Vehicles--Ready to Use!

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Moderator: Augur

Vehicles--Ready to Use!

Postby Augur » Tue Mar 02, 2010 10:13 pm

No, it's not sorted by manufacturer yet and it's not complete.
If you have content which is ready-to-add, post it as a reply.
Simply EDIT POST and copy the text of the weapon you need.
NOTE: Some of these should be considered UNIQUE items.


Foreign & Extra-Dimensional

Horune Pirate Assault Ship
Crew: 20; 2 officers, 2 deck boss, usually an air or water warlock or two, 8 enlisted deckhands, and 8 gunners.
Troop Capacity: 2-4 Dolphin combat drones, and 2 Land Shark Drones. Additionally, the crew doubles as troops. Can hold approximately 40 slaves, but have been know to pack as many as 100 in the hold.
Speed: 30+ knots
M.D.C. by Location:
• Wheelhouse: 100
• Energy Cannons (8): 100 each
• Main Body: 1600
Statistical Data:
Height: 25'
Width: 20'
Length: 125'
Displacement: 1000 tons fully loaded
Cargo: Can store 10,000 tons of supplies
Power System: Nuclear
Market Price: Unavailable.
Weapon Systems:
Energy Cannons (8):
Range: 3,000'
Damage: 1d6x10 MD
Rate of Fire: Each cannon can fire 3 times per melee.
Payload: Connected to nuclear power source, effectively unlimited.


K-GTRV Hover Land Skimmer
Image
M.D.C. by Location:
• Laser Gun Mount: 10
• Arms: 50 each
• L Leg: 110
• R Leg: 110
• Main Jet Thrusters (2): 100 each
• Directional Thrusters (4): 10 each
• Main Body: 200
Statistical Data
Class: Robot Hover Vehicle
Crew: One pilot and one passenger, this is a sports vehicle
Running: 40 mph
Leaping: 10' or hover; High Speed Ramp jumping 200' long, 40' high.
Flying: Hover stationary or fly at speeds up to 570 MPH with a maximum height of 100'.
Height: 16' standing on its legs, about half as tall when in hover vehicle form. 6' wide, 17' long, 7 tons
Physical Strength: Robotic P.S. 22
Cargo: A small 3'x3' area.
Power System: Nuclear; average energy life is 6 years.
Weapon Systems
NE-77H Cyborg Shoulder Cannon
• Weapon is stowed on the undercarriage when not in use.
• Range: 2000’
• Damage: 1D6x10 + 12 M.D.
• Rate of fire: Each shot counts as one melee attack
• Payload: A hip generator provides 30 blasts, a backpack generator offers 90 blasts. Each recharges 1 blast per 2 minutes. In an emergency a standard E-Clip can be inserted in the handle which provides 3 blasts per clip.
Light Laser
• Range: 2000'
• Damage: 2D6 per single shot
• Rate of Fire: Single shots only
• Payload: 50 shot internal battery. Currently 50/50 remain.
Mini Missile Launchers
• Range: 1 Mile
• Damage: 1D6x10 MD per AP K-HEX Missile
• Rate of Fire: 1, 2, 4, or 8 per volley
• Payload: each wing can carry 4 for 8 total.


NEMA HX-288 Street Tornado Hovercycle
Image
Crew: One
M.D.C. by Location:
* Laser Turret (1; front) - 22
Front Windshield (1) - 10
* Headlight (1) - 5
Rocket Jet (1 ; rear) - 65
Large, Rear Directional Jets (4, two on each side) - 15 each
* Tiny Directional Jets (I 0) - 2 each
* Tail Fin (1) - 25
* Wings (2) - 35 each
Main Body - 118
* Attacker must make a "called shot" to hit at -4 to strike. (See p.65 Chaos Earth for details regarding destruction of flight components.
Statistical Data
Flying Speed: 250 mph maximum, 350 mph with the thrusters engaged. Cruising speed is 70-150 mph. VTOL capable, retractable landing
gear.
Maximum altitude: 2000'
Water: Skim across surface at 210 mph, but is not submersible.
Flying Range: Can be flown continuously for 12 hours before overheating.
Height: 6' tall, 6' wingspan, 13' wide, 1000 lbs.
Cargo: Only enough to stow an energy rifle, 3E-Clips and a backpack (usually hooked to the outside), but can tow up to 1 ton of cargo (reduce speed by 30% and rocketing is not possible without losing the cargo).
Power System: Nuclear, average cycle's energy life is 20 years.
Weapon Systems
LHX-288 Rapid-Fire Pulse Laser
• Can rotate 180° and has a 45° arc of fire.
• Range: 2000'
• Damage: 2D6 M.D. per blast, 6D6 M.D. per triple pulse.
• Rate of Fire: Single or triple pulse-bursts only.
• Payload: Effectively unlimited; tied to the power supply of the vehicle.
• Modifiers: +1 to strike with an aimed shot, + W.P. Energy Rifle bonuses. +1 to strike when in motion. No bonus for burst fire.
Mini-Missiles
• Three mini-missiles can be mounted on the underside of each wing.
• Range: About one mile.
• Damage: Varies with missile type.
• Rate of Fire: One at a time or in volleys of two, three, or four.
• Payload: Six missiles total, up to three on each stubby wing.
Notable Systems
Long- and short-range radio (Range: up to 30 miles, 5 miles for short range).
Short-range radar (Range: 30 miles, can track 48 targets simultaneously),
Heads-Up Display with video communication capability.
Modifiers: +2 to dodge and +5% to do aerial tricks and maneuvers.


NEMA HX-355 Hover Platform
Image
Nickname: “The Platform”
Class: Aerial Military Hover Transport and Combat Platform
Crew: 1-6. One pilot is required to fly, but typically includes a co-pilot and 2-4 gunners. Can accommodate 8 passengers comfortably, even with a full 6-man crew, as many as 12-13 if the crew is reduced proportionally.
MDC by Location
* Laser Turrets (4; undercarriage) - 25 each
Large Spotlight (or weapon system; 1, center) - 50
* Recessed Lights (4 pairs) - 2 each
* Tiny Directional Jets (8; lower rim) - 2 each
** Main Body - 180
* Every item marked by a single asterisk is small and/or difficult to strike. An attacker must make a “called shot” to hit and even then is -3 to strike.
Destroying one of the three bottom hover jets reduces speed by 30%, but the enemy must be under the vehicle to get at the jets.
** Depleting the MDC of the main body completely destroys the vehicle.

Statistical Data
Flying Speed: 150 mph, but cruising speed is considered to range between 40 and 75 mph. VTOL capable, can hover stationary (or fly) up to a height of 500', but high altitudes are usually reserved for observation, a better vantage point, and to reach rooftops. Otherwise, typically travels at 10-50' above the ground. Retractable landing gear.
Speed Over Water: The Platform can also skim across the surface of water at a speed of 100 mph. It is not a submersible and will sink like a rock if the hover jets are turned off.
Flying Range: The nuclear power system gives the vehicle decades of life and is able to fly continuously for 96 hours without fear of overheating.
Height: 6' tall for the vehicle itself, add 3-4' with the centre spotlight or weapon system included.
Width & Length: Approximately 15' in diameter.
Weight : 2 tons
Cargo: Standing room only; seating for crew only. Additional storage space is minimal, about enough for a couple of backpacks or large satchels per passenger. More if space is taken up by cargo rather than personnel. Can carry up to three tons and pull up to 10 (but at half speed for maximum cargo load).
Power System: Nuclear, 20 years life.
Weapon Systems
HXL-355 Laser Turrets (4)
Range: 2000'
Damage: 2D6 per single blast or 4D6 MD per double blast.
Rate of Fire: Single or double blasts only
Payload: Effectively unlimited.
Bonuses: Gunners with WP Heavy Energy Weapons get to apply the bonuses from that WP +1 to strike for single or double-barrel blasts. Characters with the Weapon Systems skill only, get a +1 to strike bonus. No bonus for the pilot or co-pilot using the master controls.
Sensors/Communications: Long and short range radio and short-range radar (can track 48 targets simultaneously), Heads-Up Display, and video communications.


NEMA MX-422 APC
Image
M.D.C. by Location:
☞ Main Laser Cannon (I; rear turret) - 150
☞ Missile Turret (I ; forward turret) - 100
☞ * Recessed Mini-Missile Launcher (2; front) - 50 each
☞ Dual Mini-Missile Launcher (2; turret) - 50 each
☞ Smoke/Gas Dispenser (2; rear) - 8 each
☞ * Sensors (1 ; rear turret) - 20
☞ * Window Slits (2, large) - 60 each
☞ Main Outer Hatch (3 ; both sides and rear) - 120 each
☞ Main Inner Hatch (3; sides and rear) - 50 each
☞ Folding Nose Ramp (1 ; front) - 180
☞ Concealed Escape Hatch (I ; top) - 70
☞ Puncture-Proof Wheels (8) - 40 each
☞ * Forward Headlights (4; top front) - 3 each
☞ Reinforced Crew Compartment - 100
☞ ** Main Body - 330

* Every item marked by a single asterisk is small and/or difficult to strike. An attacker must make a "called shot" to hit and even then he is -3 to strike. Destroying the sensor cluster on top of the main turret means the pilot must rely on his own vision and instruments; radar and targeting (and accompanying bonuses) are lost.
** Depleting the M.D.C. of the main body will shut the APC down completely, rendering it useless. Destroying the APC's front plating reveals the inner reinforced crew compartment and makes it vulnerable to attack. Destroying two wheels reduces speed by 20%. Destroying three on one side reduces speed by 40% and induces a penalty of -40% to the piloting skill. Destroying four wheels on one side reduces speed by 60%; same penalty.

Statistical Data:
₪ Class: Infantry Assault and Transport Vehicle
₪ Crew: (6) One pilot, a co-pilot, communications officer, intelligence officer, and two gunners.
₪ Speed: Land: 80 mph maximum. Water: 30 mph
₪ Dimensions: 24' tall, 11' wide, 40' long, 20 tons unloaded.
₪ Cargo: 30 foot long bay area; roughly 300 square feet of cargo space with a ceiling height of 12'.
₪ Power System: Nuclear, average energy life is 20 years.

Weapon Systems:
MX-422 High-Powered Laser Cannon
⁂ Range: 4000'
⁂ Damage: Single barrel shot does 406 M.D. per blast, both barrels fired simultaneously do 1D4x10+2 M.D.
⁂ Rate of Fire: Single Blasts only
⁂ Payload: Effectively unlimited.
Missile Launcher (1)
⁂ Range: 1-4 miles, varies with missile type.
⁂ Damage: Varies with missile type.
⁂ Rate of Fire: One at a time or in volleys of 2, 4 or 6 missiles.
⁂ Payload: 12 short-range missiles or 24 mini-missiles.
Vertical Mini-Missile Launchers (2)
⁂ Range: About one mile
⁂ Damage: Varies with mini-missile type.
⁂ Rate of Fire: One at a time, or in volleys of two, three, four or six.
⁂ Payload: 48 total; 24 per each launcher.
Smoke Dispensers (2)
The unit can release a dense cloud of smoke that covers an 80' area behind it, or covers the APC if it is stationary.
⁂ Payload: 12 total, six each.
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Augur
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Re: Vehicles--Ready to Use!

Postby Augur » Thu Mar 04, 2010 1:11 pm

Black Market Knock-Offs, GAW, and other Small Manufacturers

Bandito Arms Medium Robot Horse
Model Type: RH-1002B Robot Horse
Crew: One humanoid rider with one additional rider possible in emergencies.
M.D.C. by Location
Head —100
Legs (4) _ 100 each
*Main Body — 250
* Destruction of the main body will destroy the bot. Destruction of the head shuts it down. Destroying one leg will hobble the robot and reduce speed and leaping distance and height by 33%.
Statistical Data
Attributes of Note: P.S. 28 (robotic), P.P. 20, P.B. 9 (14 with hide), Spd. 148; A.I. equivalent I.Q. 9.
Running: Maximum speed of 100 mph.
Leaping: 15' high and 40' lengthwise, with a running start.
Underwater Capabilities: The robot can function in/under water, able to walk along the bottom of the sea at about 25% its normal running speed, or swim at a speed of 3 mph. Maximum Depth is 500'.
Dimensions: 5' at the shoulders, 3' wide, 8' long, 1,200 lbs.
Color of Hide: Mustang: various shades of brown and grey; solid color with highlights on lower legs. Pinto: Also known as the Paint Horse or Calico, it is distinguished by its "blotches" of color, typically Ovaro (one basic, solid color brown or grey with large splashes of white) or Tobiano (white overall color with small splashes or blotches of brown or grey).
Power System: Nuclear, average life of 15 years.
Cargo: Can carry one rider and one companion (if both are roughly human-size, otherwise space may be tight for the companion rider, and this second seat is never comfortable for long periods; an hour or more), up to 1400 pounds (630 kg). The robot horse can pull up to five tons!
Weapon Systems: None.
Combat Data
Number of Attacks: 3
Bonuses: +2 on initiative, +2 to strike, +4 to dodge when running, +2 to roll with impact.
• Restrained Hoof Strike: 1D4 M.D.
• Full Hoof Strike: 1D6M.D.
• Rear Kick/Power Kick: 2D6 M.D.
• Stomp: 1D4 M.D.
• Running Body Block: 1D4 M.D.
• Head Butt: !D4xlOS.D.C.
• Bite: 6D6 S.D.C.


Cost: 5.2 million; sometimes on sale for 10-20% less.



Tarantula Combat Jump Bike
Model Type: High performance motorcycle
Crew: One
M.D.C. by Location:
Main Body—100
* Wheels (2) —12 each
* Weapons — Pulse lasers (2) 15 each
* Thrusters (2) — (bottom) 25, (rear) 25
* A single asterisk indicates targets that are difficult to hit (-3 to strike on a called shot).
Statistical Data
Acceleration (0-60): 3.1 seconds (rocket assisted).
Top speed: 200 mph (150 mph on electrical battery)
Cruising Speed: 100 mph
Braking (60-0 mph): 75'
Jump Jet: The maximum length the bike can jump is equal to 9' for every mile per hour being traveled. The bike can jump up to five times before the jump tanks need to be refueled.
Range: 500 miles (12 hrs. continuous operation with electrical battery).
Dimensions: 4'1" high, 3'10" wide, 8'7" long, 1,545 lbs.
Power System: Flex-fuel internal combustion, with electric backup.
Modifier for Augmented Humans: +15% to piloting skill and execution of jumps, tricks, and special maneuvers.
Weapon Systems
Pulse Lasers
Mounted in the forward cowling of the tarantula are twin pulse lasers. They point in the same direction as the front wheel, so it is possible for an augmented human to fire quick shots to the sides (30 degree angle/arc of fire) while the bike continues traveling straight. However, these sideshots do not gain the usual +1 bonus to strike for bursts, and the tarantula must be traveling no more than 120 mph. The weapons are powered by standard E-Clips (only) inserted into two slots near the bike's controls.
• Range: 1600'
• Damage: 1D4x10 M.D. per simultaneous 3-shot burst
• Rate of Fire: 3-shot bursts only
• Payload: 30 bursts per E-Clip


Road Boss Combat Chopper (W.I.)
M.D.C By Location
Main Body - 200
"Catapult" Cannon - 75
* Wheels (2) - 30
* Mini-missile launchers (2) - 20 each
* Lasers - 5 each
* target is difficult to hit, -3 on called shots
Top Speed: 185 mph (296 kmph)
Acceleration (0-60): 4.4 seconds (rocket assisted)
Braking (60-0): 90 ft.
Range: 725 miles
Weapon Systems
1. W.I. "Catapult" Assault Cannon:
Mega Damage: 1d6x10 MD (armor-piercing explosive) to a 3 foot area
Rate of Fire: Once per melee round: 10-12 seconds for a reload
Effective Range: 4000 ft (1220 m)
Payload: 20 shells
2. Mini missile Launchers (2):
Mega Damage: Varies with Missile type
Rate of Fire: One at a time, or volleys of 2, 3 or 4
Effective Range: One Mile (1.6 km)
Payload: 16 total: 8 per launcher
3. Variable Lasers (3):
Mounted just like the Tarantula (same bonuses, max speed when firing to the side is 90 mph)
Mega Damage: 1d6+6 for the center laser only, 4d6 MD for all 3 firing simultaneously
Rate of Fire: Standard
Effective Range: 4000 ft. (1220 m)
Payload: 30 single blasts, or 10 triple blasts per long clip.



Wilk's Jet Pack
Class: Personal Jet Pack
Crew: One.
Main Body M.D.C.: 20
Maximum Speed: 120 mph
Maximum Range: 800 miles



GAW-60 Improved Black Hawk Assault Helicopter
Crew: Two; pilot and gunner, plus up to 12 passengers.
M.D.C. by Location:
* Landing Gear- 12
* Main Rotors (4) - 10 each
* Tail Rotor Section - 20
* 7.62mm Machine-Gun - 5
Reinforced Pilot's Compartment- 30
Main Body - 85
* Requires a Called Shot at -3 to strike (-5 if the chopper is going 100+ mph).
Destroyed landing gear will result in emergency landing rules.
The loss of a single main rotor blade will reduce maximum air speed by 10% and impose a -25% penalty to all piloting rolls (penalties are accumulative with each blade lost). Losing three or all of the rotor blades will cause the helicopter to crash. Roll under piloting skill -40% for a successful! crash landing.
Statistical Data
Driving on the ground: Not possible.
Flying: 175 mph, hovering, and VTOL (Vertical Take-Off & Landing)
Maximum Altitude: 19,150'
Range: 1500 miles, due to its electric engine.
Dimensions: 16'10" high, 53'8" wide, 50'1" long, 6 tons.
Cargo: Can carry 6,000 lbs. suspended from the helicopter in addition 10 passengers.
Power System: Electric engine.
Weapon Systems
Modified M-23 7.62mm Machine-Gun
• Chin gun has a 270° arc of fire.
• Range: 3000'
• Damage & RoF: 1D4 M.D. per 10 round burst, 2D4 M.D. per 20 round burst, or 4D4 M.D. per 40 round burst.
• Payload: 4000 rounds
• • Note: May be substituted with another weapon at additional cost.
Systems of Note
• Has all normal robotic vehicle sensor systems, including full optical system, infrared, ultraviolet, telescopic, and polarizing canopy.
• Long-Range Radio: 500 miles
• Passive Nightvision: 3000'
• Thermal-imaging: 1,100'
• Laser designator: +1 to strike for all friendlies with networked targeting, but targeting costs 1 APM
• Enhanced radar: tracks 72 targets, 100 mile range.


GAW-64 Improved Apache Helicopter
Class: Ground attack Helicopter
Crew: 1 pilot & 1 gunner
M.D.C. by Location:
• • Main rotors (4 blades)- 15 each
• • Tail rotor section- 20
• • G-109 Enhanced rail gun- 12
• • Short range missile rails(2)- 3 each
• • Mini-missiles pods(2)- 15 each
• • Reinforced pilot's compartment- 30
• • Main body/fuselage- 112
Statistical Data
Speed: hover to 184 mph
Altitude: 20,000'
Range: 1,200 miles
Dimensions: 16'3" high, 48' wide rotor blades, 50' 9" long, 8 tons
Cargo: none
Power System: Conventional combustion engine
Tail Number: LB174-D
Color: Olive drab
Weapon Systems:
G-109 Rail gun
• Can rotate 270 degrees and elevate up & down 60 degrees
• • Range: 4,000'
• • Damage: 1d4x10 M.D. per burst
• • RoF: 20 rounds per burst
• • Payload: 4,000 rounds (200 bursts)
Short-range missile rails
• • RoF: Volleys of 1, 2, or 4 missiles
• • Payload: 8 missiles
• • Current loadout: AP warheads
Mini-missile pods
• • RoF: Volleys of 1, 2, 4, or 6
• • Payload: 36 missiles
• • Current Load-out: Plasma warheads
Systems of note:
Radio range: 500 miles
Passive night vision
Laser designator: +2 strike
Enhanced radar range: 120 miles, tracks 48 targets


Legion Armored Snow Lion A.P.C.
M.D.C. by Location:
Forward Windows (4 large; front cab) — 25 each
* Headlights (4) — 2 each
* Rear Lights (4) — 2 each
* Small Spotlights (2; top of cab) — 10 each
Cab Hatches (2; one on the side, one top rear) — 60 each
Large Bay Doors of Side Compartment (2; front & back) — 120 each.
* Large Hatch (1; rear of small passenger compartment) — 100
Tractor Treads (2) — 90 each
* Side Mounted Laser Turrets (2) — 100 each
* Top Mounted Grenade Launchers (2) — 100 each
Short-Range Missile Launcher (1; drivers side) — 150
Reinforced Pilot's Compartment — 50
** Main Body: Forward Cab Section — 150
Side Passenger Compartment — 220
** Main Body —300
* Locations marked with a single asterisk are small and/or difficult targets to hit. Thus, they can only be hit when a character makes a called shot and even then, the attacker is -3 to strike.
** Depleting the M.D.C. of the entire main body will destroy the engine and drive system of the vehicle.
Statistical Data
Crew: 2-4
Capacity: Can transport up to 18 passengers comfortably, 20 cramped, depending on the configuration and use of the rear and side cargo bay. It can carry 20 tons and pull an additional 100 tons (although max. speed is reduced by 30%).
Height: 12'
Width: 14'
Length: 20', the additional trailer adds another 20' for a total length of 40'
Weight: 10 tons for the main vehicle, and another 6 tons, plus cargo, when the trailer is attached.
Power Source: Liquid fuel combustion engine and independent generator system with a range of 700 miles, or nuclear (with unlimited range).
Speed: Top: 60 mph, with a typical cruising speed of 40 mph. Deep snow and treacherous terrain may reduce speed to under 20 mph and hauling a trailer full of cargo will reduce speed by 30%.
Life Support: Air circulation and cleaning system with gas filtration and toxic warning system. The vehicle's cab/pilot's forward section
and troop/cargo cabins can be sealed independently and have an air purification, purge and circulation system (with an 8 hour supply of oxygen) that can clean and recycle breathable air for approximately 14 days. Can withstand up to 400 Rads of radiation.
Sensors: The Snow Lion has a digital HUD with passive night-vision and auto-range-finding (1,500' each), and all standard, large vehicle sensors and features.
Standard Weapon Systems
1. Side Laser Turrets (2): Can rotate 360 degrees with a horizontal arc of 90 degrees.
Range: 2,000'
Damage: 5D6 M.D. per blast.
Rate of Fire: Equal to the pilot's APM
Payload: 60 shots each; unlimited if tied to a nuclear power system.
2. Top-Mounted Grenade Launchers (2)
Range: 1,600'
Damage: 4D6 M.D. per grenade.
Rate of Fire: One or two per melee attack. Equal to the gunner's APM
Payload: 120; 60 each.
3. Short-Range Missile Launcher (1; left side)
Range: 3-5 miles respectively.
Damage: Varies with missile type.
Rate of Fire: 1,2,4 or 6 missiles in a volley.
Payload: Eighteen total.


Bronco Scooter
Manufacturer: Bandito Arms
Vehicle Type: Hovercycle
Crew: One rider; no room for a passenger.
M.D.C. by Location:
* Lower Hoof Jets (4) — 40
* Forward Directional Jets (4; concealed) — 4 each
* Forward Headlights (2; eyes) — 2 each
Main Body — 110
* Indicates a difficult target. Attacker must make a "called shot" at -4 to strike. The driver, hunched down low to the body of the hovercycle, is equally difficult to hit.
Statistical Data
Modifiers: +1 to dodge.
Maximum Speed: 190 mph
Maximum Altitude: 60' and handle drops of up to 400'.
Maximum Range: 800 miles
Engine: Combustion or electric engine.
Dimensions: 6' long, 350 lbs.
Weapons: None standard. Any standard hovercycle weapons can be added; lasers are usually built into the mouth or under the eyes/headlights.
Cost: 146,000 credits for combustion engine or 162,000 for electric. Nuclear is not available. Add 30% to all M.D.C. for the deluxe, armored model, but also add 30% to the cost.




Speedster Hover Cycle
M.D.C. by Location
----Main Body: 75
Statistical Data
Vehicle Type: Hover cycle
Crew: One rider, one passenger is possible, but not comfortable on long trips.
Maximum Speed: 220 mph
Power Plant: Electric engine
Maximum Range: 800 miles
Dimensions: 9' long, 700 lbs.



Big Boss ATV
M.D.C. by location
Main Body: 100
Tires (4): 5 each
Statistical Data
Crew: One plus can hold 3 passengers comfortably
Max Speed: 180 mph
Max Range: 300 miles (around 1000 credits to refill in civilized areas)
Power Plant: Combustion engine
Dimensions: 16' long, 8' wide, 1800 lbs.
Features
• None


Highwayman Motorcycle
Image
M.D.C. by Location:
* Headlights (2, small) – 4 each
* Storage Compartment (back, small) – 20
* Plexiglass Windshield – 15
* Optional Front-Mounted Weapon – 20
* Tires (2) – 5 each
Main Body – 75
* Requires a Called Shot at -4 to strike (-8 when shooting at the tires of a speeding vehicle).
Statistical Data
Crew: One pilot
Dimensions: 6' long, 4' high, 3' wide, 240 lbs.
Cargo: A small cargo container is built into the back of the bike equivalent to one small suitcase.
Max Speed: 180 mph max. (half that or less off of paved roads).
Power Plant: Electric battery
Max Range: 1,800 miles per charge; takes two hours to charge to full capacity.

Cost: 24,000 credits gasoline engine or 39,500 credits for the electric battery system. 340,000 credits for Solid Oxide, 890,000 credits for nuclear (rare).
Code: Select all
[b]Highwayman Motorcycle[/b]
[img]http://explorersunlimited.com/images/upload/2018/04/11/20180411161205-fbd90b3e.png[/img]
[size=85][u]M.D.C. by Location:[/u]
* Headlights (2, small) – 4 each
* Storage Compartment (back, small) – 20
* Plexiglass Windshield – 15
* Optional Front-Mounted Weapon – 20
* Tires (2) – 5 each
Main Body – 75
* Requires a Called Shot at -4 to strike (-8 when shooting at the tires of a speeding vehicle).
[u]Statistical Data[/u]
Crew: One pilot
Dimensions: 6' long, 4' high, 3' wide, 240 lbs.
Cargo: A small cargo container is built into the back of the bike equivalent to one small suitcase.
Max Speed: 180 mph max. (half that or less off of paved roads).
Power Plant: Electric battery
Max Range: 1,800 miles per charge; takes two hours to charge to full capacity.[/size]


Flying Patrol Car
Model Type: AFC-105 (Used knock-off)
Crew: Two, a pilot and gunner. Can accommodate two passengers comfortably, a third can be squeezed in, but makes for cramped, uncomfortable conditions.
M.D.C. by Location:
* Plasma Turret (1; roof) — 70
* Mini-Missile Launchers (2) — 25 each )
Front Windshields (2) — 30 each
Side Windows (6) — 20 each
Doors (4) — 50 each
Headlights (2) — 5 each
* Infrared Headlights (2, small) — 2 each
* Bottom Hover Jets (5) — 50 each
‡ Rear Jets (3) — 50 each
** Main Body — 200
* Attacker must make a called shot" to hit at -3 to strike.
‡ Destroying one of the bottom hover jets reduces speed by 10%. Destroying one of the rear jets reduces speed by 20%.
** Depleting the M.D.C. of the main body completely destroys the vehicle.
Speed
Flying: 150 mph, cruising speed is between 50-80 mph. VTOL capable, can hover stationary; retractable landing gear. Maximum altitude is limited to about 1,500'.
Water: The patrol car can also skim across the surface of water at a speed of 110 mph. Underwater speed is 40mph, with a maximum depth of 300'.
Flying Range: The nuclear power supply gives the vehicle decades of life. The Skull patrol car is a workhorse that can be flown continuously for 96 hours without fear of overheating.
Statistical Data
Height: 6'
Width: 6'
Length: 11'
Weight: 1.9 tons.
Cargo: Minimal storage space, about three feet behind seats for extra clothing, weapons, and personal items.
Power System: Nuclear, average energy life is 20 years.
Weapon Systems
1. Plasma Turret (1): Capable of 360 degree rotation and 180 degree arc of fire.
Range: 2,000'
Damage: 6D6 M.D. per blast.
Rate of Fire: Equal to the APM of the pilot or gunner
Payload: Effectively unlimited.
2. CR-02 Concealed Mini-Missile Launchers (2)
Range: About one mile
Damage: Varies with missile type.
Rate of Fire: One at a time or in volleys of two.
Payload: 2; one missile in each launcher.
3. Sensors: Short Range Radio, Long Range Radio, Infrared Optics, Short-Range Radar.



MI-3000 Firefly Hovercycle
M.D.C. by Location
* Rear Hover Ball Jet Housing (1) — 40
* Forward Directional Jets (4) — 4 each
* Undercarriage Directional Jets (4) — 4 each
* Forward Headlights (2) — 3 each
* Forward Laser Turret (1) — 28
* Side Mini-Missile Launchers (2; one per side) — 20 each
Reinforced Windshield (1) — 15
Main Body — 72
* Small target to hit requires the attacker to make a "called shot," at -4 to strike. The driver, hunched down, low to the body of the hovercycle, is equally difficult to hit.
Statistical Data
Crew: One rider, and one passenger can sit behind the driver, but it makes for a cramped ride and is not comfortable even on short trips and imposes a -5% piloting skill penalty.
Maximum Speed: 190mph
Maximum Altitude: 60' and can handle drops of up to 400'
Maximum Range: 800 miles
Power Plant: Electric engine
Dimensions: 5'6" long, 330 lbs.
Modifiers: +10% bonus to his piloting skill and +1 to dodge
Weapons
Light Laser
☞ Range: 1200'
☞ Damage: 1D6 M.D.
☞ Payload: 20 shots
Heavy Laser
☞ Range: 2000'
☞ Damage: 2D6 M.D.
☞ Payload: 20 shots
Double-Barrel Heavy Laser
☞ Range: 2000'
☞ Damage: 2D6 M.D. per single shot, 4D6 M.D. per simultaneous double shot
☞ Payload: 40 shots
Mini-Missile Launchers
☞ Note: One launcher on each side; each can rotate 360 degrees.
☞ Range: 1 mile
☞ Damage: Varies
☞ Rate of Fire: 1 at a time or in volleys of two or all four
☞ Payload: 2 each (4 total)




GAW 998 Improved Hummer Combat Utility Vehicle
Class: High Mobility Multi-purpose Wheeled Vehicle
Crew: One pilot/driver, but can accommodate a four person crew in addition to six seated troops (8 under cramped conditions).
M.D.C. by Location:
Ballistic Windows (3; forward) - 12 each
*Headlights (6) - 3 each
*Hardened Tires (4) - 6 each
Reinforced Pilot's Compartment - 25
** Main Body - 122
* The items marked by a single asterisk are small and difficult to hit, requiring a Called Shot to strike with the shooter suffering a penalty of -3 to strike
** Depleting the M.D.C. of the main body completely destroys the vehicle.
Maximum Speed: 90 mph maximum; speed cross-country is typically 15-35 mph
Range: 800 miles before requiring refueling.
Height: 6'
Width: 9'1"
Length: 16'
Weight: 5060 lbs.
Cargo: Can hold 2500 lbs. worth of equipment, plus tow a load of 3400 lbs.
Power System: Conventional diesel engine.
Note: Each GAW Hummer has a weapon mount on the roof of the vehicle. they also have a basic radio with a 5 mile range.


Medium S.D.C. Motorcycle
  • AR: 18
  • SDC: 100
  • Speed: 110 mph
  • Range: 350 miles on a full tank of gasoline
  • Cargo: Space for one large pack


Icarus Flight System
Model Type: IPS-1
Class: Combat Flight System
Crew: One
M.D.C. by Location:
*** Wings (2)—120 each
Wing Thrusters (6; three per wing) — 35 each
Main Thrusters (3; rear, main body) — 45 each
Mini-Missile Launchers/Jet Systems (2) — 90 each
Forward Lasers (2) — 20 each
** Main Body—120
* Pilot — As per body armor.
* The pilot of the Icarus is in the open, and can be targeted by a "called shot." The pilot's M.D.C. body armor protects as normal. Killing the pilot will cause the Icarus to crash.
** Depleting the M.D.C. of the main body causes the aircraft to crash.
*** Destroying one wing will cause a loss of speed and control: reduce speed 33%, dodge bonus by half, and -30% to piloting skill. The missile launcher on that wing is also lost.
Note: The new skill Flight Pack Combat is needed to pilot this vehicle.
Speed:
Driving on the ground: Not possible.
Flying: Up to Mach One (670 mph/1078 kmph)! Only a Juicer, 'Borg or supernatural creature can survive the G-forces and stress placed on the pilot. Cruising speed is usually 300-400 mph; VTOL capable
Range: Although the nuclear reactors operate for years, the jets need cooling off after 10 hours of continuous use at cruising speeds, or six hours at maximum speed. Maximum Altitude is 20,000 feet
Statistical Data:
Height: 5 feet
Width/Wingspan: 12 feet
Length: 4 feet
Weight: 1000 Ibs (450 kg); only a Juicer or super-strong being
can stand up under the weight
Cargo: None
Power System: Nuclear; average energy life is five years.
Market Cost: 3.2 million credits. Fair to poor availability. The CS has outlawed this jet pack.
Weapon Systems
1. High-Powered Laser Guns (2): These weapons are mounted on the front and can rotate in a 90 degree arc in all directions.
    Mega-Damage: 5D6 M.D. per single blast, 1d6x10 per double blast (counts as one melee attack)
    Effective Range: 4000 feet
    Payload: Effectively unlimited
2. Mini-Missile Launchers (2): The tip of each wing holds six mini-missiles Mega-Damage: Varies with missile type.
    Rate of Fire: One at a time, or in volleys of 2, 4, 6 or 12 mini-missiles
    Effective Range: About one mile
    Payload: 12 total; six per wing launcher

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[b]Icarus Flight System[/b]
[size=85]Model Type: IPS-1
Class: Combat Flight System
Crew: One
[b][u]M.D.C. by Location:[/u][/b]
*** Wings (2)—120 each
Wing Thrusters (6; three per wing) — 35 each
Main Thrusters (3; rear, main body) — 45 each
Mini-Missile Launchers/Jet Systems (2) — 90 each
Forward Lasers (2) — 20 each
** Main Body—120
* Pilot — As per body armor.
* The pilot of the Icarus is in the open, and can be targeted by a "called shot." The pilot's M.D.C. body armor protects as normal. Killing the pilot will cause the Icarus to crash.
** Depleting the M.D.C. of the main body causes the aircraft to crash.
*** Destroying one wing will cause a loss of speed and control: reduce speed 33%, dodge bonus by half, and -30% to piloting skill. The missile launcher on that wing is also lost.
Note: The new skill Flight Pack Combat is needed to pilot this vehicle.
[b][u]Speed:[/u][/b]
Driving on the ground: Not possible.
Flying: Up to Mach One (670 mph/1078 kmph)! Only a Juicer, 'Borg or supernatural creature can survive the G-forces and stress placed on the pilot. Cruising speed is usually 300-400 mph; VTOL capable
Range: Although the nuclear reactors operate for years, the jets need cooling off after 10 hours of continuous use at cruising speeds, or six hours at maximum speed. Maximum Altitude is 20,000 feet
[b][u]Statistical Data:[/u][/b]
Height: 5 feet
Width/Wingspan: 12 feet
Length: 4 feet
Weight: 1000 Ibs (450 kg); only a Juicer or super-strong being
can stand up under the weight
Cargo: None
Power System: Nuclear; average energy life is five years.
[color=#FF0000]Market Cost: 3.2 million credits. Fair to poor availability. The CS has outlawed this jet pack.[/color]
[b][u]Weapon Systems[/u][/b]
[b]1. High-Powered Laser Guns (2): [/b]These weapons are mounted on the front and can rotate in a 90 degree arc in all directions.
[list]Mega-Damage: 5D6 M.D. per single blast, 1d6x10 per double blast (counts as one melee attack)
Effective Range: 4000 feet
Payload: Effectively unlimited[/list]
[b]2. Mini-Missile Launchers (2):[/b] The tip of each wing holds six mini-missiles Mega-Damage: Varies with missile type.
[list]Rate of Fire: One at a time, or in volleys of 2, 4, 6 or 12 mini-missiles
Effective Range: About one mile
Payload: 12 total; six per wing launcher[/list][/size]
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Augur
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Re: Vehicles--Ready to Use!

Postby Augur » Thu Mar 04, 2010 1:13 pm

Coalition States

CH-12 Demon Locust
Image
Model Type: CH-12
Class: Helicopter Gunship and Troop Transport.
Crew: (4) Pilot, co-pilot/gunner, communications technician and a secondary gunner. It can also carry 10 people or 5 PAs.
M.D.C. by Location:
Four-Blade Top Rotors — 120 (30 each blade)
* Forward Laser Cannon Turret (1) — 100
* Nose Sensors (2) — 25 each
* Wing Rail Guns (2; one per wing) — 40 each
* Mini-Missile Tube Launchers (6; three per wing) — 40 each
Weapon/Missile Wings (2) — 100 each
Retractable Landing Gear (1 set) — 30
Reinforced Pilots' Compartment — 110
** Main Body —250
Statistical Data
Speed: hover, VTOL, and fly at speeds up to 250 mph. Cruising/attack speed is between 100 and 200 mph.
Altitude: maximum ceiling 20,000'
Combat Ceiling (max. altitude for air-to-ground attacks): 3000'
Range: approximately 700 miles (jet fuel is hard to come by outside industrialized societies with extensive infrastructure, a full tank of fuel, even in these areas, can run up to 10,000 credits, and will be significantly more expensive outside these areas, if it's even available [unlikely])
Dimensions: 20' high, 12' wide, 22' wing span, 60' rotor diameter, 65' long, 19 tons fully loaded.
Cargo: 2,000 lbs. of cargo maximum in a 10'x10'x10' space
Power System: Liquid fuel powered turbine
CS Cost: 925,000 credits. NG and GAW both offer a "knock-off" for 1.3 million credits.
Weapon Systems
Forward Mounted Laser Cannon
Rotates 360° with a 180° arc of fire. Typically controlled by the co-pilot.
• Range: 4000'
• Damage: A single blast does 1D4x10 M.D.
• Rate of Fire: Single shots only
• Payload: unlimited
Nose Rail Gun
Controlled by the pilot or the co-pilot/gunner.
• Range: 4000'
• Damage: 6D6 M.D.
• Rate of Fire: 40-round bursts only
• Payload: 4,000 round drum feed (100 bursts).
Wing Rail Guns (2)
Controlled by a gunner.
• Range: 4000'
• Damage: 1D4x10 M.D.
• Rate of Fire: 40-round bursts only
• Payload: 6,000 round drum feed (150 bursts) per each gun.
Tube Mini-Missile Launchers (6)
Mounted on the weapon wings. Controlled by a gunner.
• Range: About one mile
• Damage: Varies with missile type.
• Rate of Fire: One at a time, or volleys of two, three, four or five.
• Payload: 60 total; 10 mini-missiles per each of the six launchers.
Medium-Range Missile Launchers (4)
Mounted on the weapon wings. Controlled by co-pilot or a gunner.
• Range: About 50 miles
• Damage: Varies with missile type.
• Rate of Fire: One at a time, or in volleys of two or four.
• Payload: Eight; four per wing launch unit.
Features of Note
Radar: Can identify and track up to 48 targets simultaneously at a range of 30 miles.
Winch and hook: maximum weight of 20 tons.
Combat Computer: transmits data onto H.U.D.'s of its crew's helmets, and is tied to the combat computer.
Radio Communication: Long and short range communication systems with a range up to 500 miles.
Spotlights: 1 or 2 spotlights with a range of 600'
Voice Actuated Locking System
Complete Environmental Pilot and Crew Compartment


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[b]CH-12 Demon Locust[/b]
[img]http://i43.photobucket.com/albums/e371/masterriftsgm/Vehicles/CH-12-Demon-Locust.png[/img]
[size=85]Model Type: CH-12
Class: Helicopter Gunship and Troop Transport.
Crew: (4) Pilot, co-pilot/gunner, communications technician and a secondary gunner. It can also carry 10 people or 5 PAs.
[u]M.D.C. by Location:[/u]
Four-Blade Top Rotors — 120 (30 each blade)
* Forward Laser Cannon Turret (1) — 100
* Nose Sensors (2) — 25 each
* Wing Rail Guns (2; one per wing) — 40 each
* Mini-Missile Tube Launchers (6; three per wing) — 40 each
Weapon/Missile Wings (2) — 100 each
Retractable Landing Gear (1 set) — 30
Reinforced Pilots' Compartment — 110
** Main Body —250
[u]Statistical Data[/u]
Speed: hover, VTOL, and fly at speeds up to 250 mph. Cruising/attack speed is between 100 and 200 mph.
Altitude: maximum ceiling 20,000'
Combat Ceiling (max. altitude for air-to-ground attacks): 3000'
Range: approximately 700 miles (jet fuel is hard to come by outside industrialized societies with extensive infrastructure, a full tank of fuel, even in these areas, can run up to 10,000 credits, and will be significantly more expensive outside these areas, if it's even available [unlikely])
Dimensions: 20' high, 12' wide, 22' wing span, 60' rotor diameter, 65' long, 19 tons fully loaded.
Cargo: 2,000 lbs. of cargo maximum in a 10'x10'x10' space
Power System: Liquid fuel powered turbine
CS Cost: 925,000 credits. NG and GAW both offer a "knock-off" for 1.3 million credits.
[u]Weapon Systems[/u]
Forward Mounted Laser Cannon
[i]Rotates 360° with a 180° arc of fire. Typically controlled by the co-pilot.[/i]
• Range: 4000'
• Damage: A single blast does 1D4x10 M.D.
• Rate of Fire: Single shots only
• Payload: unlimited
Nose Rail Gun
[i]Controlled by the pilot or the co-pilot/gunner.[/i]
• Range: 4000'
• Damage: 6D6 M.D.
• Rate of Fire: 40-round bursts only
• Payload: 4,000 round drum feed (100 bursts).
Wing Rail Guns (2)
[i]Controlled by a gunner.[/i]
• Range: 4000'
• Damage: 1D4x10 M.D.
• Rate of Fire: 40-round bursts only
• Payload: 6,000 round drum feed (150 bursts) per each gun.
Tube Mini-Missile Launchers (6)
[i]Mounted on the weapon wings. Controlled by a gunner.[/i]
• Range: About one mile
• Damage: Varies with missile type.
• Rate of Fire: One at a time, or volleys of two, three, four or five.
• Payload: 60 total; 10 mini-missiles per each of the six launchers.
Medium-Range Missile Launchers (4)
[i]Mounted on the weapon wings. Controlled by co-pilot or a gunner.[/i]
• Range: About 50 miles
• Damage: Varies with missile type.
• Rate of Fire: One at a time, or in volleys of two or four.
• Payload: Eight; four per wing launch unit.
[u]Features of Note[/u]
Radar: Can identify and track up to 48 targets simultaneously at a range of 30 miles.
Winch and hook: maximum weight of 20 tons.
Combat Computer: transmits data onto H.U.D.'s of its crew's helmets, and is tied to the combat computer.
Radio Communication: Long and short range communication systems with a range up to 500 miles.
Spotlights: 1 or 2 spotlights with a range of 600'
Voice Actuated Locking System
Complete Environmental Pilot and Crew Compartment[/size]


CS Wind Jammer Sky Cycle
Image
Model Type: AFC-033
Class: Air Assault Vehicle
Crew: One. Can possibly seat one passenger, but dangerous and uncomfortable for the passenger.
M.D.C. by Location:
• Rail Guns (2; weapon appendage) — 50 each
• Mini-Missile Launcher (1; weapon appendage) — 30
• Weapon Appendage (1) — 110
• Front Windshield (1) — 35
• Headlights (2; front; small) — 2 each
• Directional Jets (12) — 10 each
• Tail Fin (1) —90
• Main Jet Thruster (1) — 150
• Lower Rear Jets (5) — 80 each
• Main Body — 220
Speed
Driving on the ground: Ground speed is 0-200 mph maximum; can reach 100 mph in three seconds.
Flying: 620 mph, but cruising speed is between 80-150 mph. VTOL capable, it can hover stationary; retractable landing gear. Altitude ceiling of 6000'.
Water: Can skim across the surface of water at a speed of 200 mph but is -20% on the piloting skill to maintain control. It is not submersible.
Flying Range: Can be flown continuously for 24 hours without fear of overheating.
Statistical Data
Height: 10'
Width: 8'
Length: 16'
Weight: 2.2 tons
Cargo: Minimal storage space; enough to stow a suit of extra clothing, a rifle and handgun, and some personal items.
Power System: Nuclear, average energy life is 20 years.
Cost: 1.8 million credits. Exclusive to the CS — nobody has done a "knock-off" of the old or new style Coalition Sky Cycles.
Weapon Systems
CR-33 Mini-Missile Launcher (1)
• Range: About one mile
• Damage: Varies with missile type.
• Rate of Fire: One at a time or in volleys of two, three, or four.
• Payload: 24 total.
C-33 Weapon Appendage Rail Guns
• Range: 4000'
• Damage: Burst 1D6x10 M.D., dual burst 2D6x10 M.D.
• Rate of Fire: Single (40 rounds) and dual bursts (80 rounds) only
• Payload: 4,000 round drum feed for 100 bursts per each rail gun; 8,000 rounds total. Reloading a drum will take about 20 minutes for those not trained, but a mere five minutes by characters with engineering or field armorer skills.
Concealed Laser (1)
• Damage: 6D6 M.D. per dual blast.
• Range: 2000'
• Rate of Fire: Single shots only
• Payload: Effectively unlimited.
Smoke Dispenser (1)
• Payload: Six total; usually all smoke.
Sensor Systems Note: Has all the standard robot sensors and communications capabilities, including radar.
Modifiers: +1 on initiative, +1 attack per melee round, +2 to dodge when flying at cruising speeds and +4 to dodge when flying over 250 mph.


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[b]CS Wind Jammer Sky Cycle[/b]
[img]http://i43.photobucket.com/albums/e371/masterriftsgm/Vehicles/CS-Wind-Jammer-Sky-Cycle.png[/img]
[size=85]Model Type: AFC-033
Class: Air Assault Vehicle
Crew: One. Can possibly seat one passenger, but dangerous and uncomfortable for the passenger.
[u]M.D.C. by Location:[/u]
• Rail Guns (2; weapon appendage) — 50 each
• Mini-Missile Launcher (1; weapon appendage) — 30
• Weapon Appendage (1) — 110
• Front Windshield (1) — 35
• Headlights (2; front; small) — 2 each
• Directional Jets (12) — 10 each
• Tail Fin (1) —90
• Main Jet Thruster (1) — 150
• Lower Rear Jets (5) — 80 each
• Main Body — 220
[u]Speed[/u]
Driving on the ground: Ground speed is 0-200 mph maximum; can reach 100 mph in three seconds.
Flying: 620 mph, but cruising speed is between 80-150 mph. VTOL capable, it can hover stationary; retractable landing gear. Altitude ceiling of 6000'.
Water: Can skim across the surface of water at a speed of 200 mph but is -20% on the piloting skill to maintain control. It is not submersible.
Flying Range: Can be flown continuously for 24 hours without fear of overheating.
[u]Statistical Data[/u]
Height: 10'
Width: 8'
Length: 16'
Weight: 2.2 tons
Cargo: Minimal storage space; enough to stow a suit of extra clothing, a rifle and handgun, and some personal items.
Power System: Nuclear, average energy life is 20 years.
Cost: 1.8 million credits. Exclusive to the CS — nobody has done a "knock-off" of the old or new style Coalition Sky Cycles.
[u]Weapon Systems[/u]
CR-33 Mini-Missile Launcher (1)
• Range: About one mile
• Damage: Varies with missile type.
• Rate of Fire: One at a time or in volleys of two, three, or four.
• Payload: 24 total.
C-33 Weapon Appendage Rail Guns
• Range: 4000'
• Damage: Burst 1D6x10 M.D., dual burst 2D6x10 M.D.
• Rate of Fire: Single (40 rounds) and dual bursts (80 rounds) only
• Payload: 4,000 round drum feed for 100 bursts per each rail gun; 8,000 rounds total. Reloading a drum will take about 20 minutes for those not trained, but a mere five minutes by characters with engineering or field armorer skills.
Concealed Laser (1)
• Damage: 6D6 M.D. per dual blast.
• Range: 2000'
• Rate of Fire: Single shots only
• Payload: Effectively unlimited.
Smoke Dispenser (1)
• Payload: Six total; usually all smoke.
Sensor Systems Note: Has all the standard robot sensors and communications capabilities, including radar.
[color=#008000]Modifiers: +1 on initiative, +1 attack per melee round, +2 to dodge when flying at cruising speeds and +4 to dodge when flying over 250 mph.[/color][/size]


Death Bringer APC
Image
Model Type: AFC-151 Death Bringer Death's Head Transport
Class: Air Armored Troop Carrier and Assault Vehicle
Crew: Eight: One pilot, a co-pilot, communications officer, intelligence officer, and four gunners.
APC Troop Payload: Plenty fuckin' big.
M.D.C. by Location:
• Main Gun: Cannon Turret (1) — 300
• Laser Turrets (6) — 130 each
• Forward, Rear & Side Lights (24) — 5 each
• Searchlight (1; front, bottom) — 20
• Main Combat Sensor (1; on top of cannon turret) — 20
• Eye Windshields (2) — 80 each
• Eye Sliding Metal Coverings (2; as needed) — 100
• Hover Jet Banks (4; lower body) — 400 each
• Rear Jet Thrusters (3; small) — 70 each
• Bay Doors (5; two per side and one rear) — 150 each
• Death's Head Doors (2; sides) — 250 each
• Extendable Ramps (5) — 30 each
• Reinforced Crew Compartment — 200
• Main Body — 900
Speed
Land: Hover as low as 4' at max. speed of 200 mph.
Water: Hover up to 100 mph, submersion up to a depth of 2000'at 25 mph.
Flying: 400 mph with an altitude ceiling of 6000'.
Flying Range: Can function continuously for 24 hours before starting to get overheated. With a half hour to an hour cooling off period every 8-10 hours, the vehicle can be operated constantly without fear of overheating and damage to the propulsion system.
Statistical Data
Height: 36' overall; the body is 26' tall, but the top cannon turret adds 10' to the overall height.
Width: 35'
Length: 86'
Weight: 123 tons unloaded.
Cargo: Troops, power armor, robots, small vehicles and/or supplies can be carried inside the 70' long troop bay area; 2,100 square feet of cargo space with a ceiling height of 20'.
Power System: Nuclear, average energy life is 20 years.
Weapon Systems
CPC-100 High-Powered Cannon Turret (1):
• Range: 8000'
• Damage: 1D6x10 M.D. per round.
• Rate of Fire: Single shots only as per gunner's APM+1
• Payload: 100 rounds.
• Modifiers: +1 to strike.
Laser Turrets (6):
• Range: 4000'
• Damage: 3D6 M.D. per single blast or 6D6 simultaneous double blast.
• Rate of Fire: Single shots only as per gunner's APM
• Payload: Effectively unlimited.
Sensor Systems
Has all the standard robot sensors and systems as well as the following:
• Thermo-Imager: Range: 2000'
• Infrared and Ultraviolet Optics: Range: 300'
• Lights: Can rotate in a 45 degree arc. Range: 1,000'
• Enhanced Radar: Can identify and simultaneously track up to 96 different targets. Range: 200 miles.
Modifiers: +1 to dodge when flying at cruising speeds and +2 to dodge when flying over 300 mph. Trained CS pilots get an additional +10% to pilot the Coalition transport.


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[b]Death Bringer APC[/b]
[img]http://i43.photobucket.com/albums/e371/masterriftsgm/Vehicles/Death-Bringer-APC.png[/img]
[size=85]Model Type: AFC-151 Death Bringer Death's Head Transport
Class: Air Armored Troop Carrier and Assault Vehicle
Crew:  Eight:  One pilot, a co-pilot, communications officer, intelligence officer, and four gunners.
APC  Troop Payload: Plenty fuckin' big.
[u]M.D.C. by Location:[/u]
• Main Gun: Cannon Turret (1) — 300
• Laser Turrets (6) — 130 each
• Forward, Rear & Side Lights (24) — 5 each
• Searchlight (1; front, bottom) — 20
• Main Combat Sensor (1; on top of cannon turret) — 20
• Eye Windshields (2) — 80 each
• Eye Sliding Metal Coverings (2; as needed) — 100
• Hover Jet Banks (4; lower body) — 400 each
• Rear Jet Thrusters (3; small) — 70 each
• Bay Doors (5; two per side and one rear) — 150 each
• Death's Head Doors (2; sides) — 250 each
• Extendable Ramps (5) — 30 each
• Reinforced Crew Compartment — 200
• Main Body — 900
[u]Speed[/u]
Land:  Hover as  low  as  4' at max. speed of 200 mph.
Water: Hover up to 100 mph, submersion up to a depth of 2000'at 25 mph.
Flying:  400 mph with an altitude ceiling of 6000'.
Flying  Range:  Can function continuously for 24 hours before starting to get overheated. With  a half hour to  an hour cooling off period every  8-10 hours, the vehicle can be  operated  constantly  without  fear of overheating and  damage to the propulsion system.
[u]Statistical Data[/u]
Height: 36' overall; the body is 26' tall, but the top cannon turret adds 10' to the overall height.
Width:  35'
Length:  86'
Weight: 123 tons unloaded.
Cargo: Troops, power armor, robots, small vehicles and/or supplies can be carried inside the 70' long troop bay area; 2,100 square feet of cargo space with a ceiling height of 20'.
Power System: Nuclear, average energy life is 20 years.
[u]Weapon Systems[/u]
CPC-100 High-Powered Cannon Turret (1):
• Range: 8000'
• Damage: 1D6x10 M.D. per round.
• Rate of Fire: Single shots only as per gunner's APM+1
• Payload:  100 rounds.
• Modifiers: +1 to strike.
Laser Turrets (6):
• Range: 4000'
• Damage: 3D6 M.D. per single blast or 6D6 simultaneous double blast.
• Rate of Fire:  Single shots only as per gunner's APM
• Payload: Effectively unlimited.
[u]Sensor Systems[/u]
Has all the standard robot sensors and systems as well as the following:
• Thermo-Imager:  Range: 2000'
• Infrared  and  Ultraviolet  Optics: Range:  300'
• Lights: Can rotate in a 45  degree arc. Range:  1,000'
• Enhanced Radar:  Can identify and simultaneously track up to 96 different targets. Range: 200 miles.
[color=#008000]Modifiers: +1  to  dodge  when  flying  at  cruising speeds  and +2 to dodge when flying over 300 mph.  Trained CS pilots get an additional +10% to pilot the Coalition transport.[/color][/size]


Scout Rocket Cycle
Image
M.D.C. by Location
Laser Turrets (4; front) — 20 each
Mini-Missile Launchers (2; sides) — 40 each
Front Windshield (1) —25
Eye Headlights (2) — 8 each
Directional Jets (10) — 15 each
Tail Fins (4) — 15 each
Rear Jets (2) — 55 each
Main Body — 150
Statistical Data
Model Type: AFC-111
Class: Aerial Military Combat Vehicle
Crew: One
Flying: 440 mph, but cruising speed is considered to range between 80-150 mph. VTOL capable, it can hover stationary; retractable landing gear. Maximum altitude is limited to about 2500'.
Water: The Scout Rocket Cycle can also skim across the surface of water at a speed of 210 mph (336 km/178.5 knots). It is not submersible.
Flying Range: The nuclear power supply provides the vehicle decades of life. The Rocket Scout can be flown continuously for 12 hours without fear of overheating.
Dimensions: 4' tall, 4' wide, 11' long, 1000 lbs.
Cargo: Only enough to stow an energy rifle and three E-clips.
Power System: Nuclear, average energy life is 20 years.
Weapon Systems
1. C-RF4 Rapid-Fire Pulse Lasers (4)
Range: 1800'
Damage: 2D6, 4D6, 6D6 or 8D6 MD
Rate of Fire: Single, dual, triple, or quad-blasts only. All lasers are fire-linked and act as a volley.
Payload: Effectively unlimited.
2. Modified CR-10 Concealed Mini-Missile Launchers (2)
Range: About one mile
Missile Type: Any type of mini-missile can be used, but standard issue is fragmentation (anti personnel, 5D6 M.D.) and plasma (1d6x10).
Damage: Varies with missile type.
Rate of Fire: One at a time or in volleys of two, three, four, or five.
Payload: 12; six missiles in each launcher.
3. Sensors: Long and short-range radio and short-range radar.
4. Combat Bonus: Elite RPA SAMAS pilots and RPA "Fly Boys" get a bonus of +2 on initiative and two additional attacks per melee round when piloting one of these vehicles.


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[b]Scout Rocket Cycle[/b]
[img]http://i43.photobucket.com/albums/e371/masterriftsgm/Vehicles/CSScoutRocketCycle.jpg[/img]
[size=85][u]M.D.C. by Location[/u]
Laser Turrets (4; front) — 20 each
Mini-Missile Launchers (2; sides) — 40 each
Front Windshield (1) —25
Eye Headlights (2) — 8 each
Directional Jets (10) — 15 each
Tail Fins (4) — 15 each
Rear Jets (2) — 55 each
Main Body — 150
[u]Statistical Data[/u]
Model Type: AFC-111
Class: Aerial Military Combat Vehicle
Crew: One
Flying:  440  mph, but cruising speed is considered to range between 80-150 mph. VTOL capable,  it  can  hover  stationary; retractable landing gear. Maximum altitude is limited to about 2500'.
[b]Water:[/b] The Scout Rocket Cycle can also skim across the surface  of water at a speed of 210 mph  (336 km/178.5  knots).  It is not submersible.
[b]Flying Range:[/b] The nuclear power supply provides the vehicle decades of life. The Rocket Scout can be flown continuously for 12 hours without fear of overheating.
Dimensions: 4' tall, 4' wide, 11' long, 1000 lbs.
Cargo: Only enough to stow an energy rifle and three E-clips.
Power System: Nuclear, average energy life is 20 years.
[u]Weapon Systems[/u]
1. C-RF4 Rapid-Fire Pulse Lasers (4)
Range: 1800'
Damage: 2D6, 4D6, 6D6 or 8D6 MD
Rate of Fire: Single, dual, triple, or quad-blasts only. All lasers are fire-linked and act as a volley.
Payload: Effectively unlimited.
2. Modified CR-10 Concealed Mini-Missile Launchers (2)
Range: About one mile
Missile Type: Any type of mini-missile can be used, but standard issue is fragmentation (anti personnel, 5D6 M.D.) and plasma (1d6x10).
Damage: Varies with missile type.
Rate of Fire: One at a time or in volleys of two, three, four, or five.
Payload: 12; six missiles in each launcher.
3. Sensors: Long and short-range radio and short-range radar.
4.  Combat  Bonus:  Elite  RPA  SAMAS  pilots  and  RPA  "Fly Boys" get a bonus of +2 on initiative and two additional attacks per melee round when piloting one of these vehicles.[/size]


CS Flying Patrol Car
Image
Model Type: AFC-105
Class: Military Transport
Crew: Two, a pilot and gunner. Can accommodate two passengers comfortably, a third can be squeezed in, but makes for cramped, uncomfortable conditions.
M.D.C. by Location:
* Plasma Turret (1; roof) — 70
* Mini-Missile Launchers (2) — 25 each )
Front Windshields (2) — 30 each
Side Windows (6) — 20 each
Doors (4) — 50 each
Headlights (2) — 5 each
* Infrared Headlights (2, small) — 2 each
* Bottom Hover Jets (5) — 50 each
Rear Jets (3) — 50 each
** Main Body — 200
* Every item marked by a single asterisk is small and/or difficult to strike. An attacker must make a called shot" to hit and even then he is -3 to strike.
Destroying one of the bottom hover jets reduces speed by
10%. Destroying one of the rear jets reduces speed by 20%.
** Depleting the M.D.C. of the main body completely destroys the vehicle.
Speed
Flying: 150 mph (240 km), but cruising speed is considered to range between 50 and 80 mph (80.4 to 144 km). VTOL capable, can hover stationary; retractable landing gear. Maximum altitude is limited to about 1500 feet (457.2 m).
Water: The patrol car can also skim across the surface of
water at a speed of 110mph(160 km/93.5 knots). It is submersible,
with an underwater speed of 40mph (64.3 km/34 knots),
but a maximum ocean depth of only 300 feet (91.5 m).
Flying Range: The nuclear power supply gives the vehicle
decades of life. The Skull patrol car is a workhorse that can be
flown continuously for 96 hours without fear of overheating.
Statistical Data
Height: 6 feet (1.8m)
Width: 6 feet (1.8m)
Length: 11 feet (3.3m)
Weight: 1.9 tons.
Cargo: Minimal storage space, about three feet (0.9 m) behind
seats for extra clothing, weapons, and personal items.
Power System: Nuclear, average energy life is 20 years. (approx. 14 years left)
Weapon Systems
1. Plasma Turret (1): A plasma turret is on the roof of the car. It is capable of 360 degree rotation and 180 degree arc of fire.
Primary Purpose: Anti-personnel
Secondary Purpose: Defense
Mega-Damage: 6D6 per blast.
Range: 2000 feet (610m)
Rate of Fire: Equal to the number of hand to hand attacks per melee round of the pilot or gunner (usually 4 to 6).
Payload: Effectively unlimited.
2. CR-02 Concealed Mini-Missile Launchers (2): A single shot mini-missile launcher is built into the underside of the vehicle. Each contains a total of eight mini-missiles.
Primary Purpose: Anti-Personnel
Secondary Purpose: Anti-Armor
Missile Type: Any type of mini-missile can be used, but standard issue is fragmentation (anti-personnel, 5D6 M.D.) and plasma (!D6xlO).
Mega-Damage: Varies with missile type.
Range: About one mile
Rate of Fire: One at a time or in volleys of two.
Payload: 2; one missile in each launcher.
3. Sensors: Short Range Radio, Long Range Radio, Infrared Optics, Short-Range Radar.


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[b]CS Flying Patrol Car[/b]
[img]http://i43.photobucket.com/albums/e371/masterriftsgm/Vehicles/CSSkullPatrolCar.jpg[/img]
[size=85]Model Type: AFC-105
Class: Military Transport
Crew: Two, a pilot and gunner. Can accommodate two passengers comfortably, a third can be squeezed in, but makes for cramped, uncomfortable conditions.
M.D.C. by Location:
* Plasma Turret (1; roof) — 70
* Mini-Missile Launchers (2) — 25 each )
Front Windshields (2) — 30 each
Side Windows (6) — 20 each
Doors (4) — 50 each
Headlights (2) — 5 each
* Infrared Headlights (2, small) — 2 each
* Bottom Hover Jets (5) — 50 each
Rear Jets (3) — 50 each
** Main Body — 200
* Every item marked by a single asterisk is small and/or difficult to strike. An attacker must make a called shot" to hit and even then he is -3 to strike.
Destroying one of the bottom hover jets reduces speed by
10%. Destroying one of the rear jets reduces speed by 20%.
** Depleting the M.D.C. of the main body completely destroys the vehicle.
[u]Speed[/u]
Flying: 150 mph (240 km), but cruising speed is considered to range between 50 and 80 mph (80.4 to 144 km). VTOL capable, can hover stationary; retractable landing gear. Maximum altitude is limited to about 1500 feet (457.2 m).
Water: The patrol car can also skim across the surface of
water at a speed of 110mph(160 km/93.5 knots). It is submersible,
with an underwater speed of 40mph (64.3 km/34 knots),
but a maximum ocean depth of only 300 feet (91.5 m).
Flying Range: The nuclear power supply gives the vehicle
decades of life. The Skull patrol car is a workhorse that can be
flown continuously for 96 hours without fear of overheating.
[u]Statistical Data[/u]
Height: 6 feet (1.8m)
Width: 6 feet (1.8m)
Length: 11 feet (3.3m)
Weight: 1.9 tons.
Cargo: Minimal storage space, about three feet (0.9 m) behind
seats for extra clothing, weapons, and personal items.
Power System: Nuclear, average energy life is 20 years.  (approx. 14 years left)
[u]Weapon Systems[/u]
1. Plasma Turret (1): A plasma turret is on the roof of the car. It is capable of 360 degree rotation and 180 degree arc of fire.
Primary Purpose: Anti-personnel
Secondary Purpose: Defense
Mega-Damage: 6D6 per blast.
Range: 2000 feet (610m)
Rate of Fire: Equal to the number of hand to hand attacks per melee round of the pilot or gunner (usually 4 to 6).
Payload: Effectively unlimited.
2. CR-02 Concealed Mini-Missile Launchers (2): A single shot mini-missile launcher is built into the underside of the vehicle. Each contains a total of eight mini-missiles.
Primary Purpose: Anti-Personnel
Secondary Purpose: Anti-Armor
Missile Type: Any type of mini-missile can be used, but standard issue is fragmentation (anti-personnel, 5D6 M.D.) and plasma (!D6xlO).
Mega-Damage: Varies with missile type.
Range: About one mile
Rate of Fire: One at a time or in volleys of two.
Payload: 2; one missile in each launcher.
3. Sensors: Short Range Radio, Long Range Radio, Infrared Optics, Short-Range Radar.[/size]


Mark V APC (Kitchen Variant)
Image
Crew: Five: pilot, copilot, up to three cooks.
M.D.C. by Location:
Forward Headlights (2) — 2 each
Reinforced Crew Compartment — 100
Wheels (8) — 50 each
Main Body — 350
Speed: 90 mph on land. In water, speed is about 30 mph.
Height: 16'8"
Width: 9'
Length: 33'6"
Weight: 12 tons fully loaded
Cargo: 8 cubic feet of food storage space; about 4' for extra clothing, weapons, and personal items.
Power System: Nuclear; average energy life is 15 years.
Modifications: Two main turrets have been gutted and sealed for water tanks with integral water purification systems.
Weapon Systems
The Mark V Support Vehicles are not intended for combat duty. As such, almost all of their weapons and sensors have been removed. With the exception of the side laser turrets, all other weapons were left out of the modified designs. The side turrets were left so that the APC had at least some basic self-defense capability.
1. C-2T Dual Laser Turrets (4): There are two light laser turrets on either side of lite APC. These are operated by the co-pilot and gunner, primarily used against enemy troops. Each has full 360 degree rotation and a 90 degree arc of fire.
Primary Purpose: Defense.
Mega-Damage: 4D6 M.D. per dual blast.
Range: 4000 feet (1200 m).
Rate of Fire: Can shoot up to six times per melee.
Payload: Effectively unlimited.
Features of Note:
1. Kitchen Facilities: The rear 2/3 of the Mark V/K contains a full restaurant-grade cooking area with two large ovens/grills, several microwaves, prep area, one high capacity/high speed dish-washer, and two cafeteria-style serving booths (one across the rear hatch, one through the center doors). The ovens in the Mark V/K use a combination of microwaves and infrared heat to fast-cook food. With these ovens a 20 Ib (9 kg) turkey can be cooked in less than 15 minutes, a roast in 10 minutes, and a pizza in 2 minutes. When adequately supplied and operating at peak capacity, a single Mark V/K can supply 500 hot meals per hour.
2. Water Storage and Purification: The two upper weapon turrets of the Mark V/K have been gutted and sealed to act as water tanks. Rather than have separate hot and cold water storage, water is heated or cooled as it reaches each sink (there are four large dual basins total). The APC also has water pumping and purification equipment with 2500 feet (762 m) of hose so that it may draw from available water sources.
3. Sensor System Note: The Mark V/K has the following robot vehicle features:
1. Nuclear Powered: An effectively unlimited fuel capacity and power source. Average life: 15 to 20 years.
3. Combat Computer: Calculates, stores, and transmits data onto the heads up display (HUD) of the pilot's helmet. It is tied to the targeting computer.
5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of +1 to strike when using long-range weapons. Does not apply to hand to hand combat or SAMAS.
6. Radio Communication: Long-range, directional communication system with an effective range of about 500 miles (800 km), as well as a directional, short-range radio. Range is 5-10 miles (8 to 16 km). Plus a built-in loudspeaker: 80 decibels.
8. Spotlights: Typical range is 600 feet (182 m).
11. Voice Actuated Locking System: The robot's access hatch is scaled by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case of system failure/override.
12. Complete Environmental Pilot and Crew Compartment: The compartment can usually seat 2-6 people and is reinforced to protect the people from Mega-Damage. It is airtight, pressurized and suitable for use in all hostile environments, including underwater (500 foot/152m maximum depth) and space. The following features are included.
• Computer controlled life support system.
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration. humidifier/dehumidifier automatically engages when needed. Can recirculate breathable air for up to four weeks before getting too stale to breathe.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Twelve hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
• Radiation shielded.
• Polarized and light sensitive/adjusting tinted visor.
13. E-Clip recharging station:
• Utilizes the vehicle's power plant. Vehicular weapon systems are OFF-LINE when the station is in use.
• Capable of charging only standard E-clips.
• Capable of charging up to four E-clips simultaneously.
• Requires four hours to charge one E-clip, regardless of whether 1 or 4 E-clips are being charged.


Code: Select all
[size=150]Mark V APC[/size] ([i][size=75]Kitchen Variant[/size][/i])
[img]http://i43.photobucket.com/albums/e371/masterriftsgm/Vehicles/CSMarkVAPC-K.jpg[/img]
[size=85][b]Crew:[/b] Five: pilot, copilot, up to three cooks.
[b]M.D.C. by Location:[/b]
Forward Headlights (2) — 2 each
Reinforced Crew Compartment — 100
Wheels (8) — 50 each
Main Body — 350
[b]Speed:[/b] 90 mph on land. In water, speed is about 30 mph.
[b]Height:[/b] 16'8"
[b]Width:[/b] 9'
[b]Length:[/b] 33'6"
[b]Weight: [/b]12 tons fully loaded
[b]Cargo[/b]: 8 cubic feet of food storage space; about 4' for extra clothing, weapons, and personal items.
[b]Power System:[/b] Nuclear; average energy life is 15 years.
[b]Modifications:[/b] Two main turrets have been gutted and sealed for water tanks with integral water purification systems.
[b]Weapon Systems[/b]
The Mark V Support Vehicles are not intended for combat duty. As such, almost all of their weapons and sensors have been removed. With the exception of the side laser turrets, all other weapons were left out of the modified designs. The side turrets were left so that the APC had at least some basic self-defense capability.
[b]1. C-2T Dual Laser Turrets (4):[/b] There are two light laser turrets on either side of lite APC. These are operated by the co-pilot and gunner, primarily used against enemy troops. Each has full 360 degree rotation and a 90 degree arc of fire.
[b]Primary Purpose:[/b] Defense.
[b]Mega-Damage:[/b] 4D6 M.D. per dual blast.
[b]Range:[/b] 4000 feet (1200 m).
[b]Rate of Fire:[/b] Can shoot up to six times per melee.
[b]Payload:[/b] Effectively unlimited.
[b]Features of Note[/b]:
[b]1. Kitchen Facilities:[/b] The rear 2/3 of the Mark V/K contains a full restaurant-grade cooking area with two large ovens/grills, several microwaves, prep area, one high capacity/high speed dish-washer, and two cafeteria-style serving booths (one across the rear hatch, one through the center doors). The ovens in the Mark V/K use a combination of microwaves and infrared heat to fast-cook food. With these ovens a 20 Ib (9 kg) turkey can be cooked in less than 15 minutes, a roast in 10 minutes, and a pizza in 2 minutes. When adequately supplied and operating at peak capacity, a single Mark V/K can supply 500 hot meals per hour.
[b]2. Water Storage and Purification:[/b] The two upper weapon turrets of the Mark V/K have been gutted and sealed to act as water tanks. Rather than have separate hot and cold water storage, water is heated or cooled as it reaches each sink (there are four large dual basins total). The APC also has water pumping and purification equipment with 2500 feet (762 m) of hose so that it may draw from available water sources.
[b]3. Sensor System Note: [/b]The Mark V/K has the following robot vehicle features:
[b]1. Nuclear Powered[/b]: An effectively unlimited fuel capacity and power source. Average life: 15 to 20 years.
[b]3. Combat Computer:[/b] Calculates, stores, and transmits data onto the heads up display (HUD) of the pilot's helmet. It is tied to the targeting computer.
[b]5. Laser Targeting System:[/b] Assists in the selection and focusing of specific targets and adds a bonus of +1 to strike when using long-range weapons. Does not apply to hand to hand combat or SAMAS.
[b]6. Radio Communication:[/b] Long-range, directional communication system with an effective range of about 500 miles (800 km), as well as a directional, short-range radio. Range is 5-10 miles (8 to 16 km). Plus a built-in loudspeaker: 80 decibels.
[b]8. Spotlights:[/b] Typical range is 600 feet (182 m).
[b]11. Voice Actuated Locking System:[/b] The robot's access hatch is scaled by an automatic locking system. A six digit spoken code programmed to a specific voice(s) pattern (six voice memory) is standard operating procedure. A manual key pad is provided in case of system failure/override.
[b]12. Complete Environmental Pilot and Crew Compartment:[/b] The compartment can usually seat 2-6 people and is reinforced to protect the people from Mega-Damage. It is airtight, pressurized and suitable for use in all hostile environments, including underwater (500 foot/152m maximum depth) and space. The following features are included.
• Computer controlled life support system.
• Internal cooling and temperature control.
• Air purification and circulation systems, gas filtration. humidifier/dehumidifier automatically engages when needed. Can recirculate breathable air for up to four weeks before getting too stale to breathe.
• Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Twelve hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 400 degrees centigrade. Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
• Radiation shielded.
• Polarized and light sensitive/adjusting tinted visor.
[b]13. E-Clip recharging station:[/b]
• Utilizes the vehicle's power plant. Vehicular weapon systems are [color=#FF0000]OFF-LINE[/color] when the station is in use.
• Capable of charging only standard E-clips.
• Capable of charging up to four E-clips simultaneously.
• Requires four hours to charge one E-clip, regardless of whether 1 or 4 E-clips are being charged.[/size]
ImageImageImageImageImageImageImageImageImage
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Re: Vehicles--Ready to Use!

Postby Aether » Sun Mar 07, 2010 7:52 am

RUSSIAN

SUH-86 Hailstorm Sovietski Hover Tank
Image

Novyet Arctic Hoverbike
Image
  • Crew: One
  • Capacity: One Human size passenger plus 500 pounds of gear
  • Cargo: Minimal. Space for a rifle, backpack, kit, and small packages/items. 200 pounds can be strapped to outside (top) and it can tow 300 pounds.
  • Range: 300 miles on one tank of gas
  • Speed: 100mph max, 60mph cruising
  • Leaps: 30' high and 100' across
  • Altitude: 150' VTOL-Hover capable
  • Life Support: Sealed. 1 hour Oxygen supply. Radiation resistant up to 200 rads.
  • MDC
    • *Hoverjets (6): 22
    • *Landing Skis (3): 20
    • *Headlights (2): 3
    • Reinforced Windshield: 60
    • **Main Body: 75/135
    • * denotes -3 to hit on a called shot only

Landflier
Image
Crew/Capacity: One driver, one passenger.
M.D.C. by Location:
* Wheels/Tires (3) — 8 each
* Headlights (1; large, center) — 4
* Underbelly Hover Jets (4) — 12 each
Nose Hover Jet (1) —15
Rear Thruster Jets (2) — 35 each
Reinforced Windshield — 25
* Forward Lasers (2) — 15 each
**Main Body—120
* Can only be hit with a called shot at -3 to strike.
** Depleting the M.D.C. of the entire main body will destroy the vehicle.
Statistical Data
Ground/Wheeled Speed: 120 mph
Hover Speed: 200 mph maximum, but cruising speed is typically around 60 mph.
Hover Leaps: Capable of leaps up to 20' high and 50' across without actually getting airborne.
Dimensions: 3' high, 3'6" wide, 12' long, 1,500 lbs.
Power Source: nuclear
Cargo: Rear cargo bay with space for winter survival kit, four backpacks, two bedrolls, and a handful of small items or packages. An additional 500 lbs. can be strapped to the outside of the bike or slung in saddlebag compartments. Mounts in front of the compartment hold two rifles. The Landflier can
also pull up to an additional 1,000 lbs.
Weapon Systems
Dual Forward Lasers (2)
☞ Range: 1,200'
☞ Damage & RoF: 2D6 M.D. per single shot, or 4D6 per dual blast.
☞ Payload: E-Pack with 100 shots if a fuel engine, or unlimited if nuclear powered.
Black Market Cost: 64,000 to 85,000 credits for the standard liquid fuel engine; poor availability (only about 20% have fuel engines). 1.2 million credits for the nuclear powered version with a 12 year life and effectively unlimited range; fair availability.
Note: As many as two light weapon systems can be built into the vehicle at extra cost, and up to 60 M.D.C. can be added at a cost of 5,000 credits per 10 M.D.C.
The Aether flowed, corded and angry, giving the night a blue, marbled glow. After the storm, the calm skies had only held for a day. Now there was little difference between day and night anymore. Days were darkened by clouds and the blue cast of Aether. Nights were brightened by the same. They flowed together, the edges blurring into an endless day. An ever night.

Also see: Kilo (Templars), James Miller (G.I.R.L.S. of Merctown)
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Re: Vehicles--Ready to Use!

Postby Augur » Tue Mar 29, 2011 5:21 pm

Iron Heart Armaments

Black Eel Torpedo Boat
Image
Model Type: IH-TB 12
Class: Torpedo Boat
Crew: Four: Pilot, navigator/sensors operator, gunner and mechanic.
M.D.C. by Location:
Dual Machinegun – 20
Reinforced Crew Compartment – 70
Depth Charge Launcher (1) – 40
*Torpedo Bay – 100
** Main Body – 125
*If the Torpedo Bay is destroyed, any damage affects the torpedoes inside. If one is destroyed, it explodes and causes a chain reaction, inflicting the combined MDC damage of all the torpedoes left in the bay (so, if there were 5 Heavy Plasma Torpedoes, the explosion will inflict 4D6x50 MD to the ship and it's occupants – don't bring flowers to the funeral).
**Depleting the M.D.C. of the main body will cause the boat to sink.
Statistical Data
Speed: 70 mph
Maximum Range: 800 miles; a fuel driven vessel.
Height: 18'
Width: 18'
Length: 25'
Weight: 4 tons
Cargo: A small 3x3' area
Power System: Liquid fuel; back up sail optional
Black Market Cost: 100,000 credits not counting the torpedo and depth charge payloads.
Weapons Systems
14mm Machinegun
• Range: 2,000'
• Damage: A burst is 40 rounds and does 1D4x10 MD. Only fires bursts.
• Rate of Fire: Single shots only
• Payload: 2,000 rounds (50 bursts)
Heavy Torpedo Tube
• Range: 20 miles
• Damage: Varies with missile type.
• Rate of Fire: Only one torpedo can be launched per melee round.
• Payload: 6 torpedoes
Depth Charge Launcher
• Range: 2,000'
• Damage: 2D4x10 M.D. – explosive canisters
• Rate of Fire: One at a time or volleys of two. One or two can be launched three times per melee round.
• Payload: 10


Code: Select all
[b]Black Eel Torpedo Boat[/b]
[img]http://i43.photobucket.com/albums/e371/masterriftsgm/Vehicles/Black-Eel-Torpedo-Boat.png[/img]
[size=85]Model Type: IH-TB 12
Class: Torpedo Boat
Crew: Four: Pilot, navigator/sensors operator, gunner and mechanic.
[u]M.D.C. by Location:[/u]
Dual Machinegun – 20
Reinforced Crew Compartment – 70
Depth Charge Launcher (1) – 40
*Torpedo Bay – 100
** Main Body – 125
*If the Torpedo Bay is destroyed, any damage affects the torpedoes inside. If one is destroyed, it explodes and causes a chain reaction, inflicting the combined MDC damage of all the torpedoes left in the bay (so, if there were 5 Heavy Plasma Torpedoes, the explosion will inflict 4D6x50 MD to the ship and it's occupants – don't bring flowers to the funeral).
**Depleting the M.D.C. of the main body will cause the boat to sink.
[u]Statistical Data[/u]
Speed: 70 mph
Maximum Range: 800 miles; a fuel driven vessel.
Height: 18'
Width: 18'
Length: 25'
Weight: 4 tons
Cargo: A small 3x3' area
Power System: Liquid fuel; back up sail optional
Black Market Cost: 100,000 credits not counting the torpedo and depth charge payloads.
[u]Weapons Systems[/u]
14mm Machinegun
• Range: 2,000'
• Damage: A burst is 40 rounds and does 1D4x10 MD. Only fires bursts.
• Rate of Fire: Single shots only
• Payload: 2,000 rounds (50 bursts)
Heavy Torpedo Tube
• Range: 20 miles
• Damage: Varies with missile type.
• Rate of Fire: Only one torpedo can be launched per melee round.
• Payload: 6 torpedoes
Depth Charge Launcher
• Range: 2,000'
• Damage: 2D4x10 M.D. – explosive canisters
• Rate of Fire: One at a time or volleys of two. One or two can be launched three times per melee round.
• Payload: 10[/size]
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Re: Vehicles--Ready to Use!

Postby Augur » Sat Apr 09, 2011 10:29 am

Free Quebec

Reloader Hover Vehicle
Image

Cougar or Lynx Hover Jeep
Image
Model Type: QV-119
Class: Military Transport
Crew: Two; 1 pilot, 1 copilot/gunner. Can accommodate two other passengers comfortably, a third or fourth can squeeze in, but makes for cramped, uncomfortable conditions. Two additional personnel can sit on the back section, "hanging" on to the rear gun or its mounting and/or the radio antenna for support. However, such passengers are likely to fall off if sudden turns are made and fall when speed exceeds 50 mph.
M.D.C. by Location
* Directional Hover Jets (6) — 30 each
* Rear Jets (2) — 85 each
* Forward Laser Turret — 50
* Forward Fixed Lasers (2, recessed) — 25 each
* Mini-Missile Launchers (2) — 55 each
* Radio & Sensor Package (1, rear left) — 20
* Infrared Searchlights (2, hood) — 8 each
* Headlights (4, small) — 4 each
* Window Light (1) —4
* Tail Lights (2, rear) — 4 each
Top Mounted Weapon (1, rear) — 75-100 (varies with weapon)
Retractable Canopy — 20
Windshield (1)—15
** Main Body —228
* Attacker must make a "called shot" to hit and is -3 to strike. Destroying one of the directional hover jets reduces speed by 10% with cumulative effect. Destroying one of the rear jets reduces speed by 20%.
** Depleting the M.D.C. of the main body completely destroys the vehicle.
Weapon Systems
1. Nose Laser Turret (1)
Capable of 180 degree rotation and 90 degree arc of fire; controlled by the pilot or co-pilot/gunner.
Range: 2000'
Damage & RoF: 2D6 M.D. per single pulse, or a triple pulse (costs 2 APM) doing 6D6 M.D.
Payload: Effectively unlimited; draws its energy from the vehicle's energy supply.
2. Forward Lasers (2)
Fixed forward and recessed (concealed) in the front; controlled by the pilot or co-pilot/gunner.
Range: 2000'
Damage & RoF: 2D6 M.D. per single blast, 4D6 M.D. per dual blast.
Payload: Effectively unlimited; draws its energy from the vehicle's energy supply.
3. Mini-Missile Launchers (2)
Mounted and recessed on the sides of the vehicle.
Damage: Varies with missile type.
Range: About one mile.
Rate of Fire: One at a time or in volleys of two, three, four, or six.
Payload: 24 total; twelve mini-missiles per launcher. An additional 12-24 mini-missiles can be carried in a case kept in the
back-seat and/or the small cargo compartment in the nose, left of the laser turret. Takes roughly two minutes to reload each launcher with a full payload of twelve.
4. Modular Weapon Mount (1, top)
Statistical Data
Flying: 220 mph (352 km), but cruising speed is considered to range between 60 and 80 mph (96-128 km). Maximum altitude
is limited to about 800 feet (244m; 1000 ft/305m). Vertical Take-Off & Landing (VTOL) capable; can hover stationary. Retractable landing gear.
Water: The Cougar hover jeep can skim across the surface of water at a speed of 110 mph (176 km). It is submersible, however occupants must be wearing environmental armor to survive underwater. Underwater speed is about 40 mph, but a maximum ocean depth of only 200' is possible.
Maximum Range: The nuclear supply gives the vehicle decades of life. Can be used continuously for 96 hours without fear of overheating.
Dimensions: 6' tall, 6' wide, 14' long, 2 tons fully loaded.
Cargo: Moderate storage space, about 3x3x3 three feet in a trunk-like compartment behind the seats. And a nose compartment about the size of a carry-on suitcase or large backpack.
Power System: Nuclear; average energy life is 20 years.
Special Features
Combat Computer
Radar: Can identify 72 and track up to 32 targets simultaneously at a range of 30 miles.
Laser Targeting System: +1 on initiative and +1 to strike when using long-range weapon systems.
Long-Range Radio and other Communication Systems: Range of 500 miles; Short-range radio with a ten mile range, plus a built-in loudspeaker: 80 decibels.
Electronic Counter-Measure Systems: The system is powerful enough to disrupt all radio systems within a 100 mile radius.
Voice Actuated Locking System
Infrared Searchlights: built into the hood of the jeep, each can rotate 300 degrees and has an up and down arc of 30 degrees and a 1000' range.
Cost: The Black Market sells the weapon-light Lynx for 1.1 million credits and the Cougar "knock-off," complete with weapon systems, for 1.7 million credits. Good availability.


GB6-96 Glitterboy Transport
Image
Model Type: GB6-96
Nicknames: "Six-Nintey-Six" and "Sky Hawk"
Class: Aerial Military Support and Transport Combat Vehicle
Crew: Four: Pilot, co-pilot, communications officer, and door gunner (also assists in helping the injured inside). May include 1-5 additional crew men/medics, etc. in the cargo bay as the situation may require. Note that the cockpit actually seats five.
APC Troop Payload: 10 Glitter Boys, or 12 SAMAS, or 20 human-sized troops, or 4 SAMAS and 13 human-sized troops, or any combination thereof. A typical combined arms payload is 2 Glitter Boys (one on eahc wing), 4 SAMAS, and 13 troops (one squad) usually consisting of irregular troops like juicers, light borgs, or special ops.
M.D.C. by Location:
• * Forward Laser Turrets (1, top of cockpit) — 70
• * Mini-Missile Launchers (2, top on rear thrusters) — 100 each
• * Sensor Array (1, left side near nose) — 120
• Sliding Doors (2) — 120 each
• * Cockpit Doors (2) — 75 each
• Glitter Boy Riding Platforms (2) — 125 each
• * Headlights (2; underside of nose) — 8 each
• * Wings (2, rear) — 200 each
• * Directional Jets (10) — 15 each
• * VTOL Circular Jets (2, front and rear) — 200 each
• Main Jets (2, each side in the rear) — 290 each
• *** Pilot's Cockpit/Nose area — 220
• Inner Reinforced Cockpit Compartment — 100
• ** Main Body (cargo bay to rear) — 998
  • * Items marked by a single asterisk are small and/or difficult to strike. A character must make a "called shot," but even then the attacker is at -3 to strike.
  • Destroying one wing will reduce speed 10% and inflict a -20% penalty to the piloting skill. Destroying both wings reduces speed to 172 mmp (277 km) and inflicts an additional -15% (-35% total) penalty to piloting rolls.
  • Destroying six or more directional jets inflicts a piloting penalty of -5%.
  • Destroying one of the rear jets reduces speed by 25% and inflicts a piloting penalty of -20%. Destroying both will reduce speed to approximately 150 MPH and add another -20% to piloting skill.
  • Destroying one of the VTOL Circular jets reduces speed by 15% and inflicts a penalty of -10% when trying to do a VTOL. If both are destroyed, speed is reduced by 30% and VTOL is impossible.
  • ** Depleting the M.D.C. of the main body completely destroys the vehicle.
  • *** Destroying the nose section where the pilot sits will send the vehicle crashing to the ground.
Speed
Flying:
    440 mph (704 km), but cruising speed is considered to range from 80 to 150 mph (128 to 240 km)
    scouting speed is 50 mph (80 km) or slower
    Acceleration: Can go from zero to 200 in 4 seconds (divide pilot's attacks by 4, round down) and from zero to maximum speed in about 7.5 seconds (divide pilot's attacks by half, round down).
    VTOL capable, can hover stationary, and has retractable landing gear.
    Maximum altitude is limited to about 6000 feet (1829 m; 3,000 feet/914 m when relying entirely on VTOL circular jets).
Water: No amphibious capabilities.
Flying Range: The nuclear power supply provides the vehicle with decades of life. The Sky Hawk can be flown continuously for 120 hours without concern of overheating in the least.
Statistical Data
Height: 16 ft (4.9m) tall
Width: 39 ft (11.9m) wingspan, 27 ft (8.2m) main fuselage and engines; cargo area is 13 ft wide door to door.
Length: 56 ft (17m).
Weight: 8073 pounds empty (3632 kg)/approx. four tons.
Cargo: 88,000 pounds (39,600 kg)/44 tons. This can be carried inside and/or cargo "air lifted" on a separate platform hooked to the underbelly of the Sky Hawk. A winch and several anchors for attaching cabling are located on the underside. The cargo bay is large enough to comfortably carry 10 Glitter Boys or 12 SAMAS, or 20 human-sized troops, or any combination thereof. 25% additional can be squeezed in, but makes for cramped, uncomfortable conditions.
There is a small storage space for weapons and basic field gear (enough for a large field deployment backpack and two long arms) in the pilot's compartment as well as a fifth seat that is usually available for stowing a box or two or 2-4 large duffle bags.
Power System: Nuclear, average energy life is 20 years.
Cost: 2.9 million credits with full armaments. Glitter Boy armor technology is incorporated in strategic areas of the hull, particularly the flooring, but is painted to prevent "glitter." There are no "knock-offs."
Weapon Systems
  • 1. QL-22 Double-Barreled Laser Turret: Built into the right side of the nose protrudes a medium-power laser turret. The turret can rotate in all directions in a 90 degree angle.
      Primary Purpose: Light Assault, Anti-Aircraft, Anti-Missile.
      Secondary Purpose: Defense
      Mega-Damage: 3D6 M.D. per single blast or 6D6 M.D. per dual
      blast.
      Rate of Fire: Equal to the combined number of hand to hand attacks
      (usually 4-6).
      Effective Range: 2000 feet (610m)
      Payload: Effectively unlimited.
  • 2. Concealed Mini-Missile Launchers (2): Mini-missile launchers are built into the rear sections of the two main jet housings. Each contains a total of 24 mini-missiles.
      Primary Purpose: Anti-Aircraft and Anti-Armor.
      Secondary Purpose: Anti-Personnel.
      Missile Type: Any type of mini-missile, but standard issue is
      fragmentation (anti-personnel; 5D6 M.D.), or plasma (!D6xlO).
      Mega-Damage: Varies with missile type.
      Rate of Fire: One at a time, or in volleys two, three, four, or
      five.
      Effective Range: About one mile (1.6 km)
      Payload: 48 total; 24 per each launcher.
  • 3. Optional use of 1-6 Gunners: As many as four Glitter Boys or other armored troops can stand on the GB running boards, plus one or two gunners can stand and fire from both sliding doors, for a possible total of six. That having been said, there is typically one or two door gunners and only one or two GBs on the exterior platforms. In any case, such gunners offer additional fire power. The presence of one or more gunners may be limited by the mission parameters (i.e. zero, one or two) and available manpower.
    Note: Boom Guns will rock the aircraft and add a -10% piloting penalty. Most experienced pilots can compensate for this (basically the equivalent of rough turbulence). The overall design of the Sky Hawk compensates for the use of Boom Guns to begin with.
      In the alternative, additional mini-missile launchers (12 missiles each) or rail guns (100 bursts) can be mounted on the Glitter Boy gunner platforms. If necessary, one short- or medium-range missile can be hooked to each platform plus another two on each wing. However, full-sized missiles are seldom deployed this way and rarely mounted on the wings.
  • 4. Optional: Troops: This is a combat transport vehicle that is likely to be carrying troops that can be unleashed once the Sky Hawk lands, or even while in mid-air if flying power armor or vehicles.
  • 5. Features of Note:
    Wings fold up as necessary for VTOL purposes.
    Sliding side doors on both sides of the cargo bay. Above each door is a heavy-duty harness to accommodate one "door gunner" at each opening; typically a Glitter Boy, but can be a Side Kick or other power armor. The doors may be opened in flight to allow parachute drops or SAMAS to enter or exit.
    GB platforms/Running Boards. These front anchored platforms are designed with two purposes in mind. One, to carry four extra GBs anchored to the platform via pylons (there are pylon holes in the floor plus a railing for additional support if necessary) or other power armor troops (supplies may also be tied to the platforms). Two, provide additional firepower from 1-4 Glitter Boys riding on the platform (not recommended at speeds faster than 300 mph/480 km).
Sensor & Other Systems
Has all the standard robot sensors and systems as well as the following:
  • Combat Computer: A special computer stores the tactical information on all Coalition and other types of robots, power armor, vehicles and aircraft. Identifies, calculates, stores and transmits data onto the Heads Up Display (H.U.D.) of the pilot's helmet, as well as monitors on the control panel. This information can also be transmitted via a scrambled frequency from the long-range radio. The combat computer is linked to the targeting systems, weapon systems and radar. If needed, any of the crew can punch up the appropriate model and type to quickly scan for weaknesses and armaments, giving the crew information on how to best respond to, counter and evade/outmaneuver the enemy.
    Note: The newer Coalition models are only partially researched and there is incomplete information on some.
  • Combat Bonuses: Elite RPA SAMAS pilots and RPA "Fly Boys" get a bonuses listed below.
      One additional attack per melee round when piloting a 696.
      +2 on initiative
      +1 to strike using built-in weapon systems
      +2 to dodge.
      Piloting skill penalties for taking evasive action, trick moves, and dog-fighting are half
  • Radar: Can identify 72 and track up to 32 targets simultaneously at a range of 30 miles (48 km).
  • Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of+1 on initiative and +1 to strike when using long-range weapon systems. Does not apply to personal weapons.
  • Long-Range Radio and other Communication Systems: Long-range, directional communication system with cycling scrambled transmission. Effective range of 500 miles (800 km). Also has also has a directional, short-range radio with a ten mile (16 km) range, plus a built-in loudspeaker: 80 decibels.
  • Electronic Counter-Measure Systems: A system designed specifically for disrupting radio transmissions over a large area, causing general confusion among enemy units and troops. The system also ties into the radar and combat computer to trace an enemy's attempted transmissions over jammed frequencies to find their general location (also to trace homing beacons). The system is powerful enough to disrupt all radio systems within a 100 mile (160 km) radius.
  • Voice Actuated Locking System: The vehicle's motor is shut down with the flip of a switch and a verbal command confirmed via voice I.D., using a six-digit spoken code programmed to a specific person's voice(s) pattern (six voice memory), as standard operating procedure. The manual override is located under the dashboard and takes about one minute to engage.
  • Searchlight: A high-powered searchlight is built into the underbelly of the nose section. It can rotate 360 degrees and has an up and down arc of 180 degrees. Range: 1000 feet (305 m).
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Re: Vehicles--Ready to Use!

Postby Augur » Tue May 03, 2011 5:55 am

Magic Vehicles

Wing Board: Crescent
Image
Manufacturer: Tolkeen and others
Class: TW equivalent to the Hover Cycle
Crew: One Pilot
M.D.C. by Location
☞ Main Body: 160
Statistical Data
Flight: 60 mph, double when on a ley line.
Max altitude is 10,000', double on a ley line. VTOL capable.
Must be regularly recharged with 110 P.P.E. every four months. (see BoM, p.336)
Weapons Systems
Electrical Blaster
Damage: 4D6 M.D.
Rate of Fire: Equal to the number of attacks per melee round.
Range: 2,000'
Payload: 2 bolts/hr., but the pilot can fire more by placing 5 P.P.E. (or 10 I.S.P) per blast into the board. (1 APM to channel and fire.)
Note: Increase range by 50% and add 1D6 M.D. to damage when the craft is on a ley line.
Combat Data
Bonuses: +1 on initiative, +1 to strike, +1 to dodge, +10% to piloting skill.
O.C.C. Bonuses: With a little training, pilots get the following additional bonuses: +1 on initiative, +2 to dodge, +10 to piloting skill.

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[b]Wing Board: Crescent[/b]
[img]http://i43.photobucket.com/albums/e371/masterriftsgm/Vehicles/TW-Wingboard.jpg[/img]
[size=85]Manufacturer: Tolkeen and others
Class: TW equivalent to the Hover Cycle
Crew: One Pilot
[u]M.D.C. by Location[/u]
☞ Main Body: 160
[u]Statistical Data[/u]
Flight: 60 mph, double when on a ley line. 
Max altitude is 10,000', double on a ley line.  VTOL capable.
Must be regularly recharged with 110 P.P.E. every four months. (see BoM, p.336)
[u]Weapons Systems[/u]
[b]Electrical Blaster[/b]
Damage: 4D6 M.D.
Rate of Fire: Equal to the number of attacks per melee round.
Range: 2,000'
Payload: 2 bolts/hr., but the pilot can fire more by placing 5 P.P.E. (or 10 I.S.P) per blast into the board. (1 APM to channel and fire.)
Note: Increase range by 50% and add 1D6 M.D. to damage when the craft is on a ley line.
[u]Combat Data[/u]
Bonuses: +1 on initiative, +1 to strike, +1 to dodge, +10% to piloting skill.
O.C.C. Bonuses: With a little training, pilots get the following additional bonuses: +1 on initiative, +2 to dodge, +10 to piloting skill.[/size]


TW Zone Ranger ATV
Image
Model Type: Four-wheeled All Terrain Vehicle
Crew: One pilot and up to six passengers.
M.D.C. by Location:
Tires (4) - 100 each
Top Hatch - 75
* Main Body - 350
* Depleting the main body M.D.C. will completely destroy the vehicle.
Note: Destroying 1 wheel reduces speed by 33%. 2 wheels by 80%, destroying 3 wheels immobilizes the vehicle.
Statistical Data
Speed: 120 mph maximum; 50% faster when driving on a ley line.
Dimensions: 14' high 25' long, 16' wide, 10 tons
Cargo Space: 5'x5'x5' area
Power System: Magic. The engine requires 30 P.P.E. per hour of use and can hold up to 300 P.P.E. Anyone may add their P.P.E. to the engine by touching it and willing their energy into it, or by parking on a Ley Line it will regenerate P.P.E. at 40 per hour.
Control Systems: The vehicle’s controls are very basic, consisting of a steering wheel, accelerator, and brake.
TW Weapons and Special Features
• Magically resistant to heat and fire (half damage)
• Weapon Hard Point (1)
• None. Up to six features possible.
Piloting Skill Note
• Techno-Wizards, Controllers, and APC Pilots: 70% (+3%)
• Other characters: 60% (+3%)

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[b]TW Zone Ranger ATV[/b]
[img]http://i43.photobucket.com/albums/e371/masterriftsgm/Vehicles/TW-Zone-Ranger-ATV-1.png[/img]
[size=85]Model Type: Four-wheeled All Terrain Vehicle
Crew: One pilot and up to six passengers.
[u]M.D.C. by Location:[/u]
Tires (4) - 100 each
Top Hatch - 75
* Main Body - 350
* Depleting the main body M.D.C. will completely destroy the vehicle.
Note: Destroying 1 wheel reduces speed by 33%. 2 wheels by 80%, destroying 3 wheels immobilizes the vehicle.
[u]Statistical Data[/u]
Speed: 120 mph maximum; 50% faster when driving on a ley line.
Dimensions: 14' high 25' long, 16' wide, 10 tons
Cargo Space: 5'x5'x5' area
Power System: Magic. The engine requires 30 P.P.E. per hour of use and can hold up to 300 P.P.E. Anyone may add their P.P.E. to the engine by touching it and willing their energy into it, or by parking on a Ley Line it will regenerate P.P.E. at 40 per hour.
Control Systems: The vehicle’s controls are very basic, consisting of a steering wheel, accelerator, and brake.
[u]TW Weapons and Special Features[/u]
• Magically resistant to heat and fire (half damage)
• Weapon Hard Point (1)
• None. Up to six features possible.
[u]Piloting Skill Note[/u]
• Techno-Wizards, Controllers, and APC Pilots: 70% (+3%)
• Other characters: 60% (+3%)[/size]


Wing Board: Turbo
Image
Manufacturer: Tolkeen and others
Class: TW equivalent to the Hover Cycle
Crew: One Pilot
M.D.C. by Location
☞ Main Body: 130
☞ (2) Wings: 100 each
☞ (3) Nose Fins: 30
☞ (3) Rear Hover Jets: 15
☞ (4) Undercarriage Hover Jets: 10
Statistical Data
Flight: 120 mph, double when on a ley line.
Max altitude is 10,000', double on a ley line. VTOL capable.
Activation cost: 5 P.P.E.
Must be regularly recharged with 90 P.P.E. every four months. (see BoM, p.336)
Combat Data
Bonuses: +1 on initiative, +1 to strike, +1 to dodge, +10% to piloting skill.
O.C.C. Bonuses: With a little training, pilots get the following additional bonuses: +1 on initiative, +2 to dodge, +10 to piloting skill.




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[b]Wing Board: Turbo[/b]
[img]http://i873.photobucket.com/albums/ab296/adteeling/TurboWingBoard_zps712b91ac.png[/img]
[size=85]Manufacturer: Tolkeen and others
Class: TW equivalent to the Hover Cycle
Crew: One Pilot
[u]M.D.C. by Location[/u]
☞ Main Body: 130
☞ (2) Wings: 100 each
☞ (3) Nose Fins: 30
☞ (3) Rear Hover Jets: 15
☞ (4) Undercarriage Hover Jets: 10
[u]Statistical Data[/u]
Flight: 120 mph, double when on a ley line. 
Max altitude is 10,000', double on a ley line.  VTOL capable.
Activation cost: 5 P.P.E.
Must be regularly recharged with 90 P.P.E. every four months. (see BoM, p.336)
[u]Combat Data[/u]
Bonuses: +1 on initiative, +1 to strike, +1 to dodge, +10% to piloting skill.
O.C.C. Bonuses: With a little training, pilots get the following additional bonuses: +1 on initiative, +2 to dodge, +10 to piloting skill.[/size]
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Vehicles: Robotech

Postby Tiree » Mon Jul 02, 2012 7:48 pm

Robotech - ASC

M-32 Light Hovercycle
Image
Crew: One (can carry 2nd person but at -20% speed)
M.D.C. by Location
Front Hoverjet--22
Rear Hoverjets (2)--32 each
Engine--20
Headlight--1
Main Body--72

Statistical Data
Power Plant: Flex-fuel rotary engine, 6.6 gallon tank
Range: 425 miles on a full tank
Speed: 145 mph, usually travels on a cushion of air 1'-8' off the ground. Can jump up to 25' across.
Dimensions: 3.5' high, 8.5' long, 2.5' wide, weight: 900 lbs.

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[b]M-32 Light Hovercycle[/b]
[img]http://i43.photobucket.com/albums/e371/masterriftsgm/Robotech/ASC-Hovercycle.jpg[/img]
Crew: One (can carry 2nd person but at -20% speed)
[u]M.D.C. by Location[/u]
[size=85]Front Hoverjet--22
Rear Hoverjets (2)--32 each
Engine--20
Headlight--1
Main Body--72[/size]
[u]Statistical Data[/u]
[size=85]Power Plant: Flex-fuel rotary engine, 6.6 gallon tank
Range: 425 miles on a full tank
Speed: 145 mph, usually travels on a cushion of air 1'-8' off the ground. Can jump up to 25' across.
Dimensions: 3.5' high, 8.5' long, 2.5' wide, weight: 900 lbs.[/size]


AHR-15 Phantom
Image
Reconnaissance Hoverjet /EHR-15 Electronic Warfare Hoverjet
Model Type: Phantom Armed Reconnaissance Hoverjet.
Crew: Two: One pilot and one electronic signals officer.
M.D.C. by Location:
* Engines (2) - 50 each
** Wings (2) -75 each
Rudders (2) 35 each
Sensor Boom 40
*** Ventral Fan 80
Rotary Cannon - 40
Multiple Launch Ordnance Pods (2 optional) - 55 each
**** Canopy - 100
***** Main Body - 150
* Destroying one engine reduces speed by half and altitude by 25%. Destroying both engines will stop the fan and will result in a crash.
** Destroying one wing/rudder will reduce all combat bonuses by 3/4 and imposes -15% to all piloting skills. Destroying both wings will result in a
crash.
*** Destroying the fan will cause the craft to crash.
**** Destroying the canopy will cause the cockpit to fill with shrapnel and debris, and has a 35% chance of killing one or both of the crew.
***** Destroying the main body will render the craft inoperable.
Statistical Data
Flying Speed: @ Sea Level: 135 mph; @ Altitude Ceiling 20,500': 155 mph
Dimensions: 8.5' high, 24' long, 21.6' wingspan, 9 tons
Cargo: There is a small space big enough for a survival pack and a side arm.
Power System: Fusion reactor fueled by Stabilized Liquid Metallic Hydrogen (SLMH).
Weapon Systems
LRC-7 Three Barrel 7062mm Rotary Cannon
• Range: 2,000'
• Damage & RoF: 1D4 M.D. for a single round, 1D4x10 MD. for a 15 round burst.
• Payload: 1,500 rounds of 7.62mm SLAP (100 bursts).
70mm Multiple Launch Ordnance Pods (2)
• Range: One mile
• Damage: As per mini-missile type.
• Rate of Fire: Singly or in volleys of 2, 4, 6, 8, or 10.
• Payload: 30 mini-missiles; each MLOP carries 15.
• Weight: 80 lbs. for an empty MLOP. Each rocket weighs about 15 lbs., for a total weight of 305 lbs.
Special Sensors of Note:
Electronic Intelligence Suite: The AH/R-15 Reconnaissance variant is loaded with numerous digital video and still cameras as well as devices for intercepting and decrypting radio transmissions. The camera suite has both passive nightvision and infrared and can read a street sign or license plate from 20,000'. The suite can store up to eighteen hours of video footage and/or thousands of high-resolution still images. The Electronic Intelligence Suite (EIS) consists of a high-powered radio and satellite receiver mated to a powerful computer loaded with decryption software. Electronic Signals Officers operating the Reconnaissance Suite should have the Photography, Cryptography, T.V./Video, and Surveillance skills.

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[b]AHR-15 Phantom[/b]
[img]http://i43.photobucket.com/albums/e371/masterriftsgm/Vehicles/AHR-15-Phantom.png[/img]
[size=85]Reconnaissance Hoverjet /EHR-15 Electronic Warfare Hoverjet
Model Type: Phantom Armed Reconnaissance Hoverjet.
Crew: Two: One pilot and one electronic signals officer.
[u]M.D.C. by Location:[/u]
* Engines (2) - 50 each
** Wings (2) -75 each
Rudders (2) 35 each
Sensor Boom 40
*** Ventral Fan 80
Rotary Cannon - 40
Multiple Launch Ordnance Pods (2 optional) - 55 each
**** Canopy - 100
***** Main Body - 150
* Destroying one engine reduces speed by half and altitude by 25%. Destroying both engines will stop the fan and will result in a crash.
** Destroying one wing/rudder will reduce all combat bonuses by 3/4 and imposes -15% to all piloting skills. Destroying both wings will result in a
crash.
*** Destroying the fan will cause the craft to crash.
**** Destroying the canopy will cause the cockpit to fill with shrapnel and debris, and has a 35% chance of killing one or both of the crew.
***** Destroying the main body will render the craft inoperable.
[u]Statistical Data[/u]
Flying Speed: @ Sea Level: 135 mph; @ Altitude Ceiling 20,500': 155 mph
Dimensions: 8.5' high, 24' long, 21.6' wingspan, 9 tons
Cargo: There is a small space big enough for a survival pack and a side arm.
Power System: Fusion reactor fueled by Stabilized Liquid Metallic Hydrogen (SLMH).
[u]Weapon Systems[/u]
LRC-7 Three Barrel 7062mm Rotary Cannon
• Range: 2,000'
• Damage & RoF: 1D4 M.D. for a single round, 1D4x10 MD. for a 15 round burst.
• Payload: 1,500 rounds of 7.62mm SLAP (100 bursts).
70mm Multiple Launch Ordnance Pods (2)
• Range: One mile
• Damage: As per mini-missile type.
• Rate of Fire: Singly or in volleys of 2, 4, 6, 8, or 10.
• Payload: 30 mini-missiles; each MLOP carries 15.
• Weight: 80 lbs. for an empty MLOP. Each rocket weighs about 15 lbs., for a total weight of 305 lbs.
[u]Special Sensors of Note:[/u]
Electronic Intelligence Suite: The AH/R-15 Reconnaissance variant is loaded with numerous digital video and still cameras as well as devices for intercepting and decrypting radio transmissions. The camera suite has both passive nightvision and infrared and can read a street sign or license plate from 20,000'. The suite can store up to eighteen hours of video footage and/or thousands of high-resolution still images. The Electronic Intelligence Suite (EIS) consists of a high-powered radio and satellite receiver mated to a powerful computer loaded with decryption software. Electronic Signals Officers operating the Reconnaissance Suite should have the Photography, Cryptography, T.V./Video, and Surveillance skills.[/size]
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Vehicles: NEMA

Postby Tiree » Mon Jul 02, 2012 7:52 pm

Nema Vehicles

NEMA HX-288 Street Tornado Hovercycle
Image
Crew: One
M.D.C. by Location:
* Laser Turret (1; front) - 22
Front Windshield (1) - 10
* Headlight (1) - 5
Rocket Jet (1 ; rear) - 65
Large, Rear Directional Jets (4, two on each side) - 15 each
* Tiny Directional Jets (I 0) - 2 each
* Tail Fin (1) - 25
* Wings (2) - 35 each
Main Body - 118
* Attacker must make a "called shot" to hit at -4 to strike. (See p.65 Chaos Earth for details regarding destruction of flight components.
Statistical Data
Flying Speed: 250 mph maximum, 350 mph with the thrusters engaged. Cruising speed is 70-150 mph. VTOL capable, retractable landing
gear.
Maximum altitude: 2000'
Water: Skim across surface at 210 mph, but is not submersible.
Flying Range: Can be flown continuously for 12 hours before overheating.
Height: 6' tall, 6' wingspan, 13' wide, 1000 lbs.
Cargo: Only enough to stow an energy rifle, 3E-Clips and a backpack (usually hooked to the outside), but can tow up to 1 ton of cargo (reduce speed by 30% and rocketing is not possible without losing the cargo).
Power System: Nuclear, average cycle's energy life is 20 years.
Weapon Systems
LHX-288 Rapid-Fire Pulse Laser
• Can rotate 180° and has a 45° arc of fire.
• Range: 2000'
• Damage: 2D6 M.D. per blast, 6D6 M.D. per triple pulse.
• Rate of Fire: Single or triple pulse-bursts only.
• Payload: Effectively unlimited; tied to the power supply of the vehicle.
• Modifiers: +1 to strike with an aimed shot, + W.P. Energy Rifle bonuses. +1 to strike when in motion. No bonus for burst fire.
Mini-Missiles
• Three mini-missiles can be mounted on the underside of each wing.
• Range: About one mile.
• Damage: Varies with missile type.
• Rate of Fire: One at a time or in volleys of two, three, or four.
• Payload: Six missiles total, up to three on each stubby wing.
Notable Systems
Long- and short-range radio (Range: up to 30 miles, 5 miles for short range).
Short-range radar (Range: 30 miles, can track 48 targets simultaneously),
Heads-Up Display with video communication capability.
Modifiers: +2 to dodge and +5% to do aerial tricks and maneuvers.

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[b]NEMA HX-288 Street Tornado Hovercycle[/b]
[img]http://i43.photobucket.com/albums/e371/masterriftsgm/Vehicles/NEMA-HX-288-Street-Tornado-Hovercycle.png[/img]
[size=85]Crew: One
[u]M.D.C. by Location:[/u]
* Laser Turret (1; front) - 22
Front Windshield (1) - 10
* Headlight (1) - 5
Rocket Jet (1 ; rear) - 65
Large, Rear Directional Jets (4, two on each side) - 15 each
* Tiny Directional Jets (I 0) - 2 each
* Tail Fin (1) - 25
* Wings (2) - 35 each
Main Body - 118
* Attacker must make a "called shot" to hit at -4 to strike. (See p.65 Chaos Earth for details regarding destruction of flight components.
[u]Statistical Data[/u]
Flying Speed: 250 mph maximum, 350 mph with the thrusters engaged. Cruising speed is 70-150 mph. VTOL capable, retractable landing
gear.
Maximum altitude: 2000'
Water: Skim across surface at 210 mph, but is not submersible.
Flying Range: Can be flown continuously for 12 hours before overheating.
Height: 6' tall, 6' wingspan, 13' wide, 1000 lbs.
Cargo: Only enough to stow an energy rifle, 3E-Clips and a backpack (usually hooked to the outside), but can tow up to 1 ton of cargo (reduce speed by 30% and rocketing is not possible without losing the cargo).
Power System: Nuclear, average cycle's energy life is 20 years.
[u]Weapon Systems[/u]
LHX-288 Rapid-Fire Pulse Laser
• Can rotate 180° and has a 45° arc of fire.
• Range: 2000'
• Damage: 2D6 M.D. per blast, 6D6 M.D. per triple pulse.
• Rate of Fire: Single or triple pulse-bursts only.
• Payload: Effectively unlimited; tied to the power supply of the vehicle.
• Modifiers: +1 to strike with an aimed shot, + W.P. Energy Rifle bonuses. +1 to strike when in motion. No bonus for burst fire.
Mini-Missiles
• Three mini-missiles can be mounted on the underside of each wing.
• Range: About one mile.
• Damage: Varies with missile type.
• Rate of Fire: One at a time or in volleys of two, three, or four.
• Payload: Six missiles total, up to three on each stubby wing.
[u]Notable Systems[/u]
Long- and short-range radio (Range: up to 30 miles, 5 miles for short range).
Short-range radar (Range: 30 miles, can track 48 targets simultaneously),
Heads-Up Display with video communication capability.
[color=#008000]Modifiers: +2 to dodge and +5% to do aerial tricks and maneuvers.[/color][/size]


NEMA HX-355 Hover Platform
Image
Nickname: “The Platform”
Class: Aerial Military Hover Transport and Combat Platform
Crew: 1-6. One pilot is required to fly, but typically includes a co-pilot and 2-4 gunners. Can accommodate 8 passengers comfortably, even with a full 6-man crew, as many as 12-13 if the crew is reduced proportionally.
MDC by Location
* Laser Turrets (4; undercarriage) - 25 each
Large Spotlight (or weapon system; 1, center) - 50
* Recessed Lights (4 pairs) - 2 each
* Tiny Directional Jets (8; lower rim) - 2 each
** Main Body - 180
* Every item marked by a single asterisk is small and/or difficult to strike. An attacker must make a “called shot” to hit and even then is -3 to strike.
Destroying one of the three bottom hover jets reduces speed by 30%, but the enemy must be under the vehicle to get at the jets.
** Depleting the MDC of the main body completely destroys the vehicle.

Statistical Data
Flying Speed: 150 mph, but cruising speed is considered to range between 40 and 75 mph. VTOL capable, can hover stationary (or fly) up to a height of 500', but high altitudes are usually reserved for observation, a better vantage point, and to reach rooftops. Otherwise, typically travels at 10-50' above the ground. Retractable landing gear.
Speed Over Water: The Platform can also skim across the surface of water at a speed of 100 mph. It is not a submersible and will sink like a rock if the hover jets are turned off.
Flying Range: The nuclear power system gives the vehicle decades of life and is able to fly continuously for 96 hours without fear of overheating.
Height: 6' tall for the vehicle itself, add 3-4' with the centre spotlight or weapon system included.
Width & Length: Approximately 15' in diameter.
Weight : 2 tons
Cargo: Standing room only; seating for crew only. Additional storage space is minimal, about enough for a couple of backpacks or large satchels per passenger. More if space is taken up by cargo rather than personnel. Can carry up to three tons and pull up to 10 (but at half speed for maximum cargo load).
Power System: Nuclear, 20 years life.
Weapon Systems
HXL-355 Laser Turrets (4)
Range: 2000'
Damage: 2D6 per single blast or 4D6 MD per double blast.
Rate of Fire: Single or double blasts only
Payload: Effectively unlimited.
Bonuses: Gunners with WP Heavy Energy Weapons get to apply the bonuses from that WP +1 to strike for single or double-barrel blasts. Characters with the Weapon Systems skill only, get a +1 to strike bonus. No bonus for the pilot or co-pilot using the master controls.
Sensors/Communications: Long and short range radio and short-range radar (can track 48 targets simultaneously), Heads-Up Display, and video communications.

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[b]NEMA HX-355 Hover Platform[/b]
[img]http://i43.photobucket.com/albums/e371/masterriftsgm/Vehicles/NEMA-HX-355-Hover-Platform.jpg[/img]
Nickname: “The Platform”
Class: Aerial Military Hover Transport and Combat Platform
Crew: [size=75]1-6. One pilot is required to fly, but typically includes a co-pilot and 2-4 gunners. Can accommodate 8 passengers comfortably, even with a full 6-man crew, as many as 12-13 if the crew is reduced proportionally.[/size]
[u]MDC by Location[/u]
[size=75]* Laser Turrets (4; undercarriage) - 25 each
Large Spotlight (or weapon system; 1, center) - 50
* Recessed Lights (4 pairs) - 2 each
* Tiny Directional Jets (8; lower rim) - 2 each
** Main Body - 180
* Every item marked by a single asterisk is small and/or difficult to strike. An attacker must make a “called shot” to hit and even then is -3 to strike.
Destroying one of the three bottom hover jets reduces speed by 30%, but the enemy must be under the vehicle to get at the jets.
** Depleting the MDC of the main body completely destroys the vehicle.[/size]
[u]Statistical Data[/u]
Flying Speed: [size=75]150 mph, but cruising speed is considered to range between 40 and 75 mph. VTOL capable, can hover stationary (or fly) up to a height of 500', but high altitudes are usually reserved for observation, a better vantage point, and to reach rooftops. Otherwise, typically travels at 10-50' above the ground. Retractable landing gear.[/size]
Speed Over Water:[size=75] The Platform can also skim across the surface of water at a speed of 100 mph. It is not a submersible and will sink like a rock if the hover jets are turned off.[/size]
Flying Range: [size=75]The nuclear power system gives the vehicle decades of life and is able to fly continuously for 96 hours without fear of overheating.
Height: 6' tall for the vehicle itself, add 3-4' with the centre spotlight or weapon system included.[/size]Width & Length: Approximately 15' in diameter.
Weight : 2 tons
Cargo: [size=75]Standing room only; seating for crew only. Additional storage space is minimal, about enough for a couple of backpacks or large satchels per passenger. More if space is taken up by cargo rather than personnel. Can carry up to three tons and pull up to 10 (but at half speed for maximum cargo load).[/size]
Power System: Nuclear, 20 years life.
[u]Weapon Systems[/u]
HXL-355 Laser Turrets (4)
[size=75]Range: 2000'
Damage: 2D6 per single blast or 4D6 MD per double blast.
Rate of Fire: Single or double blasts only
Payload: Effectively unlimited.
Bonuses: Gunners with WP Heavy Energy Weapons get to apply the bonuses from that WP +1 to strike for single or double-barrel blasts. Characters with the Weapon Systems skill only, get a +1 to strike bonus. No bonus for the pilot or co-pilot using the master controls.
Sensors/Communications: Long and short range radio and short-range radar (can track 48 targets simultaneously), Heads-Up Display, and video communications.[/size]


NEMA MX-422 APC
Image
M.D.C. by Location:
Main Laser Cannon (I; rear turret) - 150
Missile Turret (I ; forward turret) - 100
* Recessed Mini-Missile Launcher (2; front) - 50 each
Dual Mini-Missile Launcher (2; turret) - 50 each
Smoke/Gas Dispenser (2; rear) - 8 each
* Sensors (1 ; rear turret) - 20
* Window Slits (2, large) - 60 each
Main Outer Hatch (3 ; both sides and rear) - 120 each
Main Inner Hatch (3; sides and rear) - 50 each
Folding Nose Ramp (1 ; front) - 180
Concealed Escape Hatch (I ; top) - 70
Puncture-Proof Wheels (8) - 40 each
* Forward Headlights (4; top front) - 3 each
Reinforced Crew Compartment - 100
** Main Body - 330

* Every item marked by a single asterisk is small and/or difficult to strike. An attacker must make a "called shot" to hit and even then he is -3 to strike. Destroying the sensor cluster on top of the main turret means the pilot must rely on his own vision and instruments; radar and targeting (and accompanying bonuses) are lost.
** Depleting the M.D.C. of the main body will shut the APC down completely, rendering it useless. Destroying the APC's front plating reveals the inner reinforced crew compartment and makes it vulnerable to attack. Destroying two wheels reduces speed by 20%. Destroying three on one side reduces speed by 40% and induces a penalty of -40% to the piloting skill. Destroying four wheels on one side reduces speed by 60%; same penalty.

Statistical Data:
₪ Class: Infantry Assault and Transport Vehicle
₪ Crew: (6) One pilot, a co-pilot, communications officer, intelligence officer, and two gunners.
₪ Speed: Land: 80 mph maximum. Water: 30 mph
₪ Dimensions: 24' tall, 11' wide, 40' long, 20 tons unloaded.
₪ Cargo: 30 foot long bay area; roughly 300 square feet of cargo space with a ceiling height of 12'.
₪ Power System: Nuclear, average energy life is 20 years.

Weapon Systems:
MX-422 High-Powered Laser Cannon
⁂ Range: 4000'
⁂ Damage: Single barrel shot does 406 M.D. per blast, both barrels fired simultaneously do 1D4x10+2 M.D.
⁂ Rate of Fire: Single Blasts only
⁂ Payload: Effectively unlimited.
Missile Launcher (1)
⁂ Range: 1-4 miles, varies with missile type.
⁂ Damage: Varies with missile type.
⁂ Rate of Fire: One at a time or in volleys of 2, 4 or 6 missiles.
⁂ Payload: 12 short-range missiles or 24 mini-missiles.
Vertical Mini-Missile Launchers (2)
⁂ Range: About one mile
⁂ Damage: Varies with mini-missile type.
⁂ Rate of Fire: One at a time, or in volleys of two, three, four or six.
⁂ Payload: 48 total; 24 per each launcher.
Smoke Dispensers (2)
The unit can release a dense cloud of smoke that covers an 80' area behind it, or covers the APC if it is stationary.
⁂ Payload: 12 total, six each.

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[b]NEMA MX-422 APC[/b]
[img]http://i43.photobucket.com/albums/e371/masterriftsgm/Vehicles/NEMA-MX-422-APC.png[/img]
[size=85][color=#0000FF][u]M.D.C. by Location:[/u]
Main Laser Cannon (I; rear turret) - 150
Missile Turret (I ; forward turret) - 100
* Recessed Mini-Missile Launcher (2; front) - 50 each
Dual Mini-Missile Launcher (2; turret) - 50 each
Smoke/Gas Dispenser (2; rear) - 8 each
* Sensors (1 ; rear turret) - 20
* Window Slits (2, large) - 60 each
Main Outer Hatch (3 ; both sides and rear) - 120 each
Main Inner Hatch (3; sides and rear) - 50 each
Folding Nose Ramp (1 ; front) - 180
Concealed Escape Hatch (I ; top) - 70
Puncture-Proof Wheels (8) - 40 each
* Forward Headlights (4; top front) - 3 each
Reinforced Crew Compartment - 100
** Main Body - 330[/color]
[color=#0080FF]* Every item marked by a single asterisk is small and/or difficult to strike. An attacker must make a "called shot" to hit and even then he is -3 to strike. Destroying the sensor cluster on top of the main turret means the pilot must rely on his own vision and instruments; radar and targeting (and accompanying bonuses) are lost.
** Depleting the M.D.C. of the main body will shut the APC down completely, rendering it useless. Destroying the APC's front plating reveals the inner reinforced crew compartment and makes it vulnerable to attack. Destroying two wheels reduces speed by 20%. Destroying three on one side reduces speed by 40% and induces a penalty of -40% to the piloting skill. Destroying four wheels on one side reduces speed by 60%; same penalty.[/color][/size]
[u]Statistical Data:[/u]
[size=85]₪ Class: Infantry Assault and Transport Vehicle
₪ Crew: (6) One pilot, a co-pilot, communications officer, intelligence officer, and two gunners.
₪ Speed: Land: 80 mph maximum. Water: 30 mph
₪ Dimensions: 24' tall, 11' wide, 40' long, 20 tons unloaded.
₪ Cargo: 30 foot long bay area; roughly 300 square feet of cargo space with a ceiling height of 12'.
₪ Power System: Nuclear, average energy life is 20 years.[/size]
[color=#4000FF][u]Weapon Systems:[/u]
[size=85][b]MX-422 High-Powered Laser Cannon[/b]
⁂ Range: 4000'
⁂ Damage: Single barrel shot does 406 M.D. per blast, both barrels fired simultaneously do 1D4x10+2 M.D.
⁂ Rate of Fire: Single Blasts only
⁂ Payload: Effectively unlimited.
[b]Missile Launcher (1)[/b]
⁂ Range: 1-4 miles, varies with missile type.
⁂ Damage: Varies with missile type.
⁂ Rate of Fire: One at a time or in volleys of 2, 4 or 6 missiles.
⁂ Payload: 12 short-range missiles or 24 mini-missiles.
[b]Vertical Mini-Missile Launchers (2)[/b]
⁂ Range: About one mile
⁂ Damage: Varies with mini-missile type.
⁂ Rate of Fire: One at a time, or in volleys of two, three, four or six.
⁂ Payload: 48 total; 24 per each launcher.
[b]Smoke Dispensers (2)[/b]
[i]The unit can release a dense cloud of smoke that covers an 80' area behind it, or covers the APC if it is stationary.[/i]
⁂ Payload: 12 total, six each.[/size][/color]
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Re: Vehicles--Ready to Use!

Postby Augur » Sun Nov 02, 2014 10:43 am

S.D.C. Vehicles

Boeing AH-64M "Super Apache" Attack Helicopter
Image
Model Type: AH-64M
Vehicle Type: Attack Helicopter
Crew: Two (Pilot and Co-Pilot / Gunner)
S.D.C. By Location:
• M230 30mm Chain Gun (Under Cockpit): 50
• Missile Racks Stub Wings (2): 50 each
• * Main Rotor (Four Blade): 48 (12 per blade)
• * Tail: 40
• Landing Gear (3): 10 each
• Reinforced Cockpit: 90
• ** Main Body: 180
* Destroying the rear rotor or one of the main blades will cause the helicopter to fly at half speed, wobble and is -6 to parry, -3 to strike, and -40% on piloting skill/maneuvers. Smart pilots will land as soon as possible. Destroying the main top rotor will knock the helicopter out of the sky! Roll under the piloting skill -30% for a successful crash landing (due to the reinforced nature of the AH-64 Apache, crew takes only 1/2 damage from an impact.
** Destroying the main body knocks the helicopter out of the sky and renders it completely useless.
Statistical Data:
Taxiing Speed: Only possible for take offs and landings as well as for parking and storage. Speed is 40 mph (64 kph) when traveling and not on take off or landing. Helicopter can land and take off from primitive air fields.
Flying: Hover to 207.1 mph with a ceiling of 21,000', cruise speed is 189.9 mph. The helicopter has great maneuverability and vertical take off and landing capabilities.
Range: 300 miles
Height: 16'10"
Rotor Width: 48'
Length: 48'2"
Weight: 14,500 lbs. empty and 19,800 lbs. fully loaded
Power System: Turboshaft gas turbine (runs on virtually any form of petrol: gasoline, diesel fuel, aviation fuels)
Cargo: Minimal (Storage for small equipment) in cockpit, does not include hard points.
Weapon Systems:
M230 30mm Chain Gun:
Gun can rotate one hundred degrees to either side, eleven degrees up, and sixty degrees downwards. It can also be fixed forward on the helicopter. Gun is generally controlled by the co-pilot but can also be controlled by the pilot. Weapon mounts can be used against both ground targets and against aircraft.
‣ Range: 6,000'
‣ Damage: 2D6x10 per 20-round burst
‣ Rate of Fire: 20-round bursts only
‣ Payload: 1,200 rounds (60 bursts) - A trained crew can change out ammunition in about fifteen minutes (100 rounds per minute.).
Missile Hard Points (2):
The A-64M Super Apache has two hard points on the tips of the stub wings. The hard points can only carry missiles, not bombs. Each hard point can carry either one medium range missile of two short range missiles.
‣ Range: Varies with missile types, Medium or Short range missiles only.
‣ Damage: Varies with missile types.
‣ Rate of Fire: One at a time or in volleys of two (2) missiles.
‣ Payload: One (1) medium range missile or two (2) short range missiles per hard point.
Ordnance Hard Points (4):
Two hard points under each stub wing. The helicopter can carry either two medium range missiles, four short range missiles, or one mini missile pod on each of these hard point.
Short or Medium Range Missiles: The only restriction is that a hard point must carry all the same type of missile and missile. One medium range missile may be substituted for two short range missiles.
‣ Range: Varies by short or medium range missile type.
‣ Damage: Varies by short or medium range missile type.
‣ Rate of Fire: Missiles can be fired one at a time per hard point. Multiple hard points can be linked as one attack but must all be same range missiles.
‣ Payload: four (4) short range missiles or two (2) medium range missiles per hard point.
Mini-Missile Pod (2):
Large capacity mini-missile pod. These pods are not carried on the body of the aircraft but are only carried on the wings. The Aircraft normally carries missile pods for ground strafing, anti-troop, and anti-emplacement attacks. Normal missile used are armor piercing, plasma, or fragmentation mini-missiles.
‣ Range: Varies with missile types, mini-missiles only.
‣ Damage: Varies with mini-missile types.
‣ Rate of Fire: Each pod can fire one at a time or in volleys of two (2), four (4), eight (8), or sixteen (16 - all.) and can be linked with other mini missile pods for greater number of missiles (Counts as one attack no matter how many missiles in volley)
‣ Payload: Each pod carries sixteen (16) mini-missiles.
Anti-Missile Chaff Dispenser (1):
Located on the sides of the helicopter are two chaff dispensers. When tailed by a missile, a cloud of chaff and other obtrusive particles can be released to confuse or detonate the enemy's attack. Reduce effects by 20% against smart missiles (Add +20% to rolls for smart missiles.)
Effects:
‣ ‣ 01-50 Enemy missile or missile volley detonates in chaff cloud - all missiles destroyed
‣ ‣ 51-75 Enemy missile or missile volley loses track of real target and veers away in wrong direction (May lock onto another target)
‣ ‣ 76-00 No effect, missile is still on target Also note that the chaff cloud will also blind flying monsters that fly through cloud (reduce melee attacks/actions, combat bonuses, and speed by half. Duration: 1D4 melee rounds).
‣ Payload: Eight (8)
Special Equipment:
All the standard features of an aircraft (same as standard robot minus loudspeaker and microphone).
Medium Range Radar: 30 mile range; can identify/track up to 48 targets.
Terrain Following system for low altitude flight.
Internal Active Jamming Gear: Causes -25% to detection but when it is active, other vehicles/ bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons.
E.S.M.: Radar Detector, Passively detects other radars being operated.
FLIR: Forward Looking Infrared. Allows the pilot to get visuals on targets at night.
Combat Bonuses: +1 to Strike with M230 30mm Chain Gun and Mini-Missile Launchers, +1 to dodge
ImageImageImageImageImageImageImageImageImage
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Re: Vehicles--Ready to Use!

Postby Consumer » Tue Mar 07, 2017 11:09 pm

Road Buster Armored Combat Truck
Image
Model Type: NG-AT26
Class: All-Terrain Armored Truck and Reconnaissance Vehicle.
Crew: One driver with room for up to three passengers; one in the front and two in the back (three under cramped and uncomfortable conditions). Six troops can sit or kneel in the truck bed, eight under cramped conditions.
M.D.C. by Location:
  • * Plexiglas Cab Windshield (1, front) – 40
  • * Plexiglas Cab Windows (2 on each side) – 20 each
  • * Doors (2) – 50 each
  • Rear Hatch – 50
  • * Sliding Roof Hatch – 40
  • * M.D.C. Armored Back Wheels (4) – 30 each
  • * M.D.C. Armored Front Wheels (4) – 50 each
  • * Rearview Mirrors (2) – 5 each
  • * Headlights (2) – 10 each
  • * Roof Lights (4) – 5 each
  • * Winch (2, front and back) – 15 each
  • ** Main Body – 245
* A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a “Called Shot,” and even then the attacker is -4 to strike.
** Depleting the M.D.C. of the main body will shut the vehicle down completely, making it useless.
Statistical Data:
Ground: 90 mph maximum on paved streets, dirt roads, gravel, rocky deserts, grassy plains, shattered roads and rough terrain. Half that speed (or less depending on conditions) on sandy deserts, and driving through water or snow deeper than one foot up to five feet deep. Woodland environments and thick underbrush are likely to be impassable by this vehicle unless there is a well-traveled path to take; maximum speed is likely to be less than 10 mph if passable at all.
Maximum Range: On gasoline, 400 miles. 1,500 miles per charge with a multi-battery electric system, and unlimited for Solid Oxide and nuclear.
Penalties: None on paved streets, grass, dirt roads, gravel, stony deserts, and shattered roads. -5% to piloting skill on sand, and in mud as deep as one foot. -10% driving through water or snow deeper than one foot up to five feet deep or on ice. Forests and dense vegetation are likely to be impassable. This vehicle can ride across sand dunes and underwater!
Water: Can drive through water up to five feet deep.
Dimensions: 10' tall, 11' wide, 24' long, 3.3 tons, empty.
Cargo: The truck bed measures 8' long, 5' wide, with 2' high walls. Inside the cab is space for several weapons and 5-6 backpacks and other small items. Extra gear can be strapped down on the running boards, the sides of the bed and roof.
Power System: All available. Nuclear has a 10 year life.
Weapon Systems: For an extra cost, a weapon may be added. One hovercycle weapon option can be added to the Road Buster, usually on the roof. Wiring a weapon into the vehicle’s power supply is only feasible with Solid Oxide and nuclear systems.
Sensor Systems and Features of Note: This is a bare bones, non-environmental vehicle with a basic short-range radio, cigarette lighter, disk player, and front and back winch.


Cost: 1.1 million credits nuclear, 835,000 Solid Oxide, 586,000 electric battery or liquid fuel.

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[b]Road Buster Armored Combat Truck[/b]
[img]http://explorersunlimited.com/images/upload/2018/04/30/20180430203231-043cf391.png[/img]
[size=85]Model Type: NG-AT26
Class: All-Terrain Armored Truck and Reconnaissance Vehicle.
Crew: One driver with room for up to three passengers; one in the front and two in the back (three under cramped and uncomfortable conditions). Six troops can sit or kneel in the truck bed, eight under cramped conditions.
[u]M.D.C. by Location:[/u]
[list][*]* Plexiglas Cab Windshield (1, front) – 40
[*]* Plexiglas Cab Windows (2 on each side) – 20 each
[*]* Doors (2) – 50 each
[*]Rear Hatch – 50
[*]* Sliding Roof Hatch – 40
[*]* M.D.C. Armored Back Wheels (4) – 30 each
[*]* M.D.C. Armored Front Wheels (4) – 50 each
[*]* Rearview Mirrors (2) – 5 each
[*]* Headlights (2) – 10 each
[*]* Roof Lights (4) – 5 each
[*]* Winch (2, front and back) – 15 each
[*]** Main Body – 245[/list]
* A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a “Called Shot,” and even then the attacker is -4 to strike.
** Depleting the M.D.C. of the main body will shut the vehicle down completely, making it useless.
[u]Statistical Data:[/u]
Ground: 90 mph maximum on paved streets, dirt roads, gravel, rocky deserts, grassy plains, shattered roads and rough terrain. Half that speed (or less depending on conditions) on sandy deserts, and driving through water or snow deeper than one foot up to five feet deep. Woodland environments and thick underbrush are likely to be impassable by this vehicle unless there is a well-traveled path to take; maximum speed is likely to be less than 10 mph if passable at all.
Maximum Range: On gasoline, 400 miles. 1,500 miles per charge with a multi-battery electric system, and unlimited for Solid Oxide and nuclear.
[color=red]Penalties:[/color] None on paved streets, grass, dirt roads, gravel, stony deserts, and shattered roads. -5% to piloting skill on sand, and in mud as deep as one foot. -10% driving through water or snow deeper than one foot up to five feet deep or on ice. Forests and dense vegetation are likely to be impassable. This vehicle can ride across sand dunes and underwater!
Water: Can drive through water up to five feet deep.
Dimensions: 10' tall, 11' wide, 24' long, 3.3 tons, empty.
Cargo: The truck bed measures 8' long, 5' wide, with 2' high walls. Inside the cab is space for several weapons and 5-6 backpacks and other small items. Extra gear can be strapped down on the running boards, the sides of the bed and roof.
Power System: All available. Nuclear has a 10 year life.
Weapon Systems: For an extra cost, a weapon may be added. One hovercycle weapon option can be added to the Road Buster, usually on the roof. Wiring a weapon into the vehicle’s power supply is only feasible with Solid Oxide and nuclear systems.
Sensor Systems and Features of Note: This is a bare bones, non-environmental vehicle with a basic short-range radio, cigarette lighter, disk player, and front and back winch.[/size]
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Re: Vehicles--Ready to Use!

Postby Augur » Tue Nov 07, 2017 4:08 pm

Mountaineer ATV
Image
M.D.C. by Location
--Main: 210
--Tires [4]: 25 each
--Reinforced Pilot's Compartment: 50
Maximum Speed: 120 mph
Dimensions: 25' long, 18' tall, 6 tons.
Power Plant: Nuclear
Maximum Range: 600 miles before required cool-down
Vehicle Type: Three wheeled armored ATV transport vehicle.
Crew: One pilot and can accommodate four passengers comfortably
Special Features: enclosed cargo bay (10'x8'x8' cargo area)


Power Plant Options
Combustion engine (1000 credits to refuel in most civilized areas) 76,000 credits 600 miles
Electric engine (1000 credits to refuel in most civilized areas) 70,000 credits600 miles
Nuclear plant (20 year life) 500,000 credits 600 miles before required cool-down

Additional armor can also be added at a cost of 10,000 credits per 30 M.D.C.
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Augur
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Re: Vehicles--Ready to Use!

Postby Augur » Sat Nov 11, 2017 12:05 pm

GAW Escapade Canyonland Fast Attack Vehicle
Image
Crew: Two; one pilot and one gunner.
M.D.C. By Location
• * Sensor Array (mounted to the right of the driver's position): 14
• * Exposed Rear Mounted Engine: 12
• * Headlights (2, mounted above front wheels): 3 each
• * Roof Gun: 50
• * Hardened Tires (4): 4 each
• ** Main Body: 120
* Indicates a small and/or difficult target to hit and requires a "called shot" and is -3 to Strike.
** Depleting the M.D.C. of the main body completely destroys the vehicle.
Statistical Data
Ground Speed: 120 mph, cruising speed is 80 mph.
Jump Jet: A combination of jump jet technology (reverse engineered from the Tarantula Combat Jump Bike manufactured by UTI) and a high speed robotic suspension allows the Canyonland to leap over obstacles. The maximum length the FAV can jump is equal to nine feet for every mile 'per hour being traveled; for example, a Canyonland going at 100 mph could jump as much as 900'! The Canyonland can jump up to 8 times before the jump tanks need to be refilled.
Climbing Capability: The Canyonland's robotic suspension is capable of managing extremely steep slopes. It can climb rugged terrain (where its wheels can get grip) with slopes as steep as 75 degrees. Max climbing speed is one quarter for slopes of 55-75 degrees, one half for slopes of 40-54 degrees, and max for anything under that.
Maximum Range: 1500 miles due to its electric engine.
Dimensions: 6' 9" high, 7' 5" wide, 13' 11" long, 3,450 lbs.
Cargo: None.
Power System: Electrical Engine for general use. Jet fuel mixture for jump jets.
Market Cost: 350,000 credits
Sensor Systems
The Canyonland supports a small sensor pod but has no traditional display panel. As a substitute, the system comes with a set of transparent goggles with a heads up display showing the data. It can also be plugged directly into a headjack or some environmental armor helmets. Sensors include:
• Nightvision: 2,600'
• Infrared Optic System: 1,800'
• Short Range Radar: Can identify up to 30 targets simultaneously at a range of 5 miles.
Weapon Systems:
Forward-Mounted Light Pulse Laser
• Range: 1,800'
• Damage: 2D6 M.D. per single shot, 6D6 M.D. per three shot pulse.
• Payload: 60 blasts (or 20 pulse blasts) per separate, internal LE-clip.
Roof-Mounted GAW 7.62mm Machine-gun
• Range: 3,000'
• Rate of Fire & Damage: 1D4 M.D. per 10-round burst or 2D4 M.D. for a 20-round burst. (Using WI-2E explosive rounds doubles the damage noted above.)
• Payload: 1,600 rounds total per ammo case.


Code: Select all
[b]GAW Escapade Canyonland Fast Attack Vehicle[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/15/20170715002821-eb1498c0.png[/img]
[size=85]Crew: Two; one pilot and one gunner.
[u]M.D.C. By Location[/u]
• * Sensor Array (mounted to the right of the driver's position): 14
• * Exposed Rear Mounted Engine: 12
• * Headlights (2, mounted above front wheels): 3 each
• * Roof Gun: 50
• * Hardened Tires (4): 4 each
• ** Main Body: 120
* Indicates a small and/or difficult target to hit and requires a "called shot" and is -3 to Strike.
** Depleting the M.D.C. of the main body completely destroys the vehicle.
[u]Statistical Data[/u]
Ground Speed: 120 mph, cruising speed is 80 mph.
Jump Jet: A combination of jump jet technology (reverse engineered from the Tarantula Combat Jump Bike manufactured by UTI) and a high speed robotic suspension allows the Canyonland to leap over obstacles. The maximum length the FAV can jump is equal to nine feet for every mile 'per hour being traveled; for example, a Canyonland going at 100 mph could jump as much as 900'! The Canyonland can jump up to 8 times before the jump tanks need to be refilled.
Climbing Capability: The Canyonland's robotic suspension is capable of managing extremely steep slopes. It can climb rugged terrain (where its wheels can get grip) with slopes as steep as 75 degrees. Max climbing speed is one quarter for slopes of 55-75 degrees, one half for slopes of 40-54 degrees, and max for anything under that.
Maximum Range: 1500 miles due to its electric engine.
Dimensions: 6' 9" high, 7' 5" wide, 13' 11" long, 3,450 lbs.
Cargo: None.
Power System: Electrical Engine for general use. Jet fuel mixture for jump jets.
Market Cost: 350,000 credits
[u]Sensor Systems[/u]
The Canyonland supports a small sensor pod but has no traditional display panel. As a substitute, the system comes with a set of transparent goggles with a heads up display showing the data. It can also be plugged directly into a headjack or some environmental armor helmets. Sensors include:
• Nightvision: 2,600'
• Infrared Optic System: 1,800'
• Short Range Radar: Can identify up to 30 targets simultaneously at a range of 5 miles.
[u]Weapon Systems:[/u]
Forward-Mounted Light Pulse Laser
• Range: 1,800'
• Damage: 2D6 M.D. per single shot, 6D6 M.D. per three shot pulse.
• Payload: 60 blasts (or 20 pulse blasts) per separate, internal LE-clip.
Roof-Mounted GAW 7.62mm Machine-gun
• Range: 3,000'
• Rate of Fire & Damage: 1D4 M.D. per 10-round burst or 2D4 M.D. for a 20-round burst. (Using WI-2E explosive rounds doubles the damage noted above.)
• Payload: 1,600 rounds total per ammo case.[/size]
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Augur
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Posts: 4065
Joined: Sat Aug 20, 2005 3:19 pm
Location: lloyd.ritchey

Re: Vehicles--Ready to Use!

Postby Augur » Sat Oct 06, 2018 7:37 pm

TW "Sand Ranger" Combat Truck
Image
M.D.C. by Location:
    *Headlights (2) - 4 each
    Reinforced Cab Windshield/Windows (4) - 25 each
    *Twin Plasma Cannons (2) - 25 each
    Tires (4) - 22 each
    Mounted Rail Gun - 50
    **Main Body - 212
*Attacker must make a "Called Shot" to hit, and even then is -3 to strike.
**Depleting the main body destroys the vehicle, making it useless.
Statistical Data:
Maximum Speed: 100 mph is top speed, half on loose sand, no speed impediment in the rocky deserts.
Range: Battery holds enough P.P.E. for 20 hours of drive time.
Crew: One pilot and two passengers in the cab, and five passengers in the bed (as many as eight passengers in the bed if the mounted weapon is removed).
Class: All-Purpose Vehicle (use Pilot: Automobile skill).
Model: Arzno TWV-2800 Combat Truck
Dimensions: 6'11" high, 8' wide, 18' long, 3,200 lbs.
Cargo: Can carry roughly 5,000 lbs. and tow an additional 6,000 lbs.
Power System: Powered by an additional P.P.E. Battery (100 P.P.E.)
Weapon Systems:
TW Dual Brimstone Plasma Cannons:
These TW weapons fire bolts of magical fire from forward-fixed units mounted above the front wheel-wells and below the headlights. They may be fired by the driver via controls on the steering wheel, or by a gunner sitting "shotgun" operating a control mechanism that extends from the dashboard.
  • Range: 1,200'
  • Damage: 4D6 M.D. per single blast or 6D6+14 per double blast at the same target.
  • Rate of Fire: Single or double blasts only
  • Payload: Unlimited with a TW generator, 40 blasts with a battery, each individual blast drains 2 P.P.E. from the battery. Or one blast can be fired for every 8 P.P.E. (or 16 I.S.P.) pumped into the TW weapon by someone inside the vehicle.
Features of Note:
  • Rear, Truck Bed Gun Turret Mount: A heavy weapon of choice can be mounted in the bed of the Combat Truck for a tail gunner.
  • Headlights (4): Two pairs of high-powered headlights are standard. A second pair of lights can be mounted on top of the truck facing the front.
Book Reference: WB28, p.108-109


Costs:
Basic unit requiring P.P.E. every time it is used: 265,000 credits.
Powered by an additional P.P.E. Battery: 990,000 credits
Powered by a TW generator (with built-in P.P.E. Battery): 3.2 million.
Sells for two or three times these amounts on the Black Market--not available outside of Arzno save for via the Black Market.


Notes:
Techno-Wizard Features: None standard, other than the power system. As many as three TW features may be added for an additional cost.
A heavy weapon of choice can be mounted in the bed of the Combat Truck for a tail gunner. Typically a heavy weapon laser, laser pulse cannon, plasma cannon, rail gun, or TW Water Cannon mounted on a built-in ball unit atop a removable stand in the middle of the truck. It allows a gunner to fire the weapon in a 360 degree horizontal arc of fire, and 45 degrees up and down. Standing or seated mounts are available. The standard rail gun may be loaded with normal rounds or with silver, or may be substituted with a water cannon, energy rifle, or other weapon.

Code: Select all
[b]TW "Sand Ranger" Combat Truck[/b]
[img]http://explorersunlimited.com/images/upload/2018/10/06/20181006201524-4e86c24e.png[/img]
[size=85][u][b]M.D.C. by Location:[/b][/u]
[list]*Headlights (2) - 4 each
Reinforced Cab Windshield/Windows (4) - 25 each
*Twin Plasma Cannons (2) - 25 each
Tires (4) - 22 each
Mounted Rail Gun - 50
**Main Body - 212[/list]
*Attacker must make a "Called Shot" to hit, and even then is -3 to strike.
**Depleting the main body destroys the vehicle, making it useless.
[u][b]Statistical Data:[/b][/u]
Maximum Speed: 100 mph is top speed, half on loose sand, no speed impediment in the rocky deserts.
Range: Battery holds enough P.P.E. for 20 hours of drive time.
Crew: One pilot and two passengers in the cab, and five passengers in the bed (as many as eight passengers in the bed if the mounted weapon is removed).
Class: All-Purpose Vehicle (use Pilot: Automobile skill).
Model: Arzno TWV-2800 Combat Truck
Dimensions: 6'11" high, 8' wide, 18' long, 3,200 lbs.
Cargo: Can carry roughly 5,000 lbs. and tow an additional 6,000 lbs.
Power System: Powered by an additional P.P.E. Battery (100 P.P.E.)
[u][b]Weapon Systems:[/b][/u]
[b]TW Dual Brimstone Plasma Cannons:[/b]
[i]These TW weapons fire bolts of magical fire from forward-fixed units mounted above the front wheel-wells and below the headlights. They may be fired by the driver via controls on the steering wheel, or by a gunner sitting "shotgun" operating a control mechanism that extends from the dashboard.[/i]
[list][*]Range: 1,200'
[*]Damage: 4D6 M.D. per single blast or 6D6+14 per double blast at the same target.
[*]Rate of Fire: Single or double blasts only
[*]Payload: Unlimited with a TW generator, 40 blasts with a battery, each individual blast drains 2 P.P.E. from the battery. Or one blast can be fired for every 8 P.P.E. (or 16 I.S.P.) pumped into the TW weapon by someone inside the vehicle.[/list]
[b]Features of Note:[/b]
[list][*]Rear, Truck Bed Gun Turret Mount: A heavy weapon of choice can be mounted in the bed of the Combat Truck for a tail gunner.
[*]Headlights (4): Two pairs of high-powered headlights are standard. A second pair of lights can be mounted on top of the truck facing the front.[/list]
Book Reference: WB28, p.108-109[/size]
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Joined: Sat Aug 20, 2005 3:19 pm
Location: lloyd.ritchey


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