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===Vehicle Combat Example=== The bounty hunters Chokestar and Flipfire pursue outlaws with the Sadisto - a War Bird 1000 which bears the scars of bounties it's crew has collected over the years. The Sadisto is a standard War Bird 1000, but Chokestar operates the vehicle, adding his piloting ability to the Sadisto's grapple, stalking and spaceflight abilities, and Flipfire is the vehicle's gunner, adding her shooting ability to the Sadisto's guns and missiles abilities. Chokestar (13 defense, 1 stamina): bounty hunter who wears dark-colored gear that conceals his identity; likes to take his targets quickly and by surprise 2 piloting: also a spacecraft pilot 2 wrestling: non-lethal weapons expert with stun gun 3 stalking: crafty stealth techniques to bring in live bounties 3 toughness Flipfire (12 defense, 2 stamina): medic and commando turned mercenary 2 shooting: bayoneted assault rifle 1 healing: medic training 2 fighting: acrobatic fighting style 1 acrobatics: leaps between fallen comrades as she attempts to revive them 4 toughness: light body armor. Sadisto (15 defense, 8 stamina): civilian class security shuttle 1 stalking (3 with Chokestar as pilot): security sensors that detect unexpected activity. 1 grapple (3 with Chokestar as pilot): tow cable 3 spaceflight (5 with Chokestar as pilot): high speed thrusters and great maneuverability 3 guns (5 with Flipfire as gunner): gatling guns 2 missiles (4 with Flipfire as gunner): light homing torpedoes 2 range: life support capable of supporting three crew members for two months 16 toughness The notorious mutant-cyborg outlaw Breakhelm X-19 uses the Final Horizon - A K90 Light Freighter he captured thirteen months ago - for piracy and smuggling. Aside from new secret rooms and compartments added for smuggling purposes, the Final Horizon is a standard K90 Light Freighter. Breakhelm X-19 adds his piloting ability to the vehicle's spaceflight ability and his shooting ability to the vehicle's guns ability. Breakhelm X-19 (13 defense, 3 stamina): notorious mutant-cyborg outlaw, wanted for piracy and industrial sabotage 4 shooting: cyborg targeting provides deadly accuracy with his sidearm and ship weapons. 4 fighting: retractable blades for industrial emergencies and self defense 1 piloting: targeting system also helps pilot spacecraft 6 toughness: armored cybernetic body Final Horizon (12 defense, 15 stamina): industrial-class cargo ship with artificial centrifugal-force gravity in most of the inhabitable areas 1 guns (5 with Breakhelm X-19 as gunner): small lasers for deflecting debris can also be used for self defense 1 spaceflight (2 with Breakhelm X-19 as pilot) 4 range: meant for transporting medium sized loads or large numbers of personnel for long range trips 30 toughness Combat begins as Chokestar and Flipfire catch up with outlaw Breakhelm X-19. Each vehicle is in it's own separate group. The Sadisto rolls a 7 for initiative for a total of 37 after adding 10 times it's 3 stalking ability. The Final horizon rolls 13 and has no stalking ability. So the Sadisto goes first. Instead of closing with the Final Horizon, Chokestar and Flipfire unleash a volley of torpedoes using the Sadisto's missiles ability. A die roll plus the Sadisto's missiles ability totals 12, high enough to get reach the Final Horizon's defense (which is 12, the Final Horizon's spaceflight ability plus 10.) This successful attack lowers the Final Horizon's hit points to 25. The Final Horizon tries to escape by evading. This adds the Final Horizon's spaceflight ability to its defense until the next round. The Final Horizon's total defense is now 14. Its defense is normally 12 (10 plus spaceflight ability) but we add spaceflight again when the Final Horizon is evading. On the Sadisto's turn it moves to the Final Horizon's group, opening fire with gatling guns. A die roll added to to the Sadisto's guns ability comes to 16, lowering the Final Horizon's hit points to 20. The successful attack keeps the Final Horizon from escaping on it's next turn. The Final Horizon blasts away with its lasers. A die roll plus the Sadisto's guns comes to 19, high enough to reach and surpass the Sadisto's 15 defense, reducing the Sadisto's hit points to 12. The Sadisto fires its grappling hook in an attempt to board the Final Horizon. The Sadisto adds a die roll to its grapple ability for a total of 9, which is less than the Final Horizon's defense, so the Sadisto fails this boarding attempt. The Final Horizon attempts to continue pounding the Sadisto with laser fire. A die roll plus the Final Horizon's guns ability totals 14, barely failing to reach the Sadisto's defense of 15. The Sadisto makes another pass with its grappling hook, again attempting to board the Final Horizon. A die roll plus the Sadisto's grappling comes to 14, so the Sadisto's crew storms onto the Final Horizon attempting to capture its pilot. The battle continues as described in the Combat Example in the Basic Rules section above.
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