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PostSubject: Terran Ground Vehicles   Sat Aug 24, 2013 10:25 am

Terran Ground Vehicles
While there is an array of different ground vehicles that vary from planet to planet (based off of need), the most common types in the Milky Way have proved their timelessness again and again. Terrans tend to use vehicles that are basic in design. They value durability and power over speed and specialized mechanics.
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PostSubject: Re: Terran Ground Vehicles   Sat Aug 24, 2013 10:56 am

Wheeled Cars
Wheeled cars are the most diverse vehicles in the Milky Way. They are either moved by round tires or treds. Below are the most common car types.

Small Car (messenger cars, smart cars) Move: 49 (35kph)   Passengers: 3-4   Toughness: 4D+1   Maneuverability: 2D+2   Scale: 6 Cost: 15-20K capital

Mid Size Car (cabs, sedans)   Move: 70 (50 kph)    Passengers: 5-6    Toughness: 4D+1    Scale: 6 Maneuverability: 1D+1   Cost: 16-30K capital

Large Car (jeeps, compact SUV's) Move: 70 (50kph)   Passengers: 6-8   Toughness: 5D    Scale: 6 Maneuverability: 1D  Cost: 30-50K

Sports Car (racer, mid-life crisis mobile) Move: 107 (75kph)   Passengers: 2-4  Toughness: 4D+1    Scale: 6 Maneuverability: 3D+2   Cost:50-100K


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PostSubject: Re: Terran Ground Vehicles   Sat Aug 24, 2013 10:59 am

Mass Transport Vehicle (troop transport, small bus)  Move: 63 (45 kph)   Passengers: 15   Toughness: 5D+2   Scale: 10 Maneuverability: -1D   Price: 60-75K capital


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PostSubject: Re: Terran Ground Vehicles   Sat Aug 24, 2013 11:06 am

Motorcycles

Small Street (All terrain or dirt bikes)  Move: 84(60kph) Passengers 1-2  Toughness: 3D+2   Scale: 3 Maneuverability: 3D+1  Cost: 10-15K capital

Heavy Motorcycle (Hog, Military Bike) Move: 98 (70kph)  Passengers: 1-2  Toughness: 4D  Scale: 3 Maneuverability: 2D+1   Cost: 15-20K capital

Sports Bike (Racer, highway bike) Move: 107 (75 kph)  Passengers: 1 Toughness: 3D   Scale: 3 Maneuverability: 3D+2  Cost: 15-20K capital


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PostSubject: Re: Terran Ground Vehicles   Sat Aug 24, 2013 11:15 am

Hover Vehicles
Hover cars are an advanced type of vehicle. They tend to trade speed for versatility, and are able to avoid most hurdles that come with having to be in contact with land like traditional cars. Hover vehicles do not fly at great heights like rocket vehicles and propulsion vehicles. Instead, they float above a surface a few feet, and can reach a maximum of a few yards in distance from the ground. Hover vehicles are just like regular vehicles except they trade speed (-10 per every increment of 50, minimum of -10) and cost 10K more per 50K base cost. However, the trade is that they do not suffer from most terrain difficulties, ground obstacles, flat tires, or destroyed treds like normal vehicles.

IE: Mid Size Hover Car (base: Mid Size Car)
Move: 60     Passengers: 3-4   Toughness: 4D+1  Scale: 6  Maneuverability: 1D+1   Price: 26-40K


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PostSubject: Re: Terran Ground Vehicles   Sat Aug 24, 2013 11:26 am

MILITARY VEHICLES

Single Person Mech-Walkers
On some planets, there are no roads and natural obstructions are plentiful (like in forests, rocky fields). For times like these, the single person Mech-Walker is ones best option. Evolved from military mech-vehicles, the Single Person Mech-Walker is an alternative to most ground vehicles. They trade speed and the ability to carry passengers for sure footed transportation.

Single Person Mech-Walker Move: 21 (17kph) Passengers: 1   Toughness: 3D+2  Scale: 10   Cost: 45-50K capital  Skill: Walker Operation Special: Single Person Mech-Walkers come standard with one heavy plasma rifle Scale 10, Gunnery program +1D


Scout Tanks
The scout tank is a light, agile tank designed to replace the obsolete track-tanks who are limited in mobility. It can move at high speeds, while keeping drivers safe, and packing a punch. The scout tank can move over rigid surfaces, hilly terrain, or sand filled beaches with ease. It is armored enough to also be used as a wall to help cover ground troops. Modified versions of the scout tank have made several appearances in the Marauder Races, even winning second place in 2520 A.D.

Scout Tank:  Move: 70 (50kph)   Passengers: 2   Toughness: 5D   Armor: 3D   Scale: 10 Maneuverability: 1D  Cost: 130-150K Special: Standard Scout Tanks are armed with two plasma cannons (see Terran Weapons) scale 10, Gunnery program +1D


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PostSubject: Re: Terran Ground Vehicles   Fri Oct 18, 2013 9:52 pm

AQUATIC VEHICLES

Water Car

Move: 70  Pilot: 1 Passengers: 1  Toughness: 4D+1    Scale: 6 Maneuverability: 3D+2   Cost:50K, Rent: 200 capital, 250 w/ insurance

Sting Ray

Crew: 1
Passengers: 1 (Gunner)
+1D piloting and gunnery upgrades

Weapons
1 laser cannon: 360 turret, range 3/12/25, damage 4D)
1 torpedo launcher:  forward arc, ammo 1 each, range 2/3/7, damage 9D)
Move: 100
Maneuverability: +3D (18 eu, 5,400 cr)
Hull Toughness: 2D
Armor: +1D
Scale: 10 (Tank)
Length:   14 meters
Total Cost (new): 110,000 capital, RENT: 800 per day, 1000 w/ insurance


Sea Turtle

Crew: 1
Passengers: 4
+2 comm, +1D gunnery, +2 piloting, +2 sensors, and +2 shields

Weapons
1 laser cannon (nose: can only target objects in front of the vehicle) range 3/12/25, damage 4D)
2 noisemakers (move up to 10 space units from launching vessel; +6D/+18 to attack difficulty of active homing

Move: 50
Maneuverability: 0
Hull Toughness: 2D
Armor: +2D
Shields: +2D
Scale: 14 (Two-story house)
Length: 23 meters
Total Cost (new): 138,850, RENT: 1,000 capital per day, $1200 w/ insurance
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PostSubject: Re: Terran Ground Vehicles   Sat Nov 09, 2013 12:43 pm

Riding Beasts

War-Saurs

When Prometheus decided that they wanted to genetically engineer the greatest soldiers ever by creating the Naga, they opened up a new window to biological alteration. They began to toy with different ideas such as half breeds, mythical creatures...and dinosaurs.

The War-Saur is a general term used for these reborn monsters. Prometheus scientists have taken dinosaur DNA and crossed it with mighty Milky Way alien species, designing a terrifying beast that they left abandon on Phaya 2/Phaya 3 upon their temporary exile. However, leave it to the ingenuity of the Naga to take these great monsters and train them for conventional purposes. The War-Saurs are now used as vehicles, hauling around their owners while keeping them safe. They can be armed with robotic weaponry, armor, and anything else needed to make them more formidable. Though they're not as easy to operate as mechanical vehicles or as reliable as computerized machines, their ferocity and power make them quite the status symbol amongst Naga dens.

Move: 16  Pilot: 1 Passengers: 3 (special harness)  Toughness: 4D+1   Armor: 1D (tungsten plates) Scale: 14 (two story house) Maneuverability: 3D+2   Cost:100,000 capital Attacks: Drone Laser Rifle (3D gunnery, 2D Knowledge)--Bite: 4D+14 scale---Tail: 5D +14 scale Skill: Ride (see below, note: Trained War-Saurs are automatically friendly towards riders unless wounded) Special: Standard War-Saurs come with one drone laser rifle (scale 14)

Riding (Agility)
When a character first mounts a ridable animal, she must make a riding roll against the creature’s willpower roll (the gamemaster generates this). The character’s riding total may be modified by the attitude of the animal toward the character. The character stays in control if she ties or beats the beast’s roll. If she fails, consult the table below for what occurs.

When attempting to get the beast to perform a special maneuver or during events that might frighten it, the character must also roll against the animal’s Knowledge or willpower. Examples of special maneuvers include jumping a fence, crossing a raging river, moving faster, or slow- ing down quickly. (The success of special maneuvers are determined with the animal’s attributes or skills.)

A character attacking from the back of a beast takes a multi-action penalty for having to both control the mount and use a weapon.
When used to eavesdrop on or secretly watch an event or another character, the skill total indicates the amount of information gained from the surveillance. Use the“Observation Difficulties” table found at the beginning of this chapter. A Critical Failure could mean anything from no information obtained to being immediately spotted by the character being observed, depending on the situation.

When searching for a hidden object or person, the difficulty is generally the hide roll used to conceal the target. Otherwise, the base difficulty is 5, modified by the table below. See also “Observation Skills” in this chapter for more difficulties and modifiers for this skill.

Animal’s Attitude toward Character
Friendly or trusting: +5 skill modifier
Neutral +0 skill modifier
Hostile or wounded -5 skill modifier

DC Challenge: Willpower > Riding

Result
1–2 Beast stops and refuses to move for 1 round.
3–6 Beast stops and refuses to move for 2 rounds. 7–11 Beast bolts in a random direction for 1D rounds.
12+ Beast bucks rider; rider must make a Moderate riding roll to avoid being thrown off.
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PostSubject: Re: Terran Ground Vehicles   Fri Mar 07, 2014 6:39 pm

Admin wrote:
MILITARY VEHICLES

Single Person Mech-Walkers
On some planets, there are no roads and natural obstructions are plentiful (like in forests, rocky fields). For times like these, the single person Mech-Walker is ones best option. Evolved from military mech-vehicles, the Single Person Mech-Walker is an alternative to most ground vehicles. They trade speed and the ability to carry passengers for sure footed transportation.

Single Person Mech-Walker Move: 21 (17kph) Passengers: 1   Toughness: 3D+2  Armor: 2D Scale: 10   Cost: 45-50K capital  Skill: Walker Operation   Special: Single Person Mech-Walkers come standard with one heavy plasma rifle Scale 10, Gunnery program +1D


Scout Tanks
The scout tank is a light, agile tank designed to replace the obsolete track-tanks who are limited in mobility. It can move at high speeds, while keeping drivers safe, and packing a punch. The scout tank can move over rigid surfaces, hilly terrain, or sand filled beaches with ease. It is armored enough to also be used as a wall to help cover ground troops. Modified versions of the scout tank have made several appearances in the Marauder Races, even winning second place in 2520 A.D.

Scout Tank:  Move: 70 (50kph)   Passengers: 2   Toughness: 5D   Armor: 3D   Scale: 10 Maneuverability: 1D  Cost: 130-150K   Special: Standard Scout Tanks are armed with two plasma cannons (see Terran Weapons) scale 10, Gunnery program +1D
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