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A vehicle running on low fuel (20, or 1/5, whichever is higher) suffer adverse effects. Running on low fuel has the same effects as being overheated, and stacks with said effect. A vehicle begins suffering the effects of low fuel as soon as its fuel drops below 20 or 1/5 its max fuel capacity, whichever is higher.
 
A vehicle running on low fuel (20, or 1/5, whichever is higher) suffer adverse effects. Running on low fuel has the same effects as being overheated, and stacks with said effect. A vehicle begins suffering the effects of low fuel as soon as its fuel drops below 20 or 1/5 its max fuel capacity, whichever is higher.
 
===Movement===
 
Unlike characters, vehicles can't start or stop at a whim, nor can they turn whenever they would like to. A vehicle has certain restrictions upon its movement, depending upon the movement rate it is currently using and the maneuverability of that mode of movement.
 
 
===Facing===
 
Unlike characters, vehicles always have facing. A vehicle can be facing in one of six directions - north, south, east, west, up, and down. A vehicle's ability to change its facing is wholly dependent upon what movement rate it is currently using and the maneuverability of that mode of movement.
 
  
 
===Vehicle Reconstruction===
 
===Vehicle Reconstruction===
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  Gargantuan G 20 ft. -4 +12 -12 -1 6th
 
  Gargantuan G 20 ft. -4 +12 -12 -1 6th
 
  Colossal C 30 ft. -8 +16 -16 -1 9th
 
  Colossal C 30 ft. -8 +16 -16 -1 9th
  Vast V 40 ft. -12 +20 -20 -1 12th
+
  Vast V 40 ft. -14 +20 -20 -1 12th
  Enormous E 50 ft. -16 +24 -24 -2 15th
+
  Enormous E 50 ft. -22 +24 -24 -2 15th
  Immense I 60 ft. -20 +28 -28 -2 18th
+
  Immense I 60 ft. -32 +28 -28 -2 18th
  Titanic T 80 ft. -20 +32 -32 -2 21st
+
  Titanic T 80 ft. -44 +32 -32 -2 21st
  Awesome A 100 ft. -20 +36 -36 -3 24th
+
  Awesome A 100 ft. -58 +36 -36 -3 24th
  
 
==Vehicle Material==
 
==Vehicle Material==
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  '''ARMOR PCP Dex SPD PENALTY EQUIPMENT SLOTS EXTRA EFFECT'''
 
  '''ARMOR PCP Dex SPD PENALTY EQUIPMENT SLOTS EXTRA EFFECT'''
 
  Plating (Applies to AC)
 
  Plating (Applies to AC)
   Wood (+2) -1 +8 -0 ft. 2
+
   Wood (+2) -1 +8 -0 ft. 2
   Iron (+4) -2 +6 -0 ft. 2
+
   Iron (+4) -2 +6 -0 ft. 2
 
   Steel (+6) -3 +4 -10 ft. 2
 
   Steel (+6) -3 +4 -10 ft. 2
 
   Titanium (+8) -4 +2 -10 ft. 4
 
   Titanium (+8) -4 +2 -10 ft. 4
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  Deflection Field 8 20% Miss Chance against
 
  Deflection Field 8 20% Miss Chance against
 
  ranged weapons
 
  ranged weapons
  Structural Enhancement 2 +2d12 HP
+
  Structural Enhancement 2 +2d8 HP
Crumple Zones 2 Halve critical thresholds
 
  
 
===Engines===
 
===Engines===
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  Gravitic Engine +15 ft. 16 Affects all movement rates
 
  Gravitic Engine +15 ft. 16 Affects all movement rates
 
  Man. Improvement
 
  Man. Improvement
  Poor 1
+
   Average 2
   Average 1 Requires Poor maneuverability
+
   Good 4
   Good 2 Requires Average maneuverability
+
   Perfect 8
   Perfect 4 Requires Good maneuverability
 
 
  New Speed 10 ft. 1 Land, Fly, Swim, Climb, or  
 
  New Speed 10 ft. 1 Land, Fly, Swim, Climb, or  
 
  Burrow (at Clumsy)
 
  Burrow (at Clumsy)
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  Space Skin 1 Operate in space
 
  Space Skin 1 Operate in space
 
  Stealth Suite 1 +10 Hide, Move Silent
 
  Stealth Suite 1 +10 Hide, Move Silent
 
==Vehicle Movement==
 
A vehicle's movement depends upon the current mode of movement it is using, and the maneuverability of that mode. In addition, a vehicle's build may also impact its ability to move.
 
 
===Movement===
 
The following are charts and descriptions explaining how vehicle movement works.
 
 
'''Table VM-1: MECH LAND MOVEMENT'''
 
 
'''Perfect Good Average Poor Clumsy'''
 
'''Reverse''' Free -10 ft. No No No
 
'''Turn''' Any 90°/20 ft. 45°/20 ft. 45°/20 ft. 45°/40 ft.
 
'''Turn in Place''' Any +90°/-20 ft. +45°/20 ft. No No
 
'''Maximum Turn''' Any Any 90° 45° 45°
 
'''Trip Checks''' +4 +0 +0 -4 -8
 
'''Climb''' Yes -4 No No No
 
'''Jump''' Yes -4 -8 No No
 
'''Clearance''' 3/4 height 1/2 height 1/2 height 1/4 height 1/4 height
 
 
'''Reverse:''' Mechs of perfect maneuverability can switch between forward and reserve movement at no penalty. At good, the mech must expend 10 ft. of movement to switch to reverse. Mechs of average or worse maneuverability cannot move in reverse.
 
 
'''Turn:''' The amount of forward movement the mech must make to turn. Mechs with perfect maneuverability can wheel in place, while others must move forward in order to make a turn.
 
 
'''Turn in Place:''' The amount of speed the mech can spend to turn in place. Mechs of poor or worse maneuverability cannot turn in place; they must move forward to move.
 
 
'''Maximum Turn:''' The maximum amount that a mech can turn in one turn.
 
 
'''Trip Checks:''' The modifier to the mech's trip checks. The clumsier a mech is, the easier it is to trip it.
 
 
'''Climb:''' Well-balanced mechs can climb cliff faces, castle walls, and other obstrctions.
 
 
'''Jump:''' As with Climb, this describes whether a mech can jump or not, and if so, at what penalties.
 
 
'''Clearance:''' How high the mech can step.
 
 
'''TABLE VM-2: NON-MECH LAND MOVEMENT'''
 
 
'''Perfect Good Average Poor Clumsy'''
 
'''Reverse''' Free -5 ft. No No No
 
'''Turn''' Any 90°/10 ft. 45°/10 ft. 45°/10 ft. 45°/20 ft.
 
'''Turn in Place''' Any +90°/-10 ft. +45°/-10 ft. No No
 
'''Maximum Turn''' Any Any 90° 45° 45°
 
 
'''Reverse:''' A vehicle with good maneuverability can expend 5 feet of movement to spend the rest of its movement going in reverse.
 
 
'''Turn:''' How much the vehicle can turn after covering the stated distance.
 
 
'''Turn in Place:''' A vehicle with good or average maneuverability can "spend" some of its speed to turn in place.
 
 
'''Maximum Turn:''' How much the vehicle can turn in any one round.
 
 
'''TABLE VM-3: VEHICLE FLIGHT MOVEMENT'''
 
 
'''Perfect Good Average Poor Clumsy'''
 
'''Min Forward Spd''' None None Half Half Half
 
'''Hover''' Yes Yes No No No
 
'''Fly Backward''' Yes Yes No No No
 
'''Reverse''' Free -5 ft. No No No
 
'''Turn''' Any 90°/10 ft. 45°/10 ft. 45°/10 ft. 45°/20 ft.
 
'''Turn in Place''' Any +90°/-10 ft. +45°/-10 ft. No No
 
'''Maximum Turn''' Any Any 90° 45° 45°
 
'''Up Angle''' Any Any 60° 45° 45°
 
'''Up Speed''' Full Half Half Half Quarter
 
'''Down Angle''' Any Any Any 45° 45°
 
'''Down Speed''' Double Double Double Double Double
 
'''Between Up and Down''' 0 ft. 0 ft. 5 ft. 10 ft. 20 ft.
 
 
'''Min Foward Spd:''' If a flying vehicle fails to maintain its minimum forward speed, it must land at the end of its movement. If it is too high above the ground to land, it falls straight down, descending 200 feet in the first round of falling. If this distance brings it to the ground, it takes falling damage. If the fall doesn't bring the vehicle to the ground, the pilot must spend his next turn recovering from the stall. The pilot must succeed at a Pilot skill check (DC 20) to recover. Otherwise it falls another 1000 feet. If the vehicle hits the ground, it takes falling damage. Otherwise, the pilot has another chance to recover on his next turn.
 
 
'''Hover:''' The ability to stay in one place while airborne.
 
 
'''Fly Backward:''' The ability to fly backward.
 
 
'''Reverse:''' A vehicle with good maneuverability can expend 5 feet of movement to spend the rest of its movement going in reverse.
 
 
'''Turn:''' How much the vehicle can turn after covering the stated distance.
 
 
'''Turn in Place:''' A vehicle with good or average maneuverability can "spend" some of its speed to turn in place.
 
 
'''Maximum Turn:''' How much the vehicle can turn in any one round.
 
 
'''Up Angle:''' The maximum angle at which a flying vehicle can climb.
 
 
'''Up Speed:''' How fast a flying vehicle can climb.
 
 
'''Down Angle:''' The maximum angle at which a flying vehicle can descend.
 
 
'''Down Speed:''' A flying vehicle can fly down at twice its normal flying speed.
 
 
'''Between Up & Down:''' An average, poor, or clumsy flying vehicle must fly level for a minimum distance after descending and before climbing. Any flying vehicle can begin descending after a climb without an intervening distance.
 
  
 
[[category:Trinity]]
 
[[category:Trinity]]

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