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Vehicles

Vehicles are described by a number of statistics, as shown on the following tables.

Crew: The standard number of crew. In most cases, only one person is needed to drive the vehicle; other crew members serve as gunners or copilots.

Passengers: The number of passengers (in addition to the crew) the vehicle is designed to carry. Vehicles that carry passengers can use that space to carry additional cargo when passengers aren't present. Each unused passenger slot allows the vehicle to carry an additional 100 pounds of cargo.

Cargo Capacity: The amount of cargo the vehicle is designed to carry. Many vehicles can, in a pinch, carry extra passengers instead of cargo, but doing so is usually a cramped, uncomfortable, and often unsafe experience for those passengers. As a rule of thumb, one additional passenger can be car-ried for each 250 pounds of unused cargo capacity.

Initiative: The modifier added. to the driver's or pilot's initiative check when operating the vehicle.

Maneuver: The modifier added to any Drive or Pilot checks attempted with the vehicle.

Top Speed: The maximum number of squares the vehicle can cover in 1 round at character scale (with the number of squares at chase scale in parentheses). This is the fast-est the vehicle can move.

Defense: The vehicle's Defense.

Hardness: The vehicle's hardness. Subtract this number from any damage dealt to the vehicle.

Hit Points: The vehicle's full normal hit points.

Size: Vehicle size categories are defined differently from the size categories for weapons and other objects (a Medium-size vehicle, for example, is not the same size as a Medium-size weapon or other object).

Purchase DC: This is the purchase DC for a Wealth check to acquire the vehicle. This number reflects the base price and doesn't include any modifier for purchasing the vehicle on the black market.

Restriction: The restriction rating for the vehicle, if any, and the appropriate black market purchase DC modifier. Remember to apply this modifier to the purchase DC when making a Wealth check to acquire the vehicle on the black market.

CIVILIAN CARS

In the 26th century, fossil fuels are all but gone. Cars of today run on a variety of power sources, including fusion generators, power packs, solar cells, chemical converters (usually hydrogen), and, rarely, any of a number of biomass systems that still employ the basic principles of internal combustion (using methane, ethanol, or other combustible, renew-able fuel sources).

For game purposes, fuel and routine upkeep costs are negligible.

Most new civilian cars include such standard features as air conditioning, air bags, anti lock brakes, cruise control, keyless entry, and a limited Grid interface for entertainment purposes, navigation, and communication. Luxury vehicles often also include extras such as heated side mirrors, power seats, leather upholstery, and sunroofs. In general, these luxury amenities can be added to a non-luxury car with an increase of 1 to the vehicle's purchase DC.

Unless otherwise noted, civilian cars provide three-quarters cover for their occupants (although passengers who lean out of windows or sunroofs, perhaps to fire weapons, may be reduced to one-half or even one-quarter cover).

Civilian automobiles of the 26th century are usually required by law to carry remote shutdown systems in the event the vehicle is involved in a high-speed chase. The operative skill for cars is Drive.

BENDEL MOTORS SPIRIT (PL 7)

The Bendel Motors Spirit is a comfortable, four-door, midsize sedan with a powerful mini-reactor engine. It is 2 squares wide and 3 squares long.

NAKAZAWA DELTA-9 (PL 6)

The Delta-9 from Nakazawa is a mid-size family wagon with a hatchback rear door and plenty of cargo space. It is 2 squares wide and 3 squares long.

SKG LAMPLIGHTER (PL 6)

The Lamplighter four-door economy sedan offers comfort and performance for a reason-able price. Slower than most civilian automobiles, the Lamplighter offers all the usual luxuries included in the base price-keeping the cost down by selling budget components, rather than the high-end electronics usually installed. The Lamplighter is 2 squares wide and 3 squares long.

STRADTLER HLlDSKJALF (PL 7)

The Hlidskjalf sedan is widely recognized as the finest four-door luxury sedan in production during its age. The Hlidskjalf is 2 squares wide and 3 squares long.

TM WILLOW (PL 7)

This mid-size, two-door sedan from Toner Motors is a common car model. It has improved air filters to keep out the kind of dust found in the environments of other planets. They are less popular on Earth, except when they are adapted to desert driving. The Willow is 2 squares wide and 3 squares long.

CIVILIAN MOTORCYCLES

Unlike getting into a car, mounting a motorcycle is a free action. Motorcycles tend to perform better than automobiles, but they provide no cover to their occupants.

HARRIS-MUSSELMAN DIRT BIKE (PL 6)

Known as the “Muscle man,” the H-M is a popular recreational motorcycle that also happens to enjoy wide use by military recon units. It is 1 square wide and 2 squares long.

STRADTLER VALKYRIE (PL 7)

Stradtler's version of the street bike upholds the Norwegian motor company's reputation for high performance and luxury. Constructed on the “chopper” frame, the Valkyrie has a triple-wide rear tire and a center of gravity set slightly further back than normal street cycles, enabling it to get up on the rear wheel for impressive displays of motorcycle riding. It is 1 square wide and 2 squares long.

CIVILIAN HOVERVEHICLES

Hovervehicles are extremely popular at Progress Level 7, when the ability to set down virtually anywhere allows “hoverists” (hoverrvehicle enthusiasts) to take the same vehicle into the wilderness that they take to work every day.

Air traffic control usually restricts hover traffic to 5,000 feet or less.

Police and well-marked hover lanes keep traffic in line.

Unless otherwise noted, civilian hover-vehicles provide three-quarters cover for their occupants. The operative skill for hover vehicles is Pilot.

AD-BRIGHT POLICE CRUISER (PL 7)

Developed in PL 7 by AutoDyn and Bright Systems, the AD-Bright police cruiser uses hover technology to put police on equal footing with the private citizens' hovervehicles. When driven on the ground, the police I cruiser's top speed drops to 215 (21). It is 3 squares wide I and 3 squares long. The main cab of an AD- Bright police cruiser contains the following equipment:

  • Patrol box
  • Radio transmitter/receiver
  • Maps (atlas)
  • GPS receiver
  • 2 searchlights (a battery flood flash-light with double the usual range; mounted to the cruiser on either side)
  • Standard flashlight
  • 12 chemical lightsticks

The trunk of an AD-Bright police cruiser holds the following additional gear:

  • First-aid kit
  • Basic evidence kit
  • Basic toolkit (including duct tape, bolt cutters, and a multipurpose tool)
  • Pair of handcuffs
  • 25 plastic zip ties
  • Blanket
  • 2 days' worth of trail rations
  • 8 road flares
  • 2 strobing traffic cones
  • Roll of crime scene tape
  • Fire extinguisher

AUTODYN HOVERBIKE (PL 7)

The AutoDyn hoverbike can travel as high as 15,000 feet, and that limit is set due to the rider's inability to breathe at higher altitudes without an oxygen mask. When driven on the ground, the hoverbike's top speed is 380 (38). The hoverbike is 1 square wide and 2 squares long. It provides its rider with no cover.

AUTODYN HOVERBUS (PL 7)

AutoDyn's hoverbus provides the flying version of mass transit. The hoverbus's top speed is 120 (12). A hoverbus is 3 squares wide and 8 squares long.

AUTODYN HOVERCAR (PL 7)

The AutoDyn hovercar is capable of flying up to 30,000 feet when the cabin is sealed. When driven on the ground, the hovercar's top speed is 215 (21). A hovercar is usually 2 squares wide and 3 squares long, but larger luxury models exist.

AUTODYN HOVERTRUCK (PL 7)

The AutoDyn hovertruck is frequently used by emergency services personnel (with modifications) for rescuing stranded hoverists or reaching hikers and mountain climbers lost at high altitudes. When driven on the ground, the hovertruck's top speed is 145 (14). A hoverrtruck is 3 squares wide and 4 squares long.

HYDRODYN SEAHAWK (PL 7)

Unlike other hovervehicles, the SeaHawk is only capable of landing on water or on specially constructed brackets (purchase DC 23). When piloted on the water, the SeaHawk's top speed is 140 (14). It has a 5,000-foot legal ceiling, but it doesn't trouble with traffic lanes when used over open water. The Sea Hawk is 3 squares wide and 5 squares long.

CIVILIAN TRUCKS

Trucks include pickups, sport utility vehicles, vans, and minivans. They generally have the same features as civilian cars.

Like cars, trucks generally provide three-quarters cover to their occupants. The rear bed of a pickup truck, however, provides only one-half cover.

CRETAN MOTORS KENTAUR (PL 6)

Cretan Motors produces a smaller, faster, “light-duty” pickup with many of the same features of the larger Hekatoncheires but without all the cargo space. The Kentaur is 2 squares wide and 3 squares long.

GAIA MOTOR COMPANY VIRGO (PL 6)

The Gaia Motor Company developed a line of automobiles powered by the popular fusion minireactor. The Virgo minivan is a top seller, capable of high speeds yet comfortably easy to handle. It is 2 squares wide and 3 squares long.

ZHANG MOTORS XRL (PL 7)

The XRL is designed to operate using a less expensive particle reactor, rather than the slightly more stable fusion mini reactor. This gamble ultimately paid off when an XRL won the Australian Rally Challenge. The XRL comes only in a two-door style. It is 2 squares wide and 3 squares long.

CIVILIAN WATER VEHICLES

Piloting a water vehicle is covered by the Drive skill.

OTHER VEHICLES

A few types of vehicles don't fit neatly into the categories covered above. Many of these (such as the armored truck and the limousine) are usually custom built, so the model name isn't specified as it is with most other vehicles in this section. The description and stats reflect a typical model.

AUTODYN HOVERBOARD (PL 7)

The AutoDyn hoverboard is a foot-long board held aloft by a tiny but powerful forced-air system. A hoverboard is 1 square wide and 1 square long, and it provides no cover to its rider. The operative skill to control a hoverboard is Tumble.

WGM WYOMING (PL 7)

The Wallace General Mechanics Wyoming is essentially a four-wheeled dirt bike powered by a mini-reactor. It provides no cover for its rider. The Wyoming is 1 square wide and 2 squares long.

MILITARY VEHICLES

APPEL-SIEMS GYROCOPTER (PL 6)

Appel-Siems created its one-seat helicopter for the military, but many exist in the law enforcement roles and in the corporate sector. The mostly enclosed cockpit gives its pilot three-quarters cover. Its body is 1 square wide and 3 squares long.

EU2A1 MENDEZ (PL 6)

The Mendez armored personnel carrier is fusion-powered and fully enclosed. The crew consists of a driver and two gunners. The vehicle has three topside hatches, located directly above each crew position, with a large door/ramp in the back for infantry troops to board or disembark. Entering or disembarking through a top hatch requires a full-round action. The Mendez is 3 squares wide and 4 squares long, and it provides full cover to all its occupants.

The EU2Al Mendez has a pair of mounted twin thunder machine guns mounted near two of the three topside hatches.

IS-2000 IFRIT (PL 7)

The IS-2000 Ifrit APC is faster, more durable, and carries more troops than the Mendez APC. The Ifrit is crewed by a commander, a driver, and two gunners, each of whom has a topside hatch located directly above them. Entering or disembarking through a top hatch requires a full-round action. The rear door is not built for fast deployment, requiring a full round to open or close. The Ifrit is 3 squares wide and 4 squares long, and it provides full cover to all its occupants.

The IS-2000 Ifrit has a mounted twin thunder machine gun near one topside hatch and a mounted rail gun near another. The twin thunder fires PL 6 plasma-coated rounds, while the rail gun fires rail gun shards.

M -300 HOVERTANK (PL 7)

The M-300 Hovertank is powered by a particle reactor and crewed by a pilot, gunner, gun loader, and commander. It comes equipped with a fully turreted M-300 Rhino mass cannon as its main gun and a T-95 Cavalcade chain gun in a separate turret located above the commander's hatch. Each crew position has a topside hatch located directly above it. Entering or disembarking through a top hatch requires a full-round action, and starting the Hovertank requires an-other full round action.

The M-300 Hovertank is 3 squares wide and 6 squares long, and it provides full cover to all its occupants. A more expensive version of the Hovertank comes equipped with neovulcanium armor and an on-board tactical assist system .

SU-5OO TURTLEDOVE (PL 6)

One of the last military helicopters in use by the Solar Union before they were replaced with hovervehicles, the Turtledove was a familiar sight over the battlefields of PL 6. It is 4 squares wide and 10 squares long.

VEHICLE GEAR

The following equipment can be purchased and installed on any vehicle of Progress Level 6 or higher (unless noted otherwise). In most cases, purchasing vehicle gear requires a Wealth check separate from the Wealth check to acquire the vehicle.

ANTI-ACCIDENT SYSTEM

Anti-accident systems use airbags, fire-retardant foam, no-skid. brakes, gyroscopic stabilizers, and other safety features to improve a driver's chances of surviving or averting accidents. The system reduces collision damage by half, though this only applies to the vehicle equipped with an anti-accident system. Further, the operator of a vehicle so equipped gains a +2 equipment bonus on Drive or Pilot checks to make hard brake or hard turn maneuvers.

  • Purchase DC: 17.
  • Restriction: None.

AUTOCOMP, DRIVER

A driver autocomp consists of an on board computer with AI software capable to operating a vehicle, thereby removing the need for a driver or pilot. Most vehicles equipped with a driver autocomp still retain a driver's seat, allowing the vehicle to be controlled manually if the autocomp is deactivated or disabled. Disabling a driver autocomp requires a successful Disable Device check (DC 15).

The driver autocomp's modifier on all Drive or Pilot checks, as well as its purchase DC, depends on the quality of the system's AI software; see the Driver Autocomps table for details.

  • Purchase DC: See Table
  • Restriction: None.

AUTOCOMP, GUNNER

A gunner autocomp is an on board computer with AI software capable of automatically aiming and firing all of a vehicle's mounted weapons, thereby removing the need for one or more gunners. Most vehicles equipped with a gunner autocomp still allow the vehicle's weapons to be controlled manually if the autocomp is deactivated or disabled. Disabling a gunner autocomp requires a successful Disable Device check (DC 15).

The gunner autocomp's attack bonus, as well as its purchase DC, depends on the quality of the system's AI software; see this table for details.

  • Purchase DC: See Table, and increase the purchase DC by +1 for each additional weapon after the first. For example, a Hot-shot AI-G8 autocomp designed to control two mounted vehicle weapons has a purchase DC of 28.
  • Restriction: Licensed (+1).

BODY SPIKES

This modification includes dozens of spikes, barbs of jagged metal and barbed wire, welded to the vehicle’s body. When the vehicles collides with a target, the body spikes in-crease the damage dealt to the target by +1 die. This damage does not stack with extra damage caused by a spiked ran plate. In addition, characters jumping onto a vehicle with this modification must make a Reflex save (DC 15)) or take 1d6 points of piercing damage.

  • Purchase DC: +1
  • Restrictions: None.

BOOBY TRAP

Booby traps are designed to keep strangers from meddling with a vehicle. A secret switch disarms the booby trap (Search DC 15, Disable Device DC 20). The booby trap can be placed on the vehicle’s fuel tank or battery, ignition, trunk, engine compartment, or on one or more of the doors. When the trapped component is opened, used, or otherwise engaged, the booby trap goes off. Normally, when a booby trap is disabled, the vehicle’s engine is disabled. Repairing it requires a one-hour repair check (DC 20). Alternatively, the booby trap can be connected to an explosive. When the explosive goes off, however, it deals damage to the vehicle as well as to any creatures within the blast radius.

  • Purchase DC: +1
  • Restrictions: None

ENGINE SUPERCHARGER

This powerful addition to a vehicle’s engine increases the vehicle’s initiative modifier by +4 and provides a +2 bonus on Drive or Pilot checks when attempting the dash stunt.

  • Purchase DC: +2
  • Restrictions: None, but the super-charger is heavy and takes up 20 pounds of the vehicle’s cargo capacity.

ENGINE UP-SIZE

Replace your vehicle’s engine with a larger, more powerful one. Adds +1 to the vehicle’s maneuver modifier and +10(2) to maximum speed.

  • Purchase DC: +2
  • Restrictions: None, but the bigger engine is heavier and takes up 80 pounds of the vehicle’s cargo capacity.

OFF-ROAD TIRES

These heavy tires provide superior traction for off-road use. On roads, they reduce the vehicle’s maneuverability b -1, but when the vehicle is taken off-road, they instead in-crease maneuverability by+2.

  • Purchase DC: +1
  • Restrictions: Wheeled vehicles only. Uses 40 pounds of cargo capacity.

OVER-SIZED BRAKES

These powerful brakes provide a +2 bonus on Drive checks when attempting the hard brake stunt.

  • Purchase DC: +1
  • Restrictions: None

RAM PLATE

This heavy plate across the front of a vehicle gives it hardness 15 against collisions from the front. This hardness applies only to collisions and does not apply to collision damage from any other direction. If the vehicle already has hardness 15 or greater, the ram plate provides no additional bonus. The bulky ram plate imposes a –1 penalty to the vehicle’s maneuverability modifier.

  • Purchase DC: +1
  • Restrictions: Motorcycles can’t have ram plates. No vehicle can have both a ram plate and a spiked ram plate. A ram plate uses up 80 pounds of the vehicle’s cargo capacity.

RAM PLATE, SPIKED

Like a standard ram plate, this plate gives a vehicle hardness 15 against collisions from the front. In addition, when the vehicle collides with a target head-on, the spiked ram plate increases the damage dealt to the other vehicle or object by +2 dice. The bulky ram plate imposes a –1 penalty to the vehicle’s maneuverability modifier.

  • Purchase DC: +2
  • Restrictions: Motorcycles can’t have ram plates. No vehicle can have both a ram plate and a spiked ram plate. A spiked ram plate uses up 100 pounds of the vehicle’s cargo capacity.

REMOTE SHUTDOWN SYSTEM

This public safety feature, introduced at Progress Level 6, is required by law on all civilian vehicles. The remote shutdown system consists of a microcomputer attached to the vehicle's electrical system plus a micro-antenna. At a coded signal from an authorized law enforcement officer (via a dashboard-mounted unit installed in most police cruisers), the remote shutdown system switches off the vehicle, bringing it to a slow, safe stop (and, in the case of flying or hovering vehicles, a safe descent).

Law enforcement agencies maintain huge databases of codes for civilian vehicles, enabling officers to quickly determine the code for a vehicle by make, model, year, or license plate. Searching for a code requires a full-round action. Entering the code to shut down the vehicle is an attack action.

This system is installed on all civilian vehicles. Acquiring a civilian vehicle without a remote shutdown system or acquiring a vehicle with an altered code (so that the owner can shut it down, but no one else can) is treated like buying an illegal item. Removing the system—an illegal act—requires a successful Disable Device check (DC 15). Changing the code—also an illegal act—requires a successful Computer Use check (DC 30).

An installed remote shutdown system does not increase a vehicle's purchase DC.

VEHICULAR ARMOR

Armor can be welded or otherwise fixed securely to a vehicle's chassis, providing an equipment bonus to the vehicle's Defense. Vehicular armor also makes a vehicle more ungainly, imposing a penalty on the vehicle operator's Drive or Pilot checks. Vehicular armor does not require a special license to purchase. Installing armor on a vehicle requires 12 hours and a Craft (mechanical) check (DC 20). Armor can be removed in half the time with a successful Repair check (DC 20).

  • Equipment Bonus: The equipment bonus that the armor provides to the vehicle.
  • Drive/Pilot Check Penalty: Apply this penalty to the vehicle operator's Drive or Pilot checks.
  • Purchase DC: The cost of the vehicular armor.

ALUMISTEEL ARMOR (PL 5)

This easy-to-acquire alloy is lightweight and reasonably strong.

  • Equipment Bonus: +5.
  • Drive/Pilot Check Penalty: -3.
  • Purchase DC: 15 + the vehicle's hardness.

DURAPLASTIC ARMOR (PL 5)

Duraplastic armor is made of advanced plastic polymers, like carbon fiber and high-grade fiberglass. Although relatively cheap and light, it doesn't offer tremendous protection.

  • Equipment Bonus: +3.
  • Drive/Pilot Check Penalty: -2.
  • Purchase DC: 10 + the vehicle's hardness.

DURALLOY ARMOR (PL 6)

Duralloy is harder, heavier, and more durable than alumisteel.

  • Equipment Bonus: +8.
  • Drive/Pilot Check Penalty: -4.
  • Purchase DC: 15 + the vehicle's hardness.

RESILIUM ARMOR (PL 6)

Resilium is more malleable alloy than duralloy, although not as strong.

  • Equipment Bonus: +6.
  • Drive/Pilot Check Penalty: -2.
  • Purchase DC: 10 + the vehicle's hardness.

CRYSTAL CARBON ARMOR (PL 7)

“Grown” in orbital laboratories, crystal carbon is a composite fiber material that narrowly outperforms neovulcanium on the battlefield.

  • Equipment Bonus: +10.
  • Drive/Pilot Check Penalty: -4.
  • Purchase DC: 20 + the vehicle's hardness.

NEOVULCANIUM ARMOR (PL 7)

Similar to duralloy, neovulcanium uses plasma-forging techniques to create an alloy of surprising resilience.

  • Equipment Bonus: +10.
  • Drive/Pilot Check Penalty: -5.
  • Purchase DC: 15 + the vehicle's hardness.

WHEEL ARMOR (PL 4)

Metal plates cover the vehicle’s wheels, giving them one-half cover (+4 Defense).

  • Equipment Bonus: See Above
  • Drive/Pilot Check Penalty: -2.
  • Purchase DC: +1 to vehicle purchase DC.

WINDOW ARMOR (PL 4)

Metal plates over the vehicle’s windows provide additional cover for its occupants. A vehicle that normally offers three-quarters cover offers nine-tenths cover instead. Vehicles that offer more or less than three-quarters cover can’t be modified with window armor.

  • Equipment Bonus: See Above
  • Drive/Pilot Check Penalty: -3.
  • Purchase DC: +1 to vehicle purchase DC.
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vehicles.txt · Last modified: 2021/12/04 00:39 (external edit)