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Post by Divergent Reality on Aug 17, 2018 20:37:07 GMT -6
Homebrew Drivetrains Vehicle Armor Equipment Name | Damage | Type | PEN | ROF | Range | Size | Cost | Special | Atomic Artillery | 6k2+30 | Exotic | 5 | S/- | 150m | 15 | 75 | Blast (25), Felling, Uranium | Earthshaker Cannon | 7k4+10 | Vhcl | 8 | S/- | 500m | 16 | 45 | Blast (10), Indirect Fire | Gauss Rifle | 5k4+10 | Vhcl | 10 | S/- | 250m | 5 | 20 | Overload | Hellhound Heavy Twin Cannonade | 7k5+15 | Vhcl | 5 | -/2 | 100m | 8 | 40 | Scatter | Long Tom Artillery Piece | 7k5+10 | Vhcl | 5 | S/- | 7500m | 24 | 35 | Blast (20), Indirect Fire | Long Tom Cannon | 6k4+10 | Vhcl | 5 | S/- | 150m | 12 | 40 | Blast (5), Indirect Fire | Melta-Cutter | 5k3+10 | Vhcl | 15 | S/- | 20m | 3 | 15 | Flame | Momentum Cannon | 5k4+30 | Hybrid | 0 | S/- | 100m | 10 | 30 | Blast (5), Momentum, Recharge | Null Cannnon | 7k3+10 | Vhcl | 25 | S/0 | 25m | 4 | 25 | Recharge | Photon Cannon | 6k4+10 | Vhcl | 5 | S/- | 100m | 5 | 20 | Killy (10), Recharge, Reliable |
Ordinary (Artillery) |
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Name | Damage | Type | Pen | ROF | Range | Size | Cost | Special |
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[/td][/th] [/tr] [tr][th][/th] [/tr] [tr][td] Hammer[/td] [td]3k1+10 X[/td] [td]Vehicle[/td] [td]0[/td] [td]S/-[/td] [td]200m[/td] [td]3[/td] [td]10[/td] [td]Blast (4)[/td] [/tr] [tr][td] Quake[/td] [td]5k3+10 X[/td] [td]Vehicle[/td] [td]0[/td] [td]S/-[/td] [td]350m[/td] [td]6[/td] [td]20[/td] [td]Blast (6)[/td] [/tr] [tr][td] Tremor[/td] [td]6k1+30 X[/td] [td]Hybrid[/td] [td]0[/td] [td]-/10[/td] [td]500m[/td] [td]10[/td] [td]30[/td] [td]Blast (10)[/td] [/tr] [tr][td] Fog[/td] [td]-[/td] [td]-[/td] [td]-[/td] [td]-[/td] [td]-[/td] [td]1[/td] [td]5[/td] [td]Smoke[/td] [/tr] [tr][td] Wolverine[/td] [td]-[/td] [td]-[/td] [td]-[/td] [td]-[/td] [td]-[/td] [td]2[/td] [td]5[/td] [td]Special[/td] [/tr] [/table] Vehicle Weapon Modification |
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Name | Slots | Cost | Compatibility |
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Killy (X) | 0 | +X | OLPME, OCFTS | Grants the Killy (X) property. |
Vehicle Features Vehicle Flaws
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Post by Divergent Reality on Aug 17, 2018 20:39:02 GMT -6
Saddle CockpitSome vehicles are effectively a seat strapped to an engine. These modes of transportation feature a bare-bones control and gauges, much like a hoverbike or horse. Saddle Cockpit Slots 1 Cost 5 Incompatible with the Basic Equipment upgrade. Only usable with Open Topped vehicles. Several vehicles I previously designed had inflated costs due to using miniature cockpits, this design more accurately describes and costs for a simple control mechanism for things like bikes, speeders and the like. Stuff not designed to give lots of information to the driver. Double Heat SinkDuring normal operation and even more so during combat vehicles build up a tremendous amount of heat. Pilots and drivers push their machines past the limit regularly only to seize their engine or burn out wires and circuitry. In an effort to reduce such damage, engineers bulked up standard heat sinks to increase their cooling power. Double Heat Sink (2 Slots, 15 VP) If a vehicle with Double Heat Sinks has the Overheating flaw or a weapon that Overheats, ignore their effects while this part is functional. Double Heat Sinks are incompatible with the Miniaturized Modification. Thanks for the clarification WD2 Thermic ArmorLight Slots 3, Cost 5 Armor 3 Medium Slots 5, Cost 10 Armor 6 Heavy Slots 7, Cost 20 Armor 12 Thermic Armor consists of ablative ceramic shields and insulating panels designed to absorb and disperse the amazing heat built up during re-entry by special landing crafts, such as the early human "Space Shuttles" and modern Drop Pods. This armor, although bulky and slightly more protective than standard armor negates the effectiveness of weapons that cause heat damage. Any weapons or attacks from sources such as Flamer, Melta, lava or other hot stuff has its attack profile modified by -0k1 damage and halving the weapon's Pen (rounding down) The Long Tom Cannon is best described as a snub-nosed artillery piece. By shortening the barrel and slimming the body of a traditional artillery cannon, designers created a mobile weapon that is usable by vehicles more agile than traditional artillery carriers. Ordinary |
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Name | Damage | Type | Pen | ROF | Range | Size | Cost | Special | Long Tom Cannon | 6k4+10 | Vhcl | 5 | S/- | 150m | 12 | 40 | Blast (5), Indirect Fire |
Indirect Fire: The Long Tom Cannon may fire its shots along a high arching trajectory to ignore intervening terrain. If it fires in this manner it has a minimum range of 25 meters. Lawful Nice gave us a nice list with all the regular Autocannons from Battletech. From there it is pretty easy to modify any other Battletech weapon to DtD specifications by comparing ratios of their pertinent statistics. In this case, a huge cannon with the range of an AC/5 and the damage output of an AC/20. Lander DriveDrive Rating 10 (flying) A landers drive is less of a form of propulsion as a massive breakng system. Be it grav lifters, parachutes, retro thrusters, or a combination of these it has a job of landing on the surface of a planet and sitting still. * Slide About: The control thrusters on a drop pod are designed for minute course adjustments, not steering and stunt flying. Whenever it takes damage, make a Control Test with a TN equal to the damage taken or else it goes Out Of Control. * Immobile: After a vehicle with a Lander Drive touches down it does not move, all of its fuel is spent landing. If a vehicle has multiple drivetrains ignore this rule. A T'au Drone Omni Mount is a common accessory featured on T'au combat vehicles. These Omni Mounts allow their standardized drones to be mounted onto their vehicles easily for deployment during combat operations. Slots 2 Cost 5
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Post by Divergent Reality on Aug 17, 2018 20:40:45 GMT -6
In an effort to increase protection to valuable military hardware and those who pilot it. Developed by the Federated Commonwealth Heavy Hardened Armor is based on traditional Hardened Armor. This new system provides additional protective benefits. Fortified Armor |
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Grade | Slots | Cost | Light | 1 | 20 | Medium | 2 | 30 | Heavy | 4 | 60 |
Fortified Armor provides the same armor value as Hardened Armor. In addition to these benefits, any time a vehicle suffers critical damage, subtract one from the d10 result. The Melta-Cutter follows the simple and effective naming conversion with Melta weapons, this is designed to bore into earth and stone. Carving a path for a subterranean vehicle to follow. Melta |
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Name | Damage | Type | Pen | ROF | Range | Size | Cost | Special | Melta-Cutter | 5k3+10 | Vhcl | 15 | S/- | 20m | 3 | 15 | Flame |
I got an itch to play around with the Long Tom Artillery Piece from Battletech to see just how big it is in DtD. After figuring out a 'maps' to hexes conversion I was good to go. Launchers |
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Name | Damage | Type | Pen | ROF | Range | Size | Cost | Special | Long Tom Artillery Piece | 7k5+10 | Vhcl | 5 | S/- | 7500m | 24 | 35 | Blast (20), Indirect Fire |
At this point in the exercise we reach a gun so big that you can barely fit a vehicle around it without hitting spacecraft scales. Available Gauss Weapony functions by accelerating an inert solid slug at supersonic velocities thanks to loops of magnets. This gives a wonderful benefit in that your ammunition has no chance of detonating due to damage. On the down side, the massive capacitors necessary to power the magnetic rails are prone to catastrophic failure when damaged. Gauss |
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Name | Damage | Type | Pen | ROF | Range | Size | Cost | Special | Gauss Rifle | 5k4+10 | Vhcl | 10 | S/- | 250m | 5 | 20 | Overload |
Overload: Should a weapon with the Overload property be disabled through Critical Damage it suffers the same effects as Overheating. Reverse Thrusters S1 C10 This engine modification allows the pilot to divert thrust power forwards to enhance a vehicle’s ability to slow down. When using the Maintain Control action to decelerate you may count your Accel rating as two ratings higher.
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Post by Divergent Reality on Aug 17, 2018 23:29:17 GMT -6
Your player successfully pulled off a Highlander Burial and her opponent is now a paste, but much of their walking death machine is intact. Your player, being the improvisational sort, decides to rip off an arm to use as a club.
Improvised Vehicle CQC Weapon
Be it a 'mech arm, sign post, tank barrel or some other heavy object your favorite machine with hands is now armed. An Improvised Vehicle CQC Weapon adds +0k1 damage, gains Unwieldy and lasts until the end of the scene.
DynoCaps Packaging Slots 0 Cost 25
Your vehicle comes compressed to a much smaller size for transport. A vehicle size 1-10 is condensed to the size of a hand grenade, size 11-20 is condensed to the size of a briefcase and a vehicle size 21-30 is condensed to a one meter cube. By pushing an activator button and throwing, or running away from, the DynoCaps bursts in a cloud of smoke and the packaged vehicle is restored to its full size. If the capsule takes damage and is breached it immediately expands to full size engaging anything within its footprint with a Ramming Speed action at a momentum of four. After which it automatically rolls on the Out of Control table.
After extracting the vehicle from a capsule it must be taken to a Capsule Corp location or authorized dealership to be repackage in a DynoCaps Package.
Pokë Bållz would work best as an item, probably a relic.
Ejection Pod Slots 2 Cost 25
War is dangerous enough without being thrown through the canopy of a vehicle at high speeds and into an active war zone. To improve pilot safety ejection pods were designed, they are larger than a standard ejection seat but remove the entire cockpit from the vehicle. In walkers it is commonly referred to as a Full Head Ejection System.
This functions identically to an Ejector Seat and provides an immobile size six vehicle with Light Hardened Armor to protect the pilot after landing. As an added bonus, this cockpit can be recovered and attached to a new vehicle.
Vehicle Flaw Slow To Go
Whether you are spinning your wheels, spooling up turbines or your transmission is shot, your vehicle takes two consecutive turns of Maintain Control (Accelerate) to increase its Momentum above zero.
One Shot
This weapon is stripped apart, in poor condition, or simply a firing mechanism bodged together with some ammunition. Its final effect is that it can only fire once per scene.
Slots 1/2 the weapon's usual to a minimum of one. Cost 1/2 the weapon's usual cost, both rounding up.
Vehicle CQC weapons with this modification are destroyed after landing their first hit.
The weapon can be rearmed and reloaded during downtime, it is not destroyed entirely by firing.
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Post by Divergent Reality on Aug 17, 2018 23:31:37 GMT -6
Munchausen DriveDrive Rating: 10 (Flying) A Munchausen Drive is the means by which vehicles smaller than Spelljammers can escape into the starry void. It typically does this by using incredibly powerful reactors to send the vehicle in a straight line so fast that it just shoots off in to space. While this allows for space travel, it also makes it… a little dangerous to use within an atmosphere. Falin: A vehicle with this drive is restricted as to how fast it may go. If the vehicle's Momentum drops below 7 while using this drive, it cannot stay in the air and goes Out of Control. Sub-Aether mode: A Munchausen Drive allows for a ship to travel through the Warp in the same fashion that large ships do, despite the smaller size, thanks to a complex and compact power source. Munchausen Drive
Drive Rating: 10 (Flying) A Munchausen Drive is the means by which vehicles smaller than spelljammers can escape into the starry void. It typically does this by using incredibly powerful reactors to send the vehicle in a straight line so fast that it just shoots off in to space. While this allows for space travel, it also makes it… a little dangerous to use within an atmosphere.
* Falin:A Vehicle with this drive is restricted in how it may move within a planet's gravity. If a vehicle is using this drive within the atmosphere of a planet, it may only make Punch-it actions to accelerate, and may not change its direction. The vehicle must reach momentum 10 to maintain escape velocity. If it fails a test, or attempts to change course while still within the planet's gravity, it goes Out of Control. * Sub-Aether mode: A Munchausen Drive allows for a ship to travel through the Warp in the same fashion that large ships do, despite the smaller size, thanks to a complex and compact power source. Special: When building a ship with a Munchausen Drive, environmental seals have a cost of 0. Special: Despite being a space-faring vessel, it is unlikely a vehicle sporting a Munchausen Drive can take a hit from a spelljammer’s armaments, or deal comparable damage in return. For more details on the matter, please refer to Book 2. Rail DriveDrive Rating: 4 Rather than travel freely across land, vehicles with Rail Drive travel along fixed rails. Needless to say, going off the rails is detrimental to the vehicle's ability to move. * Metal Giant: A vehicle with this drive may reduce the cost of its Size by half. A vehicle with multiple drives loses this ability. * Ride the Rails: A vehicle with Rail Drive does not require a Maintain Control test every turn to avoid crashing. If no action is taken by the driver a vehicle with a Rail Drive continues along the tracks at its current Momentum. If a vehicle with Rail Drive goes Out of Control and rolls any result other than Straight Edge it derails and crashes as if it had rolled a 10 on the Out of Control table. Any vehicle using a Rail Drive that with a Momentum above zero when not on rails crashes as if it had rolled a 10 on the Out of Control table. Cyclorotor size 1 Cost 10 A Cyclorotor is a modification to a seagoing vessel’s propulsion systems. This exotic rotor allows a ship to move in any direction with great control. The dual rotor design allows ships to rotate in place. Vehicle Flaw: I'm On My BackMost walkers are designed for nimble, almost life like movements, not so for your tank on stilts. Effect: Only vehicles with walker drives may take this flaw. When attempting to stand a fallen walker the pilot must succeed a DC 15 Maintain Control test to do so. The difficulty of this test is increased by one for each hit point a vehicle has lost. Vehicle Flaw: Low Deck / Deep DraftMany vessels are designed to operate in certain waterways, be it the swampy still waters an Airboat calls home or the wine colored depths a Fuel Tanker traverses. Effect: Only vehicles with Naval drives may take this flaw. Your vessel can only operate in shallow waters, less than 5 meters, or deep waters, greater than 5 meters. If your vessel goes into too deep or shallow water it counts as crashing. Vehicle Flaw: Naturally Aspirated / Void ScreamerThe drive says Aerospace, that is a bit misleading. Effect: Only vehicles with Aerospace or Scramjet drives may take this flaw. Some birds need air to breathe, others can't handle atmospheric drag. Choose one flaw, your vehicle either needs an atmosphere to function or no atmosphere at all. Encountering the opposite causes your vehicle to crash. Vehicle Flaw: High TensionSome armor designs are barely contained by their own structural components. With enough stress they completely fail. Effect: Only vehicles with Armor drives may take this flaw. Your armor has almost too much fitted into a small frame. When you suffer a Critical Hit the armor on that location breaks apart and is useless until the end of the scene. Vehicle Flaw: Non Standard PartsYour vehicle is... unique, it's mix match of parts means that everything takes longer to repair. The length of time required to repair a hit point on this vehicle is increased by one hour. This additional hour is added after any repair time reductions due fo having many people working on the vehicle. Vehicle Flaw: Blood SiphonThis vehicle lashes out at its pilot. When a vehicle with this flaw loses hit points the pilot loses an equal amount. The damage is treated as Impact damage to the body. Vehicle Flaw: Death TrapMost vehicles are hazardous to be in when damaged, this one is downright fatal. Effect: Pilots and passengers embarked on a vehicle with this flaw must spend a Hero Point or die when it is destroyed.
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Post by Divergent Reality on Aug 17, 2018 23:35:34 GMT -6
Vehicle Flaw: Prolonged SiegeWars of attrition are about the long game, your turret is prepared for this. Effect: Only vehicles with Turret or Siege drive may take this flaw. Once in Turret or Siege mode this vehicle requires one hour of manually re-configuring to pack up and move, or to shift to an alternate drivetrain. Vehicle Flaw: Unbalanced Spin TankNot all tops are created equal, some spin for hours, others mere seconds. Effect: Only vehicles with Cyclone drive can take this flaw. If your momentum drops below 3 your vehicle is subject to the Spin Out drive trait. Vehicle Flaw: High Protein DietThese things aren't quite alive, but they sure are hungry. Effect: Only vehicles with Creature Drive or the Living Vehicle modification may take this flaw. Your vehicle requires a quantity of fresh meat daily to operate. Size 1-10 need one pound, size 11-20 five pounds, size 21-30 twenty pounds. Failure to feed results in checks to any action the vehicle performs up to a maximum of five. At which point the vehicle ceases to function until fed. Vehicle Flaw: It Pulls a BitIt pulls to the left, you just need to compensate. Otherwise it's like new! Effect: Your vehicle pulls to the left or right, chosen at the time this flaw is applied. When making a Maintain Control action to turn in the opposite direction from the vehicle's pull you receive -1k0 to the Maintain Control test. Vehicle Flaw: High Speed WobbleGoing fast is not your vehicle's friend, once you hit a certain speed your machine begins to shudder and lose stability. Effect: Select a Momentum value from the following: four (-10), six (-7), or eight (-4), at a Momentum equal to or above the selected value you receive Checks to Maintain Control actions. High Speed Wobble |
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Cost | Momentum | 4 | 5 | 6 | 7 | 8 | 9 | 10+ | -10 | | One ✓ | One ✓ | Two ✓ | Two ✓ | Three ✓ | Three ✓ | Four ✓ | -7 | | | | One ✓ | One ✓ | Two ✓ | Two ✓ | Three ✓ | -4 | | | | | | One ✓ | One ✓ | Two ✓ |
Vehicle Flaw: Exposed Fuel SystemCompromises were made in routing power or fuel systems in this vehicle. Some components are not shielded as well as they should be. Effect: After the first time a vehicle with this flaw is forced to roll on the Vehicle Crit Damage table it experiences an effect similar to Blood Loss. Until the end of the Scene roll a d10, on a result of a 1 your vehicle runs out of fuel and will automatically Decelerate each turn until it's momentum equals zero. You can attempt to reroute power through another part of the vehicle to remove this effect with a TN 30 Tech-Use test. If the vehicle must roll again on the Vehicle Crit Damage table after a successful repair increase the TN by five for each successive repair. Syrneth based weaponry create an exotic variety of ways to remove things from existence, scaling up these weapons to ludicrous size is the most natural progression. Special[/td] Syrneth |
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Name | Damage | Type | Pen | ROF | Range | Size | Cost |
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Null Cannon | 7k3+10 | Vehl | 25 | S/0 | 25m | 4 | 25 | Recharge |
To increase a personnel weapon to vehicle scale increase damage by 1k0+10, improve PEN by 25%, clip size is usually the size of the weapon, and the cost is base gun's the acquisition TN minus 5 is the cost of the new weapon.
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Post by Traskus on Aug 19, 2018 12:19:24 GMT -6
Special[/td] Exotic |
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Name | Type | Damage | Pen | RoF | Range | Size | Cost |
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Atomic Artillery | Exotic | 6k2+30 | 5 | S/- | 150m | 15 | 75 | Blast (25), Felling, Uranium |
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Post by Traskus on Aug 19, 2018 12:20:05 GMT -6
Worn DriveDrive Rating: Special Worn drives are made for operators that want to present a small profile and don't mind being exposed. It allows incredible freedom of movement, better situational awareness, and doesn't cost too terribly much to make on average. Jetpacks, platform shoes, exosuits, what have you. *Drive Imitation: - Select any other drive. Treat your vehicle as having that drive's Drive Rating and abilities while in Worn Drive. Purchasing Variable allows you to select different drives for Worn Drive, but does not actually change the drivetrain.
- If a flying drive is chosen, the pilot may perform maintain control actions to reduce the momentum below 3 without going out of control. If a flying drive is chosen and the pilot or vehicle are hit while below momentum 3, the vehicle goes out of control.
*Worn Vehicle: - When creating the vehicle, choose two hit locations. Those hit locations must be wholly dedicated to piloting the vehicle while driving. No armor or gear may be worn on those locations.
- The pilot must be roughly twice the Size of the vehicle to fit and operate it.
- The static defense of the vehicle and pilot are the same, and equal to the pilot's static defense plus the speed bonus of the vehicle. The pilot and vehicle are classified as the same target, and hitting the hit locations dedicated to the vehicle actually hit the vehicle. Called shots may be taken as normal.
- Accommodations and Copilot seat cannot be purchased. The vehicle gains the open-topped trait. The cockpit takes up 0 slots and alternate controls costs 0 slots.
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Post by Traskus on Aug 19, 2018 12:21:24 GMT -6
Vehicle Flaw: Naked OperatorSlots 0 Cost -5 For some reason, your vehicle just doesn't like its operators wearing clothes. Maybe it's sensitive to static electricity, maybe whoever designed it was playing a joke, but surprisingly often there is no explanation whatsoever. Usually this means floating in an a tank full of fluid hooked up to a variety of tubes and wires, but it doesn't need to be so elaborate. Effect: The primary operator must be completely naked in order to drive the vehicle. The disadvantage to this, besides embarrassment, is that they can't have armor or life support suits while operating the vehicle and have to put them on after exiting. Clothing/gear must be stored in a storage compartment or outside the vehicle entirely. This flaw may be taken multiple times, increasing the number of operators by 1 each time. Vehicle Flaw: Startup TimeSlots 0 Cost -2/-4/-6/-8/-10 Not every vehicle can get up and go, you know! Many vehicles (especially larger ones) have a long startup time to activate their various systems and get their heavy parts moving. Effect: The vehicle requires a warm-up time before it can be operated. A full action of startup grants -2 cost, a minute (10 rounds) is -4, ten minutes -6, an hour is -8, and four or more hours is -10. Vehicle Flaw: LoudSlots 0 Cost -10 The vehicle is loud. Loud engine, loud afterburners, loud stereo that can't be turned off, it doesn't matter. It's loud, and that's a problem. Effect: Anyone in, on, or within 5m of the vehicle takes a check to listen tests. Using sonar to find the vehicle has a free raise. FlammableSlots 0 Cost -1 per AP of the vehicle The vehicle is made of wood, bamboo, or other such materials. Effect: This vehicle's armor is ignored by E type damage Vehicle Flaw: Low Ceiling/High FloorSlots 0 Cost -10 The vehicle was not made to operate in major deviations from ground level air pressure. It's simply drawn to the standard. Effect: The vehicle cannot venture any further than 100m above or below ground or sea level. If it does, it goes out of control. This cannot be taken by vehicles that cannot fly or without the diver down feature. Vehicle Flaw: High Ground PressureSlots 0 Cost -10 Walker drives aren't perfect, even for their intended use. Their distribution of mass is less efficient than regular wheeled or tracked vehicles, and they are prone to sinking into the ground. Effect: Only vehicles with walker drives may take this flaw. Vehicles with this flaw are prone to sinking into soft ground and sand. When in an environment relevant to this problem, it treats all terrain as difficult and difficult terrain as arduous. Limited Duration ForcefieldSlots 0 Cost -10 The vehicle's void shield doesn't last very long and is easily overstressed. Effect: This flaw can only be taken by vehicles with void shields. The void shield may only be active for 1 minute (10 rounds) per scene. Each round after that, roll a d10. On a 1 or 2, the void shield deactivates until the vehicle is fully repaired. Limited Protection ForcefieldSlots 0 Cost -10 Someone either forgot to calibrate the void shields properly or once again, someone cheaped out. Effect: This flaw can only be taken by vehicles with void shields. The void shield only protects against 1 damage type (I, R, E, X) Vehicle Flaw: Magic DependencySlots 0 Cost -10 While not always an ideal flaw to have, some vehicles just need a magic kickstart to work. Effect: The driver must spend a resource point in order to activate the vehicle each scene. If the driver is a spellcaster, they may make a TN 15 focus power test using a spell school of their choice instead.
This has the side-effect of giving the vehicle an aesthetic according to the type of resource point or spell school used to activate the vehicle. Honestly I think that's worth price of admission alone.
Weak PointSlots 0 Cost -1 per AP of the vehicle. The vehicle has a weak point. It may not be plain to see, but it's crippling all the same. Effect: Each time the vehicle is hit, the attacker rolls a d10. On a 10, it hits the weak point and ignores the vehicle's armor. If the attacker knows about the weak point (no, hitting it is not enough to know about it), they may make a called shot to hit it automatically. Flaw: Siege EngineSlots 0 Cost -10 Effect: this vehicle must be at a complete stop to use vehicle weapons.
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Post by ScrapyardDragon on Dec 12, 2018 14:57:13 GMT -6
Only vehicle part I've ever really made, might as well hurry up and port it over before the old forum gets nuked.
New Part: Zord Links (25 VP, 1 slot)
Pioneered by a band of champions, Zord Links are a means of allowing multiple vehicles to combine in a single greater whole. Due to the elaborate systems, vehicles including them require two additional background dots to maintain, even the cheap ones that wouldn't normally require them. When connecting together, the pilot of each vehicle included makes a half-action control test against TN 5+(Number of vehicles connecting*5). The vehicles cannot split or combine if doing so would destroy the union or component vehicles.
New Modification: Union Formation
The vehicle is not a single ride to be purchased individually, rather, it is the combined form of two or more vehicles fitted with Zord links, which must be purchased (and maintained) separately. The vehicle's VP budget is the combined total of the vehicles used (each vehicle rounds up to the maximum for its rarity; IE: a 240 vehicle provides 250 vp, as it is still a holdings 1 vehicle), plus 25 for each vehicle used (IE: A union of 2 100vp vehicles would have a budget of 250 vp). The union vehicle's size must be larger than the largest vehicle used in the union, but it cannot be larger than the total size of all the vehicles (IE: A union of 2 size 10 vehicles can be anything from 11 to 20). Should the formation break into its smaller components, the damage taken (IE: hit points lost) is evenly spread across the individual components. Likewise, damage accumulated by the component vehicles is applied to the Union when formed.
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Post by Lestat on Jan 24, 2019 4:55:06 GMT -6
Macross Transducer
The Macross Transducer is essentially an extremely large loudspeaker. The vehicle it is attached to often requires a seriously overcharged generator in order to power it. The sonic waves it emits can blow a grown man off his feet, and onto his roof before causing the entire house itself to collapse. It is often used to harass enemy ground infantry even when too far for it to have lethal effect. Vehicle CQC Weapon Modification: RecitalAny Vehicle CQC Weapon may be made into a supersized instrument by adding +2 size, and +10 VP to the base cost. Vehicle CQC Recital Weapons gain the Deafening and Recital (Annoying) properties.
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Post by Traskus on Feb 22, 2019 21:21:47 GMT -6
Ported from tapatalk. Stellhex is inactive.
DPV Drive Drive Rating: 2 DPV drives are powered by, well, by their drivers. Most often they are used recreationally, but every now and then some hotshot idiot will ride into combat doing kickflips on their skateboard. No Fuel Tanks: A vehicle with this drive has 3 extra slots, and does not explode when destroyed. A vehicle with multiple drives loses this ability. Manpower: The Speed of a vehicle with this drive is capped at its driver's Speed, and its Acc is capped at its driver's Speed divided by the vehicle's size (rounded down).
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Post by ScrapyardDragon on Feb 23, 2019 12:23:34 GMT -6
Creature Drive Drive Rating: Special Creature Drives are special drivetrains for vehicles that move more like living creatures than they do vehicles. With the Living Vehicle Modification, this can be used to represent 'vehicles' like horses and riding ostriches without having to readjust the turn angle of your steed every round. *Takes From Nature: Select any other drive. Treat your vehicle as having that drive's Drive Rating and abilities while in Creature Drive. Purchasing Variable allows you to select different drives for Creature Drive, but does not actually change the drivetrain. *Free Range: Vehicles with Creature Drives do not move automatically at the start of their turn or require Maintain Control. Instead, the pilot takes movement actions as normal, their vehicle having an effective ground speed of (Speed + Accel + Drive Rating). Treat the vehicle's Momentum as 0 if the vehicle is rendered immobile or prone, and 1 if not. Creature drives are operated with Animal Ken by default instead of drive or pilot.
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Post by Traskus on Mar 5, 2021 17:40:52 GMT -6
Armor Drive
Drive Rating: N/A
This drivetrain is used for high-grade Power Armor, armed and armored enough to go man-to-man with large vehicles and heavy infantry. It blurs the line between standard Power Armor and a vehicle, requiring keen skill with both in order to be used to it's fullest potential.
* Robot Armor: The pilot moves, acts, and takes damage as if they were in Power Armor (AP = Armor, Max Dex = Accel, covers All) instead of a vehicle. Add half the vehicle's Speed to the pilot's Speed. Replace Power Armor's +1 Resilience with +(vehicle Size/2, round up) Resilience. Treat the vehicle's Momentum as 0 if the pilot is immobilized or prone, and 1 if not. Use Fire Mounted Weapon for performing attacks, and Evasive Maneuvers for dodging.
* Tight: The pilot cannot wear normal armor while piloting, and must be roughly the same Size as their vehicle to operate it. Accommodations, Copilot Seat, and Open Topped cannot be purchased. If Variable is purchased, always treat the vehicle as an armored pilot for damage calculation.
Created by weredrago2, ported by me with permission.
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Post by Traskus on Mar 5, 2021 18:14:10 GMT -6
High Caliber Cannons | Name | Damage
| Type
| Pen
| RoF
| Range
| Size
| Cost
| Special
| 140mm Falcon
| 5k4+10 X
| Vehicle
| 8
| S/-
| 300m
| 8
| 20
| Loading 1, Indirect Fire, Blast (2)
| 195mm Hawk
| 6k4+10 X
| Vehicle
| 12
| S/-
| 400m
| 10
| 25
| Loading 2, Indirect Fire, Blast (4)
| 250mm Eagle
| 6k5+10 X
| Vehicle
| 16
| S/-
| 500m
| 12
| 30
| Loading 3, Indirect Fire, Blast (6)
| AP Rounds
| -
| -
| +2
| -
| -
| -
| -
| Blast -2
| HE Rounds
| -
| -
| -2
| -
| -
| -
| -
| Blast +2
| HV Rounds
| -
| -
| -
| -
| +100m
| +1
| +5
| -
|
Trait: Loading [X] After a weapon with the loading trait fires, it requires a number of additional full actions, equal to its rating, to cycle to the next round. This full action may be taken by anyone onboard the vehicle with access to the weapon; However, until these full actions are taken, the weapon may not be fired again.
Automatic Loading Mechanism Size:2 | Cost: 10 This automatic loading mechanism can be attached to a weapon with the loading trait. The automatic loader will, once per turn, take a full action towards loading the weapon. Multiple Autoloading mechanisms may be installed on one weapon, each loader is able to take a full action towards loading the weapon.
And for extra madness. The creator suggested not making these applicable to the "hybrid" weapon mount. High Caliber Cannons | Name | Damage
| Type
| Pen
| RoF
| Range
| Size
| Cost
| Special
| 305mm
| 6k4+14 X
| Vehicle
| 20
| S/-
| 400m
| 14
| 35
| Loading 4, Indirect Fire, Blast (8)
| 360mm
| 6k5+15 X
| Vehicle
| 24
| S/-
| 500m
| 16
| 40
| Loading 5, Indirect Fire, Blast (10)
| 415mm
| 7k5+15 X
| Vehicle
| 28
| S/-
| 600m
| 18
| 45
| Loading 6, Indirect Fire, Blast (12)
| 470mm
| 6k5+20 X
| Vehicle
| 32
| S/-
| 500m
| 20
| 50
| Loading 7, Indirect Fire, Blast (14)
| 525mm
| 7k5+20 X
| Vehicle
| 36
| S/-
| 600m
| 22
| 55
| Loading 8, Indirect Fire, Blast (16)
| 580mm
| 7k6+20 X
| Vehicle
| 40
| S/-
| 700m
| 24
| 60
| Loading 9, Indirect Fire, Blast (18)
| 635mm
| 7k5+25 X
| Vehicle
| 44
| S/-
| 600m
| 26
| 65
| Loading 10, Indirect Fire, Blast (20)
| 690mm
| 7k6+25 X
| Vehicle
| 48
| S/-
| 700m
| 28
| 70
| Loading 11, Indirect Fire, Blast (22)
| 745mm
| 8k6+26 X
| Vehicle
| 52
| S/-
| 800m
| 30
| 75
| Loading 12, Indirect Fire, Blast (24)
| 800mm
| 7k6+30 X
| Vehicle
| 56
| S/-
| 700m
| 32
| 80
| Loading 13, Indirect Fire, Blast (26)
|
|
|