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Vehicles are similar to characters, but they cannot be healed by healing ability, and they do not automatically recover hit points between battles. Vehicles cannot do a basic attack, hold or throw object, but they can ''ram'', which causes 5 damage. If the target of the ram attack has at least 10 but no more than 19 toughness, the attacking vehicle takes 1 damage. If the target has at least 20 toughness, the attacking vehicle takes 2 damage.
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Vehicles are similar to characters, but they cannot be healed by healing ability, and they do not automatically recover hit points between battles. Vehicles cannot do a basic attack, delay action or throw object, but they can ''ram'', which causes 5 damage. If the target of the ram attack has at least 10 but no more than 19 toughness, the attacking vehicle takes 1 damage. If the target has at least 20 toughness, the attacking vehicle takes 2 damage.
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Combat involving vehicles takes place on a larger scale. Characters and vehicles can be separated into different groups that are too far apart for normal long range attacks like shooting and blasting. Vehicles can easily move between groups, but characters can only move between groups by riding vehicles or escaping.
  
 
===Vehicle Abilities===
 
===Vehicle Abilities===
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Characters with craftsmanship ability can attempt to repair one vehicle at the beginning of each travel turn (difficulty 10.) Successfully repairing an incapacitated vehicle restores it to 1 hit point. Successfully repairing an injured vehicle restores it's hit points to half of the vehicle's toughness (rounded down) plus 1, making that vehicle healthy. Successfully repairing a healthy vehicle restores it to maximum hit points.
 
Characters with craftsmanship ability can attempt to repair one vehicle at the beginning of each travel turn (difficulty 10.) Successfully repairing an incapacitated vehicle restores it to 1 hit point. Successfully repairing an injured vehicle restores it's hit points to half of the vehicle's toughness (rounded down) plus 1, making that vehicle healthy. Successfully repairing a healthy vehicle restores it to maximum hit points.
  
Every vehicle needs either targeting ability or a gunner in order to use guns, missiles, bombs or countermeasures. A gunner is a character with ''shooting'' or ''blasting'' ability. The best of these two abilities is added to the vehicle's guns, missiles, bombs and countermeasures ability levels.
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Every vehicle needs either targeting ability or a gunner in order to use guns, missiles, bombs or countermeasures. A gunner is a character with ''shooting'' or ''blasting'' ability. The best of these two abilities is added to the vehicle's guns, missiles, bombs and countermeasures ability levels. When a vehicle uses it's guns, missiles, bombs or countermeasures the gunner is delayed until the end of his next turn. A gunner cannot operate a vehicle's weapons while he is delayed.
 
 
Every vehicle needs either an operator or autopilot ability in order to move, grapple or do a ram attack.
 
 
 
'''Driving''' ability allows a character to operate a ground vehicle.
 
  
'''Navigation''' ability allows a character to operate a water vehicle.  
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Every vehicle needs either a pilot or autopilot ability in order to move, grapple or do a ram attack.'' Driving'' ability allows a character to pilot a ground vehicle. ''Navigation'' ability allows a character to pilot a water vehicle. ''Piloting'' ability allows a character to pilot an air or space vehicle. The pilot's ability level is added to the vehicle's grapple ability, the vehicle's stalking ability and the vehicle's movement ability. A pilot with shooting or blasting ability can also be a gunner.
  
'''Piloting''' ability allows a character to operate an air or space vehicle.
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A vehicle's defense is either 10 plus the movement ability it is currently using or 10 plus the best ability level from the following list: stalking, autopilot, targeting and countermeasures. When a vehicle moves, evades or does a close range attack (grapple or ram attack) the pilot of the vehicle is delayed until the end of his next turn. A pilot cannot operate a vehicle while he is delayed. (Tgh/2 is not used for vehicle defense.)
 
 
The operator's driving, navigation or piloting ability level is added to the vehicle's grapple ability, the vehicle's stalking ability and the vehicle's movement ability. An operator with shooting or blasting ability can also be a gunner.
 
 
 
Gunners and operators give up their own turns to control the vehicle or it's weapons. When a vehicle uses it's guns, missiles, bombs or countermeasures the gunner is delayed until the end of his next turn. When a vehicle moves, evades or does a close range attack (grapple or ram attack) the operator of the vehicle is delayed until the end of his next turn. A gunner cannot fire a vehicle's weapons while he is delayed. An operator cannot control a vehicle while he is delayed.
 
  
 
===Vehicle Combat===
 
===Vehicle Combat===
 
   
 
   
A vehicle's defense is either 10 plus the movement ability it is currently using or 10 plus the best ability level from the following list: stalking, autopilot, targeting and countermeasures.  
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Characters and vehicles can be detected or undetected. At the beginning of a battle, all of the vehicles and characters are undetected. The vehicles are organized into groups: one for each team.
(Stamina is not used for vehicle defense.)
 
  
Combat involving vehicles takes place on a larger scale. Characters and vehicles can be separated into different groups that are too far apart for normal long range attacks like shooting and blasting. Vehicles can easily move between groups, but characters can only move between groups by riding vehicles or escaping.
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At the beginning of a vehicle's turn, roll a die for each undetected enemy vehicle and undetected enemy character who is not in a vehicle. Add the vehicle's stalking ability to its roll. If the total is equal to or greater than 10 plus the enemy's stalking ability the enemy character or vehicle is detected. Detecting a vehicle reveals its approximate shape, size and location.
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Now the vehicle can stay in it's current group, move to another group which has at least one ally or ''detected'' enemy, or move out into a new group by itself. When a vehicle moves to another group, it detects all enemy vehicles in that group and it is detected if there are any enemies in that group. After moving or staying in the current group, the vehicle can attack or catch a detected enemy, evade or escape.
  
At the beginning of it's turn, before performing any action, a vehicle can stay in it's current group, move to another group containing an ally or an enemy, or split from everyone else to form a new group by itself.
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A detected character or vehicle that successfully escapes during vehicle combat does not leave the battle. Instead it moves to a different group. A character or vehicle that evades in a group that does not contain any enemy vehicles becomes undetected. An undetected character or vehicle that successfully escapes can leave the battle or move to a different group.
  
Characters can ride inside or outside vehicles. Characters cannot attack a vehicle with close range attacks like a basic attack, fighting, or knockout unless they are riding inside or outside of that vehicle. The hold action does not affect vehicles. Vehicles and characters outside of vehicles cannot directly attack characters riding inside vehicles. Characters cannot escape while they are riding inside or outside a vehicle.
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Characters can ride inside or outside vehicles. Characters cannot attack a vehicle with close range attacks like a basic attack, fighting, or knockout unless they are riding inside or outside of that vehicle. Wrestling and the delay action do not affect vehicles. Vehicles and characters outside of vehicles cannot directly attack characters riding inside vehicles. Characters cannot escape while they are riding inside or outside a vehicle.
  
 
Using firearms and explosives aboard a vehicle is dangerous. When a shooting attack misses aboard a vehicle, the vehicle takes 1 damage. A blasting attack aboard a vehicle causes 1 damage for each character targeted by the attack. A blasting attack aboard a vehicle that specifically targets the vehicle instead of characters causes 5 damage.
 
Using firearms and explosives aboard a vehicle is dangerous. When a shooting attack misses aboard a vehicle, the vehicle takes 1 damage. A blasting attack aboard a vehicle causes 1 damage for each character targeted by the attack. A blasting attack aboard a vehicle that specifically targets the vehicle instead of characters causes 5 damage.
  
 
===Vehicle Combat Example===
 
===Vehicle Combat Example===
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The bounty hunters ''Chokestar (2 piloting, 3 wrestling, 3 stalking, 2 toughness, 1 tgh/2, 13 defense)'' and ''Flipfire (2 shooting, 2 healing, 2 fighting, 2 acrobatics, 2 toughness, 1 tgh/2, 12 defense)'' pursue outlaws with the ''Sadisto (3 stalking, 3 grapple, 5 spaceflight, 5 guns, 4 missiles, 2 range, 16 toughness, 8 tgh/2, 15 defense)'' - a War Bird 1000 which bears the scars of bounties its crew has collected over the years.
  
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.
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A ''War Bird 1000 (1 stalking, 1 grapple, 3 spaceflight, 3 guns, 2 missiles, 2 range, 16 toughness, 8 tgh/2, 13 defense)'' is civilian-class security-shuttle armed with gatling guns, light homing torpedoes, and a tow cable. It is has high speed thrusters and great maneuverability, and has life support capable of sustaining three crew members for two months. It also has security sensors that detect unexpected activity.
 
 
 
 
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)
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The Sadisto is a standard War Bird 1000, but it has higher ability levels because Chokestar pilots 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.
  
4 range: meant for transporting medium sized loads or large numbers of personnel for long range trips
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The notorious mutant-cyborg outlaw ''Breakhelm X-19 (1 piloting, 4 shooting, 4 fighting, 6 toughness, 3 tgh/2, 13 defense)'' pilots and operates the weapons of the ''Final Horizon (5 guns, 2 spaceflight, 4 range, 30 toughness, 15 tgh/2, 12 defense)'' a K90 Light Freighter he captured thirteen months ago. The Final Horizon is now used for piracy and smuggling.
  
30 toughness
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A K90 ''Light Freighter (1 guns, 1 spaceflight, 4 range, 30 toughness, 15 tgh/2, 11 defense)'' is an industrial-class cargo ship, meant for transporting medium sized loads or large numbers for personnel for long-range trips, and has artificial centrifugal-force gravity throughout most of the inhabitable portions of the ship. It has small defensive lasers meant for deflecting debris, but which can also be used for self-defense.
  
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Aside from new secret rooms and compartments added for smuggling purposes, the Final Horizon is a standard K90 Light Freighter. It has higher ability levels because Breakhelm X-19 adds his piloting ability to the vehicle's spaceflight ability and his shooting ability to the vehicle's guns ability.
  
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.
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Combat begins as Chokestar and Flipfire catch up with outlaw Breakhelm X-19. Both the Sadisto and the Final Horizon are undetected, and each vehicle is in it's own separate group.
  
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.
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Since the Sadisto has more stalking ability than the Final Horizon, the Sadisto goes first. The Sadisto must detect the Final Horizon before it can attack or move to the Final Horizon's group. This requires a stalking roll equal to or greater than 10, because the Final Horizon has no stalking ability. A twenty-sided die roll plus the Sadisto's stalking ability comes to a total of 15, high enough to detect the Final Horizon. 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.
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On the Final Horizon's turn Breakhelm X-19 can try to detect the Sadisto without stalking ability. A plain die roll without adding an ability level must be greater than 13 (the Sadisto's stalking ability plus 10.) The roll is 9, which is not high enough. 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.
 
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.
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The Final Horizon automatically detects the Sadisto because they are now in the same group. 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 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.

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