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Chapter 7: Vehicles

Vehicles: Only very rarely used on space


stations or ships, similar military roles are filled by
mecha and civilian roles by station elevators,
vehicles are far more common on planets for
transportation, though mecha still generally
1 0 1
dominate most battlefields.

2 Due to the prevalence of gravity based technology


2 on the galactic stage, such as the artificial gravity
about starships, similar technology is used in
virtually all ground vehicles. This anti-grav
technology allows vehicles to nearly ignore terrain,
allowing alien planets to forego costly road building,
instead only having guides by which to direct traffic
in more populous areas.
3 4 3

3 speed ranks Stop/Slow/Fast


You always have to pick the speed that youll be at the next turn at the end of your
current movement, but you can only increase it one speed rank at a time.
For each direction you turn (shown below) it costs you of your movement without
a Drive check. Any movement done during your turn may be anywhere between
the direction you started and the direction you ended up in.
You can go in reverse at speed and need to be at a stop the previous turn to start
going in reverse. You also add 2 to any maneuver complexity when traveling in
reverse.

Obstacle Examples Notc Damage taken per Additional Effect on Damage


h spd
Steel Garbage Can +1 1d6+1ap(H) -
Infantry (human +1 1d4 (H) -
scale)
Infantry (exo scale) +2 1d4 (E) -
Infantry (mecha +3 1d4 (M) -
scale)
Infantry (tank scale) +4 1d4 (T) -

Chapter 7 - 1
Brick Wall n/a 1d8 (T) -
Dumpster +4 1d6+1ap (M) -

Obstacles add difficulty to the rounds Drive check. So avoiding a garbage can on
the above table (+1) would have the same effect as a 45 degree turn.
You pick the entirety of what youre attempting before you make your check.
Each vehicle also has a maneuverability bonus/penalty depending upon how easy it
is the maneuver. In general the larger and more heavily armored a vehicle is the
bigger the penalty, though some of the very fastest vehicles have a similar penalty
due to each of their speed categories being so much faster than other vehicles.
Lumbering:All maneuver complexities and damage dealt to (not taken by)
obstacles and during collisions are multiplied by two. Any check for the driver to
attempt to avoid a collision is cut in half. That penalty does not apply to other
vehicles attempting to avoid the Lumbering vehicle.
If you fail your check by 4 or less youre forced to lower your maneuver by 2
notches, by turning less, slowing more, and/or hitting obstacles.
If you fail your check your check to turn by 5+ on a turn you spin-out. A spin-out
makes you end up facing a random direction. Roll a d8 and designate each of the
eight possible directions a single # to be aimed in and you come to a complete
stop.
If you fail your check by 5+ on obstacle(s) then you hit all said obstacle(s) in order
unless hitting one will stop the vehicle before it hits the latter ones.
Its quite possible to hit obstacles and go into a spin-out at the same time. If that
happens, hit all obstacles up to the turn (unless one stops you) and then spin-out.
When you spin-out, the driver and all passengers take a -8 on all attacks for the
round and the car is at a stop next turn.
Each point of damage from obstacles (after armor) adds +1 to maneuver complexity
the next turn or you spin-out.

Maneuver Full Stop Max Speed Max Speed


Complexity slow fast

Chapter 7 - 2
1 - - -
2 - - 10 DC
3 - 5 DC 15 DC
4 5 DC 10 DC 20 DC
5 10 DC 15 DC 25 DC
6 15 DC 20 DC 30 DC
7 20 DC 25 DC 35 DC
8 25 DC 30 DC 40 DC
9 30 DC 35 DC 45 DC
10 35 DC 40 DC 50 DC

A vehicles passive defense speed is based upon the speed that theyll be at the
following turn.

Any passengers get the speed bonus to their own defenses and as a penalty to their
attack rolls, but they dont get their own agility bonus. They also get the armor of
the vehicle in addition to their own. (said armor stacks)

Collisions:
Whether on purpose or by accident, its not uncommon for a vehicle to end up on a
collision course with either infantry or another vehicle. (For the sake of this section,
the vehicle instigating the collision is referred to as the attacking vehicle.)
Infantry may attempt to avoid being hit by making both an Acrobatics & an
Awareness check, and taking the higher of the two. This is rolled against a DC set
on the below table.
Passing the Awareness check to avoid being hit means that you saw him coming
and were able to step casually away. Passing the Acrobatics check to avoid being
hit and you dodged out of the way at the last instant. Mechanically they have the
same effect.
If the vehicle would end its move where you are, move to the nearest empty square.
A vehicle may attempt to avoid being hit by making a Drive check. A vehicle may
not attempt to avoid being hit if it is at a full stop.
Instead of trying to dodge, either infantry or a vehicle may use their turns action
out of initiative order to make a single shot with a firearm against the vehicle about
to hit them. This shot has no range or cover penalties. If the vehicle is destroyed it
stops d12 spaces away from them, up to a maximum distance of where it started
the turn.
Note: Attacking out of normal order in such a way and a character gives up their
normal action for the turn.

Chapter 7 - 3
If the attacking vehicle is causing the collision intentionally, they may either use the
DC below or make a Drive check which will then be the new DC. This could result in
a lower DC than on the below table.
All collisions with vehicles or obstacles count as Clean Blows which default as wound
damage.
Note: Unlike for maneuvers, there is no speed penalty to Drive checks for collisions,
either intentionally crashing or avoiding a collission.

Collisions DC - Effect if hit


slw/med/fst
Human Scale 8/12/16 Takes 1d4(H) damage per speed
Vehicle category.
Exo Scale Vehicle 12/15/18 Takes 1d4 (E) damage per speed
category.
Mecha Scale 15/18/21 Takes 1d4 (M) damage per speed
Vehicle category.
Melee
Tank Scale 18/20/22 Takes 1d4 (T) damage per speed
:If you
Vehicle category.
close
to melee range against a vehicle you can choose to engage its passive defense or
to engage one and only one of their weapons, forcing it to fire in the melee phase.
In addition, you can only engage a vehicle up to one scale larger. (For example, a
mecha could engage a tanks weapon, but an exo couldnt.) However, anyone may
use a melee weapon against a vehicles passive defense.
Any of the vehicles weapons which are not being actively engaged may fire as
normal even if the vehicle is being attacked in melee.

Chapter 7 - 4
Sedan (mecha scale) An average anti-gravity vehicle for personal transport,
they are probably the most common vehicle type throughout the star-lanes, though
they can vary quite a bit depending upon the species which they were designed for.
Seating: 5 (2 front/3back)
Crew: Driver (front)
Space: 2x3. (long)
Wounds: 10 (mecha scale)
Armor: 1/1
Maneuverability: +5
Speed: 1-30/31-90
Passive Defense: 1+speed rating

Hover-cycle (exo scale) An almost entirely human phenomenon, some humans


have gotten the anti-gravity technology to create a vehicle approximating the look,
feel, and handling of a motorcycle. Due to its small size and high thrust to weight
ratio, its acceleration is nearly unmatched.
Seating: 2 (1 front/1back)
Crew: Driver (front)
Space: 1x2. (long)
Wounds: 10 (exo scale)
Armor: 1/1
Maneuverability: +10
Speed: 1-50/51-100
Passive Defense: 5+2xspeed rating

Armored Military Vehicle (mecha scale)


Seating: 5 (2 front/3back)
Crew: Driver (front)
Space: 2x3. (long)
Wounds: 14 (mecha scale)
Armor: 5/3
Maneuverability: +3

Chapter 7 - 5
Speed: 1-25/26-100
Passive Defense: 1+speed rating

Light Tank (tank scale)


Seating: 4 (2 front/2back)
Space: 3x4. (long)
Crew: Driver (front), Gunner (front)
Wounds: 10 (tank scale)
Armor: 4/3
Maneuverability: -5
Speed: 1-16/17-80
Passive Defense: 0+speed rating
Armament: Light Battle Cannon (gunner/turret)
Heavy Machine Gun (H) (gunner/turret)
Heavy Machine Gun (H) (driver/front arc)

MBL (Main Battle Line) Tank (tank scale)


Seating: 6 (3 front/3back)
Space: 4x6. (long)
Crew: Driver (front), Gunner A (front), Gunner B (back)
Wounds: 30 (tank scale)
Armor: 8/6
Maneuverability: +0
Speed: 1-12/13-60
Passive Defense: (-3)+speed rating
Special: Lumbering
Armament:
Battle Cannon (gunner A/turret)
Heavy Machine Gun (H) (gunner A/turret)
Heavy Machine Gun (H) (driver/front arc)

Chapter 7 - 6
Heavy Machine Gun (H) (gunner B/left arc)
Heavy Machine Gun (H) (gunner B/right arc)

Chapter 7 - 7

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