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===Vehicle Mods=== Mods (x) is how many times a specific Mob maybe take 1=Once, U=unlimited (up to all the mods the vehicle has) </br> Wealth is an additional penalty to the vessel’s base Wealth penalty for adding the mod to the vessel. Total them and round to the nearest for the Wealth Pen of purchasing such a vessel. <font size=1> {| class="wikitable" border="0" | '''Updated Vehicle Mods''' || '''Mods''' || '''Wealth''' |- | '''AMCM (1)''': Anti-Missile Counter Measures are integrated jammers and decoys. They add +2 to Driving, Piloting or Electronics rolls made to evade missile attacks. || 1 || -0.2 x Size |- | '''Amphibious (1)''': The vehicle can move at ½ its speed with a -1 Handling for its size on the surface of water. For double the Mods and Wealth penalty it can be modified to be a submersibles. Movement is ¼ speed. Includes a water seal and oxygen supply for 8 hours. || ½ Size || -0.2 x Size |- | '''Armor (U)''': Increases the vehicle's Armor value by +2 for each Mod. To add Heavy to the Armor requires a minimum of AP 8 (can include from base vehicle) and cost is doubled. Armor Points might also be directional for combat type ones. In this case it each Mod adds +6 to Front Armor, +4 to Sides (and top side of the vessel), and +2 to Rear (and undercarriage) || 1 || -0.2 x Size |- | '''Artificial Intelligence (1)''': The ship’s AI can operate all systems— from locomotion to weapons to opening or closing hatches. There are three levels of 'intelligence' for a AI available - Base, Standard and Military. A basic AI has an effective Skill level of d8 and suffers a -2 with ''Shooting'' checks if it makes them. A standard AI has an effective Skill level of d10 as is the military AI but it also gains a d10 in ''Battle'' and a +1 with ''Piloting'' and ''Shooting'' checks (and if giving Support). An AI is an “Extra” and does not receive a Wild Die. The AI does not suffer from multi-action penalties if given simultaneous tasks. In combat, the AI acts on the captain’s Action. Giving the AI a short verbal command is a free action. || 1 || -0.1 basic pr 0.2 standard or 0.5 military x Size |- | '''Crew Reduction (U)''': Add 1 Mod slot for every four crew/passengers deducted (round up) || n/a || n/a |- | '''Crew Space (U)''': Space for four additional crew or passengers || 1 || -0.3 |- | '''Deflector Screens (1)''': The vehicle is protected by an energy field that deflects incoming ballistic attacks (it has no effect against lasers). Attackers must subtract –2 from their ''Shooting'' rolls. || 2 || -0.25 x Size |- | '''Electromagnetic Shielding (U)''': Adds +6 to the vehicle’s effective Toughness from EMP missiles (SFC p. 25). || 1 || -0.25 x Size |- | '''Environmental Seal (1)''': The vehicle is sealed verses hazardous chemicals, toxins, radiation, and environmental conditions. It allows the crew to operate safeful in such along with enhanced heater/colder system to operate on most any planet so long as they is some time of atmosphere. It can add oxygen tanks to provide breathable air for all passenger and crew for 12 hours for double the price but this is not vacuum rated. To be vaccum rated costs double again || 2 || -0.2 x Size |- | '''Exposed Crew (1)''': Motorcycles and other “ridden” vehicles offer no protection for their passengers. Crew get no Armor bonus should it sustain a Crew critical hit. || n/a || 50% base Wealth penalty, min +2 |- | '''Fixed (U)''': “Fixed” weapons cannot rotate. On the table-top, they have a 45° firing arc. In the Chase rules, fixed weapons may only fire when the vehicle has Advantage and an Action Card of Jack or higher. Total all like Fixed weapons first, then halve their combined Mod cost. || n/a || n/a |- | '''Food Storage (U)''': A dedicated cargo area just for perseving food and water. Can hold 20 'base' days of food (for a Size 0 creature). || 1 || -0.2 |- | '''Handling (3)''': The vehicle is precision crafted and very maneuverable. Add +1 to the vehicle's Handling score. || ½ Size || -0.3 x Size |- | '''Hanger (U)''': A hangar (or garage) within a vessel of at least Titan size can carry two a vessel of 6 or less. For a vessel of Colossus size can carry up to three size 6 vehicles or two size 8 vessels or a singel size 10 vehicle. For a vessel of Goliath size can carry up to ten size 6 or five size 8 vessels two size 10 or one size 12 vessel. Includes tools for repairs and maintained of the vessels. || 8/10/14 || -1, -2 or -4 |- | '''Inferior Handling''' (2): Can be taken twice. Each time lowers the base Handling by -1. This only affects a vehicles overall cost || n/a || Half base cost, min +2 |- | '''Linked (U)''': Up to four direct-fire weapons of the same type may be linked and fired as one, increasing the damage by +2 per additional weapon and reducing the total number of Mods required. Total all Linked weapons in a set first, then halve their required Mods. (If Linking Fixed weapons, halve the total.) || n/a || n/a |- | '''Living Space (Special)''': Large or greater vehicles only. The vehicle has an extended superstructure with bunk beds, personal storage bins for up to four individuals, and one shared bathroom and kitchenette (regardless of how many times this is taken) for longterm travel. The superstructure decreases overall Toughness by 1 each time it’s taken. The limit is half the vehicle’s base Toughness. || 4 || -0.3 |- | '''Luxury Features (1)''': Typically reserved for civilian vehicles, luxury features include music systems, minibars, video screens, extra comfortable chairs, etc. The larger the vehicle, the more extravagant the features. || 1 || -0.5 x Size |- | '''Missile Launcher (U)''': Allows up to four Light or two Heavy (or AT) missiles to be fired at once. || 1 || -0.5 |- | '''Off Road (1)''': Ignore Driving penalties for difficult terrain for wheeled vehicles. On the table-top, treat each inch of difficult terrain as 1.5” instead of 2” || ¼ Size || -0.1 x Size |- | | '''Radar/Sonar (1)''': Radar can detecting flying objects around 1,000 miles (or the horizon) with a ''Electronics''. Illumination, fog, etc. are ignored. Sonar works the same way but underwater objects and land mass mapping with average range of 300 miles. || 1 || -0.4 |- | '''Reinforced Chassis (3)''': Increases Toughness of the chassis by +2. || ¼ Size || -0.3 x Size |- | '''Repulserlift, Airspeeder (1)''': Basic aircraft style repluserlift engine. It can hover or fly with a Speed of 100mph (150kph), with no upper altitude (although can be set at the max breathable range for safety). The Speed Mod increase TS by 100mph (150kph) instead of 10 || ½ Size || -0.3 x Size |- | '''Repulserlift, Landspeeder (1)''': Basic ground speeder repluserlife engine. Max clearing distance is generally a few feet back can be up to 2 yards/meters (1” game scale) for get over most obstacles. Speed of 50mph (75kph). The Speed Mod increases the top speed by 50mph (75kph) instead of 10 || ¼ Size || -0.1 x Size |- | '''Sensor Suite (1)''': This functions exactly like a Sensor Suite (see Gear: Sensor and Security Devices above), Range 5 miles; Double the price Range of 100 miles. || 1 || -0.5 |- | '''Shields (1)''': The vehicle is protected by an ablative energy field that absorbs the vehicle's Size points of damage from each attack its suffers. Apply all damage to the shield first, then any left over to the vehicle (AP counts as usual). It can absorb Sizex10 before the shields are depleted. Active shields detonate missiles and torpedoes before they hit, reducing their damage total by half. A vehicle may regenerate its Size in shield points if it makes no attacks in a round. || ½ Size || -0.5 x Size |- | '''Sloped Armor (1)''': The vehicle’s armor is sloped in such a way that shots are often deflected off its surface. Attackers subtract 2 to hit with ''Shooting'' direct-fire, non-energy weapons. || 2 || -0.2 x Size |- | '''Speed (U)''': Increases the vehicle’s Speed by 10mph (15kph). (This cannot be taken with Speed Reduction.) || ¼ Size || -0.1 x Size |- | '''Speed Reduction (3)''': The vehicle sacrifices power and speed for additional room. Subtract 5mph to Speed each time this is taken to gain half Size in Mod slots. || n/a || n/a |- | '''Stealth System (1)''': Radar-absorbing paint, heat baffles, scramblers, and other devices make the vehicle difficult to detect by vision or sensors. Those trying to attack or spot the vehicle subtract 4 from their rolls. The effect is triggered as a free action, but is negated any round in which the vehicle fires a weapon or emits some other noncloakable signal such as radio signal, movement, or active sensor search. || Size || -0.4 x Size |- | '''Targeting System (1)''': The vehicle’s computer is linked to all attached weapons. This compensates for movement, range, multi-actions, and the like, negating up to four points of Shooting penalties. This does not assist the firing of passenger’s personal weapons. || 1 || -0.2 x Size |- | '''Tracked (1)''': The vehicle has tracks instead of wheels and can climb over small obstacles. This reduces Speed by 10mph (or 5mph if 10 would reduce it to 0), but adds +2 to Handling based and ignores ''Driving'' penalties for difficult terrain. On the table-top causes no reduction in speed. || na || -0.2 x Size |- | '''Tractor Beam (U)''': Tractor beams are specialized devices designed to move heavy objects but can also be used as a weapons hold an enemy vessels in place and pull it to the “attacker”. Vehicles can only affect vessels of smaller Size. Their range is short or 40". This is an opposed attacker's ''Electronics'' roll at –4 vs the target’s ''Electronics'' or ''Hacking'' or ''Piloting''. If the attacker is successful, the enemy ship is caught and pulled into contact in 3d6" rounds. A captive’s Vessel has all locomotion and weapons are shut down. || 5 || -0.2 |- | '''Walker, Two-Legged (1)''' || ½ Size || -0.3 x Size |- | '''Walker, Four-Legged (1)''' || ½ Size || -0.4 x Size |- | '''Walker, Six or Eight-Legged (1)''' || Size || -0.6 x Size |- |} </font size>
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