Vehicles

What, you were gonna walk? (The summary table can be found here)

There are several types of available vehicles, ranging from cars to submarines. Some people might need something special, others might just want something to get around in any environment because they're in a hurry. Some have very specific weaknesses that should be noted before driving them into inappropriate areas. While most terrain damage can be repaired, you won't always be able to get the vehicle back for repairs.

Each vehicle lists their cost, terrain, top speed, and durability. Some vehicles list additional stats that would be relevant to them. Reducing a vehicle to 0hp is completely disabling it, if it goes to a negative value equal to half its total it is now scrap and barely fit to take cover behind.

When discussing terrain there are five stages of rough terrain.

Light: Minor trash or rubble, or uncompressed dirt out in a field off the road.
Mild: Debris withstands the weight of a vehicle, scattered around with high frequency a few inches above the ground.
Heavy: Obstacles in your way will need to be rammed down, many objects stand to high-center the vehicle.
Very heavy: Terrain could have give in some areas and raised rocks in another. Completely unpassable to many vehicles.
Extreme: Elevation changes, obstacles, and deep pits prevents all but the roughest of vehicles from passing. You will probably need a jetpack.

There are generally 3 sizes of cargo space on these vehicles. I don't have a tape measure so just wing it.

Minimal
Small
Good

Weapons fired from moving vehicles are always at -10% to hit. For every difference of 10kph it suffers an additional -5%, except when moving directly toward or away from the target.

Civilian

Civilian street cars are used for basic transportation, good for getting around established civilian areas. You might choose these if you aren't an interplanetary adventurer, if you want to blend in, or even just to ride in style to a meeting.

Civilian - Plain

These vehicles are made for transport, 95% of civilians use cars like these. Whether they be vans, cars, or motorcycles these draw little attention and function to get from one point to the next.

Cost: 2500
Terrain: Street
Space: 2-4 seats, Small Cargo
Top Speed: 80 MPH, 128KPH
Durability : No armor, 30hp

 

Civilian - Sport/Performance

These are made to be flashy and go fast (even though speed limits often disagree with their design). They attract attention as a possession of wealth, and in a pinch can get you to where you need to be fast.

Cost: 4500
Terrain: Street
Space: 2 seats, Minimal cargo
Top Speed: 180 MPH, 290 KPH
Durability: No armor, 30hp

Civilian - Offroad

Good for getting off the streets and roughing it. Durable and with decent speed. Noticeable for its practicality, often unsuited for city environments despite its presence there. A good way to blend in yet keep the necessities for any situation.

Cost: 3200
Terrain:Very rough
Space:2 Seat, Good cargo-OR-4 Seat, small cargo
Top Speed: 70 MPH, 112 KPH
Durability: No armor, 50hp

Civilian - Cycle

These are highly mobile, fast, and cheap methods of transportaion. They lack any measures to protect the driver, but skilled wheelmen will be able to make amazing use of these sleek speed machines.

Cost: 1500
Terrain: Street, capable of mildly or sometimes very rough terrain (takes a driver DC)
Space: 2 seat, no cargo OR 1 seat, minimal cargo.
Top Speed: 90 MPH, 144 KPH
Durability: No armor, 15hp, +5 dodge AC

 

Military

Military vehicles are made for activities of war. These are not street legal, thus not ideal for slipping into civilian areas unnoticed. When roughing it or assaulting, these are at home. Removing their weaponry can make them street legal, but some law enforcers may still recognize these vehicles as abnormal.

Assault Vehicle

Assault vehicles are heavy all-terrain, armored, and armed methods of transportation. Their top speed is unremarkable but their raw power is enough to ram through many obstacles, terrains, and pull heavy cargo.

Cost: 65,000
Terrain: Heavy
Space: 4 Seats, Good cargo
Top Speed: 120MPH, 193 KPH
Durability: 10 Armor, 50hp

Mounted Weapon (Select 1)
Machine gun:
Damage: 4d8:P, RoF: 10, AP: 6. +2 to hit (spray n' pray)

Mini-Cannon:
Damage: 3d10+5, RoF: 1, AP: 2, Small Explosion

Lance-Cannon:
Damage: 10d6+10, RoF: 1, AP: 8. -2 to hit (precision)

 

Hover-Bike

Hover bikes are misnamed and are actually fully flight capable. They are extremely mobile one or two seater vehicles. They can't carry particularly heavy loads but their incredible speeds and unlimited altitude pays off. They can also be used in space if the driver is properly equipped for the environment.

Cost: 23,000
Terrain: Any (flight)
Space: 1 seat, Small Cargo -OR- 2 Seat, No Cargo
Top Speed: 120 mph, 193 kph
Durability: 3 Armor, 20hp, +10 dodge AC

 

War Machines

These are very clearly what they advertise themselves as. These are never street legal, to remove the weapons is to dismantle the entire machine. These vehicles serve a single purpose, warfare. While any cop in the city would arrest you, these ensure they will have a hell of a time getting you out of your ride.

Armoured Personnel Carriers (APC)

Almost self explanatory, these large machines are intended to transport through hazardous areas. Armored enough to withstand a large amount of punishment and sometimes armed with enough firepower to secure its unloading zone.

 

Light APC

Closer to an offroad truck then a tank, these boast the same speed and maneuverability as assault vehicles while donning enough armor to survive an explosion. While covered, the wheels are still vulnerable to the conditions of the road so caution should be taken despite the heavy layers of armor.

Cost: 1,420,000
Terrain: Heavy
Space: 6 seats, good cargo
Top Speed: 80 mph, 128 kph
Durability: 15 Armor, 100hp

 

 

 

 

Tanks

Armored to withstand even a direct hit from a missile, and armed to hit back just as hard. There are several ways to build and modify a tank during construction, and they will almost always remain ready for any terrain and engagement.

Light tank

Designed for one of two roles, mobility or specialization. Easily modified they are more vulnerable but can achieve higher speeds to get around the encounter or quickly modified to suit special weapons to carry into the battle.

Mobile build
These are designed to go fast and disrupt enemies or run down objectives. They are armored well enough to ignore small arms fire and are excellent against infantry.

Cost: 3,150,000
Terrain: Very Rough
Space: 2 seats, good cargo
Top Speed: 100MPH, 160KPH
Durability: 15 Armor, 100hp
Weapon Slots: 1 light

Triple Minigun (+1200 cost):
Damage: 3d12+5 Small blast (bullet shower), AP: 2

Small Cannon (+1000 cost):
Damage: 3d10+15 large blast, AP:0

Specialist Build
Made to carry a specific weapon to the battle these tanks provide a tactical advantage when used properly.

Cost: 8000
Terrain: Very Rough
Space: 4 seats, good cargo
Top Speed: 60MPH, 96 KPH
Durability: 15 armor, 100hp
Weapon Slots: 1 special

Earth Shatter Shell (+3,000 cost, +600 per shot)
Damage: 1d10 Large blast, AP:0
Special: The terrain in the blast area becomes a mess, making it immediately Heavy terrain. Rubble can make this Extreme terrain instead. Vehicles must roll a terrain check as if it were extreme (ignoring their terrain capabilities) to avoid instantly becoming disabled. Infantry must make a reflex save at 30% to avoid dying from shifting terrain crushing them.

Horizon Cannon (+3,000 cost, +200 per shot)
-Lance Shell -Damage: 3d10+50, AP:20
-Burn shell - Damage: 4d8+10 Large Blast (fire), AP:0
-Reaper Shell (cost 10,000 per shot): Damage: 500 20-mile blast, AP:0
Special: This weapons effective range is 12 kilometers.

 

 

 

Mech

In general these large mechanical suits resemble bipedal races if they were large and made of machinery. Size and appearence varies depending on purpose. Most frequently these suits are found employed in construction, entertainment, and occassionally military use. The classification of mech is determined usually by its need to function via the use of several joints and wide array of movements that extend from these moving limbs. The most frequent identifier is the use of a two legged or more system as opposed to wheels, hover technology, or treads.

The complications of building these machines make them rather expensive, and unsuited for combat application without specific need of their benefits. The first noticeable benefit is the terrain adaptability, their legs and feet allow them to move through almost any solid terrain. The second is the speed which they can cross these terrains without becoming airborne. They are the compromise between the speed and adaptability of a hovercraft with the fortitude and weaponry of a tank.

 

 

 

Ankhe Quad-22

The Ankhe Quad-22 is currently the standard for military use on unfamiliar terrain. Its quadruped design features strong stability and support for supplies or weapons systems. It can rotate the joints to ride low or extend its legs to gain height for passing over trees for example, making a malleable choice for any pilot.

Cost: 3,180,000
Terrain: Extreme
Space: 2 seats, good cargo or 2 seats, no cargo (weapons)
Top Speed: 30MPH, 48 KPH
Durability: 15 armor, 100hp
Standing Height: 10 feet or 20 feet

Weapon Slots: 2 light

Triple Minigun (+1200 cost):
Damage: 3d12+5 Small blast (bullet shower), AP: 2

Small Cannon (+1000 cost):
Damage: 3d10+15 large blast, AP:0

 

CAM4

A definitive decision in firepower over utility, the CAM4 was designed by shetou planetary assault teams and used as supporting firepower for shock troops. Its bipedal structure is reinforced to carry heavy loads and withstand recoil from its many weapon options. The arms, though thin, boast surprising strength for its original intent of throwing cars and doors out of its way.

Cost: 4,022,000
Terrain: Heavy
Space: 1 Seat, no cargo
Top Speed: 45 MPH, 72 KPH
Durability: 10 armor, 75hp, +3 dodge AC
Standing Height: 10 feet

Weapon Slots: 2 Light

Triple Minigun (+1200 cost):
Damage: 3d12+5 Small blast (bullet shower), AP: 2

Small Cannon (+1000 cost):
Damage: 3d10+15 large blast, AP:0

Rocket Pod (+1500 cost, +300 per shot, fires twice before reload):
Damage: 4d10+20 (4 large blasts), AP:0

Weapon Slots: 2 infantry (take from weapons page)

 

CIM 22

A mech requiring great expertise to pilot, the CIM 22 is one of the smallest and fastest suits available. Its purpose is for maximum maneuverability in urban environments, its aerodynamic design is also rounded and armored specifically to allow it to roll over hard surfaces and fly brief distances. It is more akin to a suit of power armor then an actual mech.

Cost: 3,800,000
Terrain: Extreme
Space: 1 seat, no cargo
Top Speed: 120 mph, 193Kph
Durability: 8 armor, 50hp, +5 dodge AC
Standing Height: 7 feet

Weapon: Carried firearm. The hand is made to fit infantry weapons, thus it takes its guns from the weapons page.

Special: Capable of becoming airborn for up to two rounds and gaining a 60ft movespeed. This has a three round recharge time.

 

K82-Seeken

This lumbering beast isn't particularly fast or well armed, but its myraid of communications and scanning devices are perfectly suited to exploration teams. Its joints are made highly reliable, and can be fully submerged in mud, simply enabling it to swim or climb its way out. It's one weapon is purely a just-in-case measure.

Cost: 1,208,000
Terrain: Extreme
Space: 1 seat, Medium cargo
Top Speed: 20 MPH, 30KPH
Durability: 5 armor, 125 hp, +1 dodge AC
Standing Height: 28 feet.

Vehicle Summary table

It should be noted that not all the fine details are in this table, but allows you to give a quick scan to decide what your looking for.

Name Type Description Cost