and 1d6 random ones seizes up and die.

Landing/taking off:
For a sleigh this couldn't be easier. It is the same as climbing or diving - by sacrificing 1/2" of forward speed, the vessel can climb or dive 1/4". There is no need to have a take off speed other than that needed to move forward 1/2".


Sleigh Combat:

Weapons on a sleigh may not fire directly ahead because they would hit the reindeer. Sleigh skids have 8DP and are targeted at -8.

Shooting at people, elves in an open topped sleigh are at the usual -3 to be hit as well as all other modifiers, but if you miss the roll by 1 or 2, then the interior of the sleigh is hit instead.
However all people in an open topped sleigh have a 360 degree arc of fire with hand weapons, and this is considered universal as well.

Reindeers are at -2 to be hit if targeted seperately from the sleigh. Reindeers are treated as tyres for damage purposes.

Sleighs can have collisions and rams as normal, but any ram to the front gives all damage to the reindeer first, so that might not be too wise.


Reindeer:

Reindeer don't have to be just attached to sleighs, they may also be ridden by elves into combat to become the New Cowboys of the Air.
A single Reindeer may carry one or two elves and their equipment with no loss of efficiency (this is peanuts compared to pulling sleighs!), and they have a top speed of 200 mph and an acceleration of 20 mph. Use the animal rules that can be found here, although all maneouvre able to be performed are double, thus a reindeer at 50mph may do D2 bends.
An elf that is riding the reindeer is at an additional -1 to hit (with all normal vehicle modifiers such as D value for manoeuvres). An elf that is just clinging onto the back is just at -1, or -3 if they are using a two handed weapon.


Presents:

Before presents are delivered, they have to be found. With a full 6 spaces of presents, this is automatic and takes no time if done by an elf. If done by the driver or gunner, then that turn no manoeuvres or combat may take place.
If some of the spaces of presents do not exist or are damaged, then roll 1d6. If the result is less than or equal to the spaces of presents that exist, then the present is found. If the roll is failed, then the searcher may do nothing else that turn, but may try again next turn.
A present will always be present, it just takes time to find it. One roll may be made per searcher.

If however no present spaces exist, then obviously presents may not be delivered and the Claus should lower their head in shame.

Delivering Presents:
Presents have to be delivered through a houses chimney. This is the square marked R on the buildings in the Midville map (for ease and easy recognition - if you want to choose different locations, feel free!). If no roof exists on a house (and most buildings in East Midville don't have one), then you'll have to place a counter to signify where the roof should be. Around the centre of the house is good, but that's upto the players.
It should also be decided whether Santa delivers to apartments or not!

For a present to be delivered, the sleigh has to be positioned above the chimney, and then the deliverer drops the present into the chimney. This constitutes a firing action.
If the sleigh is stationary, then the present delivery is automatic, else a standard to hit roll has to be made, and if it fails then the present scatters as a grenade. Thrown presents in this way have a range of 3 inches.

Dropped presents can either be picked up, or else a new present can be selected, but this time a roll is required with a +1 modifier.


Sample Sleighs:

Christmas Eve Special
Standard sleigh, Santa, 2 elves, 6 spaces of presents, 2 SAMs (l,r), RR with extra mag (uni turret, t), SS (b), Chaff (b), sleigh top, sunroof (u). Armour: F30, B20, L25, R25, T25, U30. HC2, weight 5,500 lbs, cost $13,740
4 well fed reindeer with 10 points armour each, weight 1,160 lbs, cost $10,000
Combined: accel 10 mph, top speed 140 mph, weight 6,660 lbs, cost $23,740

Santa's Super Sleigh!
Super sleigh, Santa (with body armour) and six elves (all with body armour, assault rifle (nut log ammo) and UBGL (with 5 rounds of mince pie grenades) each), 6 spaces of presents, 2 RL (with Christmas Present seeking Cracker rockets, l,r), SD (with Holly caltrops, u), MD (with Christmas pudding floating mines - b), hi-res computer for Santa, high tension reins, radar, autopilot, computer navigator, LDR, anti-theft system with 5 AP grenades. Armour (FP): F40, B30, L35, R35, U39, 10 point FP armoured present cover. HC2, weight 5,970 lbs, cost $46,450
6 high performance reindeer with HD Hooves and 10 pt FP armour each, 2 with Red noses, weight 1,740 lbs, cost $19,600
Combined: accel 20 mph, top speed 167.5 mph, weight 7,710 lbs, cost $66,050


Santa Claus vs the ACL