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====Vehicle Rules==== Vehicle Creation Basics {| class="wikitable" border="0" | '''Chassis''' || '''Size''' || '''Speed''' || '''Handling''' || '''Toughness''' || '''Mods''' || '''Crew''' || '''Cost''' || '''Examples''' |- | Ultralight || 0 || 35mph || +3 || 5 || 2 || 1 || $200 || Bicycle |- | Light || 1 || 30mph || +2 || 9 (2) || 5 || 2 || $1K || Street motorbike |- | Moderate || 2 || 25mph || +1 || 12 (3) || 10 || 3 || $4K || Heavy motorbike, off-road rec-ATV |- | Medium || 3 || 20mph || +0 || 15 (4) || 15 || 5 || $10K || Motor car |- | Large || 4 || 15mph || +0 || 20 (5) || 20 || 8 || $20K || SUV, pickup truck |- | Heavy || 6 || 15mph || -1 || 25 (6) || 25 || 10 || $45K || APC, semi cab |- | Super Heavy || 8 || 10mph || -2 || 30 (7) || 30 || 20 || $75K || Main battle Tank, Overland Bus |- | Titan || 10 || 10mph || -2 || 35 (8) || 40 || 40 || $200K || Train car/engine, semi-trailer truck, fighter aircraft |- | Colossus || 12 || 10mph || -3 || 40 (9) || 50 || 60 || $500K || Heavy aircraft transport,jet liner, yacht |- | Goliath || 14 || 10mph || -4 || 45 (10) || 60 || 150 || $1M || Cruise liner, light carrier warship |- | Behemoth || 16 || 10mph || -5 || 52 (12) || 80 || 500 || +5M || Air craft carries. |- |} </font size> Mods (x) is how many times it maybe take 1=Once, U=unlimited (up to all the mods the vehicle has) {| class="wikitable" border="0" | '''Updated Vehicle Mods''' || '''Mods''' || '''Cost''' |- | '''Aircraft, Helicoper (1)''': the vehicle is a helicopter. It can hover or fly with a Speed of 80mph (120kph) but suffers -1 Handling for their Size. || Half-Size || $10K xSize |- | '''Aircraft, Jet Plane (1)''': Jetplanes have a Speed of 600 and Handling +1 for their Size. They must move at half their speed every round or go Out of Control (they stall). The Speed Mod increase the speed by 100mph (150kph) instead of 10 || Half-Size || $20K xSize |- | '''Aircraft, Propeller (1)''': A traditional prop plane has a base Speed of 150mph (225kph). Propeller planes must move at least 1/2 their speed every round r go Out of Control (stall). The Speed Mod increases the top speed by 50mph (75kph) instead of 10 || 1/3 Size || $5K xSize |- | '''Aircraft, VTOL (1)''': VTOL (Vertical Take Off and Landing) aircraft have a speed of 100mph (150kph) and a +1 to their Handling based on size. They can hover and fly and have no stall speed. The Speed Mod increases the top speed by 50mph (75kph) instead of 10 || Half-Size || $25K xSize |- | '''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 || $10K xSize |- | '''Amphibious (1)''': The vehicle can move at 1/2 its speed with a -1 Handling for its size on the surface of water. For four times the cost the cost and one addition Mod can be modified to be a submersibles. Movement is 1/4 speed. Includes a waterseal and oxygen supply for 8 hours. || 1 || $1K xSize |- | '''Armor (U)''': Increases the vehicle's Armor value by +2. To add Heavy to the Armor requires a minimum of AP 8 (can include from base vehicle) and cost is doubled || 1 || $500 xSize |- | '''Armor, Military (U)''': Advanced metals, reactive, or composite materials are used for military-grade vehicles. Each time it’s taken, it adds +6 to Front Armor, +4 to Sides, and +2 to Rear; or +4 Armor all around (builder’s choice). Only Heavy Weapons may cause damage to vehicles with Heavy Armor, regardless of damage rolls. Bottom armor is equal to a vehicle’s rear. Top armor is equal to its sides (important when getting too close to taller foes such as walkers). || 2 || $10K xSize |- | '''Booster (U)''': Nitrous oxide or other propellants increase a vehicle's Speed by 50% for a round. Each booster has six uses before it must be replaced. Their effects do not stack. Refills cost $100 per booster. || 1 || $1K xSize |- | '''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 || $1K |- | '''Ejection System (1)''': Should a vehicle suffer a Wrecked result, crew members may make Agility rolls at –4 (or no penalty if an individual was on Hold or hasn’t acted yet that round). Failure results in damage as usual and failure to eject that round. Those who succeed are launched into the air and descend safely via parachute. The system covers all passengers and crew. || Half-Size || $5K xSize |- | '''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 enviroment 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 an additional +$1K but this is not vacuum rated. || 2 || $10K xSize |- | '''Exposed Crew (1)''': Motorcycles and other “ridden” vehicles offer no protection for their passengers. Crew get no Armor bonus should it sustain a Crew critical hit. || n/a || 50% base($) |- | '''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 |- | '''Handling (3)''': The vehicle is precision crafted and very maneuverable. Add +1 to the vehicle's Handling score. || 1 || $10K xSize |- | '''Hover Vehicle (1)''': The vehicle uses hover fans instead of wheels. It ignores difficult terrain modifiers and obstacles less than a yard tall. || 5 || $10K xSize |- | '''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 || $5K |- | '''Luxury Features (1)''': Typically reserved for civilian vehicles, luxury features include music systems, minibars, video screens, and other comforts. The larger the vehicle, the more extravagant the features. || 1 || $5K xSize |- | '''Missile Launcher (U)''': Allows up to four Light or two Heavy (or AT) missiles to be fired at once. || 1 || $100K |- | '''Off Road (1)''': Ignore Driving penalties for difficult terrain. On the table-top, treat each inch of difficult terrain as 1.5” instead of 2”. || 1 || $1K xSize |- | '''Ram (1)''': Reinforced front armor and plow that allows vehicle to ram obsticals and suffer only 1/2 damage || 1 || $1K xSize |- | '''Reinforced Chassis (3)''': Increases Toughness of the chassis by +2. || 1 || $1K xSize |- | '''Sensor Suite (1)''': This functions exactly like the Medium Sensor Suite (SFC p. 16). || 1 || 100K |- | '''Side Car''' (2): a Side Car can be addition to a motorcycle (Size 3 or less) and adds +2 Modifier space to the vehicle. || n/a || $500 |- | '''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 || $3K xSize |- | '''Speed (U)''': Increases the vehicle’s Speed by 10mph (15kph). (This cannot be taken with Speed Reduction.) || 1 || $1K xSize |- | '''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 || $25K xSize |- | '''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 || $10K xSize |- | '''Tow Rig (1)''': More then a simple chain these motorized tow rig can pull a vehicle of the same size at 1/2 Top Speed. He could also pull out a vehicle of one Size larger when stationary and 'braced'. || 1 || $1K x Size |- | '''Tracked (1)''': The vehicle has tracks instead of wheels and can climb over small obstacles. This reduces Speed by 5mph, but adds +1 to Handling and ignores ''Driving'' penalties for difficult terrain. On the table-top, every inch of movement is treated as 1.5”. || n/a || $1K xSize |- | '''Watercraft (1)''': The vehicle is a boat or ship. It’s base Speed are halved (round up). Speed Modifications increase Speed by 5. For larger vessels such as naval vessels or cruise ships, use the Starship rules for Size, Toughness, and Crew, and add any enhancements that aren’t specifically designed for space such as FTL drives. If a Modification is listed under Vehicles, use that instead. Ships may have Torpedo Tubes. || n/a || n/a |- |} </font size> FUTURE VEHICLE UPGRADES {| class="wikitable" border="0" | '''Updated Vehicle Mods''' || '''Mods''' || '''Cost''' |- | '''Aircraft, Anti-Grav (1)''': Ultra Tech. The vehicle is an aircraft powered by anti-gravitic propulsion. It can hover or fly, and has a Top Speed of 100mph and Handling +2. || Size || $100,000 |- | '''Artificial Intelligence (1)''': The vehicle’s AI can operate all systems—from driving to weapons. It has a skill level of d10 in these tasks, but 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 driver’s Action Card. Giving the AI a short verbal command is a free action. || 1 || $10K xSize |- | '''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 || $10K xSize |- | '''Electromagnetic Shielding (U)''': Adds +6 to the vehicle’s effective Toughness from EMP missiles (SFC p. 25). || 2 || $15K xSize |- | '''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. || Half-Size || $50K xSize |- |} </font size> '''Fuel''' for gas burning costs $10 x Size per hour of operation. Most have an inerior tank that holds enought for the vehicle operate for up to 6 hours. Extra gas tanks use 1 mod and allow operation up to 12 hours (and cost $100 x Size of the vechicle). Portable Gas tanks hold 10 gallons of gas that count as Vehicle Size. </Br> '''Nuclear''' (or Fussion) powered engines (Future Tech) run for years (or any organic matter) and Cost $500,000 plus Size x$200,000. </Br> Allowed '''Vehicle Weapons''' from SFC for Modern Vehicles – Auto-Cannon, Bombs (SFC pg. 23), Flame Weapons, Grenade Launchers (SFC pg. 24). For Future - EMP Missiles and Rail Guns (SFC pg. 25). Otherwise use vehicle weapons from SWADE (twice price for modern, rare for futuristic minimum x5 or more price)</Br>
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