Difference between revisions of "Vehicles (Cybergems)"
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When a vehicle is reduced to 0 HP or less, each creature inside it takes one damaging hit equal to 1d6+the Vehicle's Toughness for every Wound inflicted on the vehicle by the triggering attack or effect. | When a vehicle is reduced to 0 HP or less, each creature inside it takes one damaging hit equal to 1d6+the Vehicle's Toughness for every Wound inflicted on the vehicle by the triggering attack or effect. | ||
− | A controller other than the primary controller may | + | A controller other than the primary controller may use its attack bonus and number of attacks to fire a vehicle's weapons as well, keeping in mind that each weapon can only be used by one attacker per round. |
=== Options === | === Options === |
Revision as of 08:12, 15 January 2014
A vehicle is a special type of creature, in that it has facing, and non-removable equipment which can only be hit from certain angles.
Contents
- 1 Facing
- 2 Components
- 3 Pilot
- 4 Options
- 5 Hijacking
- 6 Vehicle List
Facing
When a vehicle moves, its facing becomes equal to the direction it was moving at the end of that movement. Vehicles frequently have a minimum turning radius, as well, which is the smallest distance the vehicle can pivot around while moving.
Movement
Vehicular movement is fundamentally different from the movement of other creatures. Rather than taking actions to move, at the beginning of a vehicle's turn it travels according to its current Movement Mode; after doing so, it may adjust its mode up or down one step. The following are statistics of a Mode:
Minimum Speed: The minimum distance that the vehicle must travel each turn in this Mode.
Maximum Speed: The maximum distance that the vehicle may travel each turn in this Mode.
Turning Radius: The minimum radius of the circle that the vehicle may pivot around while moving in this Mode.
Instability: How shaky the movement mode is. It is a penalty applied to all attacks made by the vehicle or creatures on it against targets beyond their weapons' second range increment. Half the penalty, rounded down, is applied to all attacks made against the vehicle or creatures or objects on it from beyond the attacking weapon's second range increment.
Types of movement modes:
Default (Ground): The vehicle travels along the ground. Unless otherwise specified, it collides with objects, rather than rolling over them, if they are more than 0.25 meters high.
Aerial: The vehicle travels through the air.
Submarine: The vehicle travels through liquids.
Aquatic: The vehicle travels on the surfaces of liquids.
Crashing
When a vehicle collides with something, both the vehicle and that thing suffer an attack with values dependent on their relative velocity; if the other thing is an unattended object, it is never missed. The relative velocity for a vehicle/non-vehicle collision is simply equal to the full distance the vehicle would have moved this turn. The relative velocity for a vehicle/vehicle collision is equal to that full distance added to the distance the other vehicle moved on its previous turn, using vector subtraction. The attack bonus of the attack is equal to the other entity's AD-5, the damage is 1d8-6 +1 per 30 meters/round, and it flings the target 45 degrees to the side of forwards, 4 meters per wound. The weight of the attacker (see below) applies to the damage it deals as well.
The moving vehicle is slowed by each thing it collides with: if it hits something and does not reduce that thing to 0 or less HP, it ends its movement there. Even if it is not stopped, its remaining movement is reduced by 40 meters times the Slowdown Multiplier for the obstruction, divided by the Slowdown Multiplier for the vehicle.
Weight | Damage Modifier | Slowdown Multiplier |
---|---|---|
Less than 1 kilogram | -6 | ×1/8 |
1-10 kilograms | -4 | ×1/4 |
11-40 kilograms | -2 | ×1/2 |
41-200 kilograms | +0 | ×1 |
201-1000 kilograms | +2 | ×2 |
1001-5000 kilograms | +4 | ×4 |
5001-25000 kilograms | +6 | ×8 |
25001 or more kilograms | +8 | ×16 |
Sinking
When overloaded, a vehicle sinks. In the air, it falls at half the normal rate, and counts only half the distance fallen for fall damage. In the water, it has a sink distance of 2 meters. In neither case can the vehicle travel upward.
Components
Vehicles have special equipment which can only be hit from certain angles. A Left side item, for example, can only be hit by creatures that have a firing line to the left side of the vehicle. A glancing shot is less likely to be effective than a perpendicular one: if the angle from the firer to the vehicle's side is more than 45 degrees, the item has Cover.
Pilot
A vehicle can be built to be controlled by any number of the following three methods:
Driver: The Driver controls the vehicle's actions from within as a move action each round. This either takes two hands or a wired connection to the vehicle. The Driver uses its attacks and attack bonus to fire the vehicle's weapons.
Remote Control: As per a Driver, but the Driver controls the vehicle via a wireless connection. The wireless connection can be turned on or off at the vehicle as a standard action.
AI: The vehicle controls itself. Without the Advanced AI technology, the vehicle simply stops or lands at the nearest airport when it encounters danger, has no skills, and has a Perception of 2 (unless overriden by the Vehicle's stat block). With the Advanced AI technology, the vehicle can act in its faction's best interest even in dangerous conditions, has four skills at a value dependent on its tier (+2 if Common, +5 if Elite, +8 if Paragon, +11 if Legend), a bonus to Perception dependent on its tier (+1 if Common or Elite, +2 if Paragon, +3 if Legend). Advanced AI vehicles have an Attack bonus dependent on their tier (+3 if Common, +5 if Elite, +6 if Paragon, +7 if Legend), and a number of attacks dependent on their tier (2 if Common, 3 if Elite, 4 if Paragon, 5 if Legend).
If a vehicle has wired or wireless connections, or an AI, it is susceptible to Hacking.
When a vehicle is reduced to 0 HP or less, each creature inside it takes one damaging hit equal to 1d6+the Vehicle's Toughness for every Wound inflicted on the vehicle by the triggering attack or effect.
A controller other than the primary controller may use its attack bonus and number of attacks to fire a vehicle's weapons as well, keeping in mind that each weapon can only be used by one attacker per round.
Options
Many vehicles have options, chosen when the vehicle is created.
Hijacking
It is possible to force your way into a vehicle. Attempting to do so is an attack option made against a Vehicle you are currently Grappling. If you hit the Vehicle's GD with an unarmed attack, and would wound it, you force your way inside the vehicle. Most vehicles are incapable of attacking their occupants.
Vehicle List
Motorbike
Motorbike Common — 100 Coins
| |
AD 4 GD 3 Will 1 HP 1 Toughness 5 | |
Descriptors [ Machine ] | |
Size 1 meter Reach 0 meters | |
Carrying Capacity 200 kilograms Weight 150 kilograms | |
Power Storage 1 Power Regeneration 0 |
Options
You may apply any number of the following options.
Gyroscopic Tires: Your turning radius decreases by 2 meters, but your minimum and maximum speeds decrease by 20%.
Components
Tires (One targetable from Left, Right, and Front Side, one targetable from on Left, Right, and Rear side): HP 1, Toughness 4. Destroying the front tire sends the motorbike flying forwards half as far as it moved on the previous round before coming to a halt; destroying the rear tire makes it turn as hard as possible in a random direction.
Passengers
Creatures on the motorbike can be targeted from any side other than Bottom without having to shoot through the motorbike.
Movement Modes
Slow:
- Minimum Speed: 0 meters
- Maximum Speed: 500 meters
- Turning Radius: 5 meters
- Instability: 1
Maximum Throttle:
- Minimum Speed: 500 meters
- Maximum Speed: 1000 meters
- Turning Radius: 10 meters
- Instability: 1
Car
Car Common — 200 Coins
| |
AD 4 GD 4 Will 1 HP 3 Toughness 6 | |
Descriptors [ Machine ] | |
Size 3 meters Reach 0 meters | |
Carrying Capacity 500 kilograms Weight 1500 kilograms | |
Power Storage 1 Power Regeneration 1 |
Options
You may apply any number of the following options.
Hydrogen Cells (Targetable on Bottom side): HP 1, Toughness 4. If the Hydrogen Cells are destroyed, they explode, making a +4 1d6+2 Heat damage attack against everything in a 10 meter blast, hitting the car itself automatically. While functioning properly, the Hydrogen Cells grant an additional Movement Mode after Maximum Throttle — Turbo: Minimum Speed 1200 meters, Maximum Speed 1500 meters, 40 meter Turning Radius, Instability 1.
Automatic Safety Protocols (AI control required): The car has seatbelts which cannot be removed while in motion (HP 1, Toughness 3). It cannot drive faster than the speed limit or drive into restricted areas. When it is used to commit a traffic violation, the AI driver automatically takes over and parks the vehicle. Disabling these safety protocols has a hacking difficulty of 2.
Components
Tires (Two on Left Side, two on Right): HP 1, Toughness 4. Destroying a tire forces the car to turn as hard as possible in the direction of the destroyed tire. With multiple destroyed tires, the car moves for one more round in a random possible direction before coming to a halt.
Engine (Targetable on both Front and Bottom sides): HP 1, Toughness 5. Destroying the engine forces the car to travel at half the speed it was moving on the previous round, then come to a halt.
Movement Modes
Slow:
- Minimum Speed: 0 meters
- Maximum Speed: 450 meters
- Turning Radius: 5 meters
Maximum Throttle:
- Minimum Speed: 450 meters
- Maximum Speed: 1200 meters
- Turning Radius: 20 meters
- Instability: 1
Truck
Truck Elite — 350 Coins
| |
AD 3 GD 5 Will 2 HP 5 Toughness 7 | |
Descriptors [ Machine ] | |
Size 9 meters Reach 0 meters | |
Carrying Capacity 54000 kilograms Weight 6000 kilograms | |
Power Storage 4 Power Regeneration 1 |
Options
You may apply any number of the following options.
Automatic Safety Protocols (AI control required): The truck has seatbelts which cannot be removed while in motion (HP 1, Toughness 3). It cannot drive faster than the speed limit or drive into restricted areas. When it is used to commit a traffic violation, the AI driver automatically takes over and parks the vehicle. Disabling these safety protocols has a hacking difficulty of 2.
Components
Tires (Nine on Left Side, nine on Right): HP 1, Toughness 4, AD 4. Destroying three tires on a given side forces the truck to turn as hard as possible in the direction of the destroyed tire. With six or more destroyed tires total, the truck moves for one more round in a random possible direction before coming to a halt.
Engine (Targetable on both Front and Bottom sides): HP 1, Toughness 5, AD 4. Destroying the engine forces the truck to travel at two thirds the speed it was moving on the previous round, then one-third the speed for another round, then come to a halt.
Movement Modes
Slow:
- Minimum Speed: 0 meters
- Maximum Speed: 150 meters
- Turning Radius: 15 meters
Highway Speed:
- Minimum Speed: 150 meters
- Maximum Speed: 250 meters
- Turning Radius: 30 meters
Maximum Throttle:
- Minimum Speed: 250 meters
- Maximum Speed: 550 meters
- Turning Radius: 45 meters
- Instability: 1
Jeep
Jeep Elite — 420 Coins
| |
AD 4 GD 5 Will 2 HP 5 Toughness 7 | |
Descriptors [ Machine ] | |
Size 5 meters Reach 0 meters | |
Carrying Capacity 3000 kilograms Weight 4000 kilograms | |
Power Storage 3 Power Regeneration 1 |
Options
You may apply any number of the following options.
Armor Plating: The jeep's main body gets +1 Toughness. This weighs 1000 kilograms.
Treads (One on Left side, one on Right): HP 2, Toughness 5, AD 4. These replace tires. When a tread is destroyed, the jeep pivots on its axis 90 degrees, then stops. If it was moving at Maximum Speed, it flips over, dealing 1d6 Physical damage to the occupants. The jeep's speeds are reduced by 25%, and turning radii are increased by 50%.
Monster Tires (Two on Left Side, two on Right): HP 1, Toughness 6, AD 4. These replace tires, and are destroyed in the same way. The jeep can roll over obstacles up to 2 meters high. The jeep's turning radii are increased by 50%.
Components
Tires (Two on Left Side, two on Right): HP 1, Toughness 5, AD 8. Destroying a tire forces the jeep to turn as hard as possible in the direction of the destroyed tire. With multiple destroyed tires, the jeep moves for one more round in a random possible direction before coming to a halt.
Engine (Targetable on both Front and Bottom sides): HP 2, Toughness 6, AD 8. Destroying the engine forces the jeep to travel at half the speed it was moving on the previous round, then come to a halt.
Movement Modes
Slow:
- Minimum Speed: 0 meters
- Maximum Speed: 375 meters
- Turning Radius: 10 meters
Maximum Throttle:
- Minimum Speed: 375 meters
- Maximum Speed: 875 meters
- Turning Radius: 24 meters
- Instability: 1
Train
Train Elite — 500 Coins
| |
AD 2 GD 4 Will 2 HP 4 Toughness 11 | |
Descriptors [ Machine ] | |
Size 8 meters Reach 0 meters | |
Carrying Capacity 20000 kilograms Weight 8000 kilograms | |
Power Storage 2 Power Regeneration 2 |
Options
You may apply any the following option.
Repulsors: HP 2, Toughness 5, AD 5. These replace wheels. Destroying a repulsor forces the train to turn as hard as possible in the direction of the destroyed repulsor, derailing and hurtling rapidly to a collision with whatever is now in front of it. The train's speeds and turning radii are increased by 50%.
Components
Wheels (Two on Left Side, two on Right): HP 1, Toughness 8, AD 5. Destroying a wheel forces the train to turn as hard as possible in the direction of the destroyed wheel, derailing and hurtling rapidly to a collision with whatever is now in front of it.
Engine (Targetable on both Front and Bottom sides): HP 2, Toughness 6, AD 5. Destroying the engine forces the train to decrease its movement mode one step each round, stopping after it reaches the Slow movement mode.
Movement Modes
Slow: The Train must follow its track.
- Minimum Speed: 0 meters
- Maximum Speed: 550 meters
- Turning Radius: 9 meters
Fast: The Train must follow its track.
- Minimum Speed: 550 meters
- Maximum Speed: 1300 meters
- Turning Radius: 36 meters
Maximal Speed: The Train must follow its track.
- Minimum Speed: 1300 meters
- Maximum Speed: 2125 meters
- Turning Radius: 72 meters
Shuffling Mound
Shuffling Mound Elite — 700 Coins
| |
Technologies: Coordinated Nanobots | |
AD 5 GD 5 Will 2 HP 5 Toughness 5 | |
Descriptors [ Machine ] | |
Size 5 meters Reach 2 meters | |
Carrying Capacity 1000 kilograms Weight 4000 kilograms | |
Power Storage 2 Power Regeneration 1 |
Shuffling mounds are hollow heaps of color- and reflectivity-shifting nanobots. They reorient theirselves to form parascopic views of the outside world for the crew. The Shuffling Mound does not have any inherent non-touch sensors, and so is not a very effective AI vehicle unless wirelessly connected to cameras.
The Shuffling Mound's Light Weapons can fire in any direction. It can spend Power to heal an equal amount of HP at any time(s) during its turn. Unlike most other vehicles, it can make unarmed attacks.
Movement Modes
Drift: Submarine
- Minimum Speed: 0 meters
- Maximum Speed: 75 meters
- Turning Radius: 6 meters
Float: Aquatic
- Minimum Speed: 0 meters
- Maximum Speed: 75 meters
- Turning Radius: 6 meters
Crawl:
- Minimum Speed: 0 meters
- Maximum Speed: 150 meters
- Turning Radius: 3 meters
Battlemech
Battlemech Paragon — 1400 Coins
| |
Technologies: Military Vehicles | |
AD 3 GD 5 Will 2 HP 6 Toughness 10 | |
Descriptors [ Machine ] | |
Size 8 meters Reach 0 meters | |
Carrying Capacity 6000 kilograms Weight 20000 kilograms | |
Power Storage 6 Power Regeneration 3 |
The Battlemech's Light Weapons can fire in any direction.
Options
You may apply up to one of the following options.
Jump Jets: The battlemech gains a new Movement Mode before Slow — Fly: Minimum Speed 0 meters, Maximum Speed 75 meters, 0 meter Turning Radius, Climb 15 meters, Instability 2, aerial. The battlemech is worth 15 additional points.
Quadruped: The battlemech gains two additional legs, and doesn't suffer from losing legs until it loses a second one. This weighs 3000 kilograms.
You may apply any number of the following options.
Nuclear Engine (Requires Miniaturized Fission technology): The battlemech's speeds increase by 50%, its carrying capacity increases by 3000 kilograms, and its Power Regeneration increases by 3. When the Engine is destroyed, it explodes, making a ranged attack against every creature and unattended object in a 300 meter spray for 1d6+4 Heat damage, with an accuracy of +5. The battlemech is worth 20 additional points.
Components
Legs (Two, targetable from any side except Top): HP 2, Toughness 6, AD 5. Destroying a leg forces the battlemech to fall prone, and lose the ability to stand up again.
Engine (Targetable from Rear): HP 2, Toughness 7, AD 5. Destroying the engine forces the battlemech to travel at half the speed it was moving on the previous round, then come to a halt.
Movement Modes
Slow: The Battlemech can travel over obstacles up to 5 meters high.
- Minimum Speed: 0 meters
- Maximum Speed: 200 meters
- Turning Radius: 2 meters
Sprint: The Battlemech can travel over obstacles up to 1 meter high.
- Minimum Speed: 200 meters
- Maximum Speed: 500 meters
- Turning Radius: 40 meters
- Instability: 1
Drone
Drone Common — 50 Coins
| |
AD 4 GD 3 Will 1 HP 1 Toughness 3 | |
Descriptors [ Machine ] | |
Size 0.5 meters Reach 0 meters | |
Carrying Capacity 5 kilograms Weight 10 kilograms | |
Power Storage 0 Power Regeneration 0 |
The Drone's Light Weapons can fire in any direction.
The Drone cannot have passengers or pilot inside it.
Options
You may apply any of the following options.
Extra Strength: The drone gets +1 Toughness, and its weight and carrying capacity double. The drone is worth 3 extra points.
Stealth: The drone becomes undetectable to radar and TEMPEST sense. It has active camouflage which can be toggled on or off as a move action, which quarters the distance at which it can be seen but makes it no longer undetectable to TEMPEST. The drone is worth 3 additional points.
Components
Engine (Targetable from all sides other than Bottom): HP 1, Toughness 3. The drone falls from the sky.
Sensors (Targetable from all sides other than Top): HP 1, Toughness 2. The drone can no longer detect things.
Movement Modes
Slow: Aerial
- Minimum Speed: 0 meters
- Maximum Speed: 300 meters
- Turning Radius: 3 meters
- Climb: 60 meters
- Instability: 1
Powered Parachute
Powered Parachute Common — 150 Coins
| |
AD 5 GD 4 Will 1 HP 1 Toughness 4 | |
Descriptors [ Machine ] | |
Size 1 meter Reach 0 meters | |
Carrying Capacity 100 kilograms Weight 50 kilograms | |
Power Storage 1 Power Regeneration 0 |
Options
You may apply any number of the following options.
Covered Cockpit: All attacks against creatures in the parachute have to shoot through the parachute. This weighs 20 kilograms.
Components
Tires (One targetable from Left, Right, and Front Side, one targetable from Left and Rear side, one targetable from Right and Rear side): HP 1, Toughness 4. Destroying a tire prevents it from moving on the ground. Landings become abrupt, dealing 1d6 damage to vehicle and rider.
Parachute (Targetable from all sides): HP 3, Toughness 3. Destroying this makes the vehicle fall from the sky.
Passengers
Creatures in the parachute can be targeted from any side other than Rear without having to shoot through the parachute.
Movement Modes
Ground:
- Minimum Speed: 0 meters
- Maximum Speed: 150 meters
- Turning Radius: 5 meters
Flying: Aerial
- Minimum Speed: 125 meters
- Maximum Speed: 175 meters
- Turning Radius: 10 meters
- Climb: 10 meters
- Instability: 2
Helicopter
Helicopter Elite — 450 Coins
| |
AD 4 GD 4 Will 2 HP 4 Toughness 6 | |
Descriptors [ Machine ] | |
Size 4 meters Reach 0 meters | |
Carrying Capacity 400 kilograms Weight 3000 kilograms | |
Power Storage 1 Power Regeneration 1 |
The Helicopter cannot be equipped with upward-firing weapons.
Options
You may apply any number of the following options.
Tires (Two on Left Side, two on Right): HP 1, Toughness 4. Tires grant an additional Movement Mode before Slow — Ground: Minimum Speed 0 meters, Maximum Speed 150 meters, 8 meter Turning Radius, usable only while on the ground. Destroying a tire forces the helicopter to turn as hard as possible in the direction of the destroyed tire. With multiple destroyed tires, the helicopter moves for one more round in a random possible direction before coming to a halt. Tires (and the engine mechanisms which support them) weigh a total of 200 Kilograms.
Extra Cargo: The helicopter's size increases by 4 meters, its turning radii double, and its carrying capacity is multiplied by 4.
Vectored Jets: Instead of a Rotor, the helicopter has two vectored jets, one targetable on every side except Left, and one targetable on every side except Right. Destroying either one causes the helicopter to fall from the sky, with extra spin and force causing the effective fall distance to double. The helicopter's maximum and minimum speeds and climb double for all movement modes. The helicopter can now be equipped with upward-firing weapons.
Components
Rotor (Targetable on every side other than Bottom): HP 1, Toughness 5. Destroying the Rotor forces the helicopter to fall from the sky.
Movement Modes
Slow: Aerial
- Minimum Speed: 0 meters
- Maximum Speed: 50 meters
- Turning Radius: 1 meter
- Climb: 30 meters
- Instability: 2
Fast: Aerial
- Minimum Speed: 50 meters
- Maximum Speed: 500 meters
- Turning Radius: 30 meters
- Climb: 30 meters
- Instability: 2
Blimp
Blimp Elite — 700 Coins
| |
AD 2 GD 5 Will 2 HP 7 Toughness 7 | |
Descriptors [ Machine ] | |
Size 40 meters Reach 0 meters | |
Carrying Capacity 30000 kilograms Weight 22000 kilograms | |
Power Storage 6 Power Regeneration 1 |
If the blimp is over-encumbered, it sinks 75 meters per round.
Components
Manifold (Targetable from all sides): HP -, Toughness 6. Damaging the manifold causes the blimp to lose bouyancy. For every wound inflicted upon the manifold, the blimp's carrying capacity decreases by 5000 kilograms.
Engines (One targetable from all sides other than Right, one targetable from all sides other than Left): HP 1, Toughness 6, AD 5. Destroying one makes it incapable of turning in the direction that one couldn't be targeted from, and disables the Fast movement mode. Destroying both keeps it from using the Slow movement mode either.
Movement Modes
Slow: Aerial
- Minimum Speed: 0 meters
- Maximum Speed: 150 meters
- Turning Radius: 40 meters
- Climb: 10 meters
- Instability: 1
Fighter Jet
Fighter Jet Paragon — 1200 Coins
| |
Technologies: Military Vehicles | |
AD 5 GD 5 Will 2 HP 5 Toughness 6 | |
Descriptors [ Machine ] | |
Size 9 meters Reach 0 meters | |
Carrying Capacity 3000 kilograms Weight 15000 kilograms | |
Power Storage 2 Power Regeneration 1 |
Options
You may apply up to two of the following options.
Increased Size: The jet's size increases by 6 meters, its turning radii double, and its carrying capacity is multiplied by 3.
Vectored Jets: The fighter jet's primary thrusters can be rotated, granting a new Movement Mode at the same level as Takeoff/Landing — Hover: Minimum Speed 0 meters, Maximum Speed 75 meters, 0 meter Turning Radius, Instability 2, Climb 30 meters, aerial. The fighter jet is worth 15 additional points.
Hypersonic: The fighter jet is optimized for speed, granting three new Movement Modes after Supersonic — Extremely Fast: Minimum Speed 7500 meters, Maximum Speed 20000 meters, Turning Radius 80000 meters, Instability 3; Excessively Fast: Minimum Speed 20000 meters, Maximum Speed 30000 meters, Turning Radius 110000 meters, Instability 4; and Low Orbit: Minimum Speed 30000 meters, Maximum Speed 37500 meters, Turning Radius 160000 meters, Instability 4. Each of these movement speeds has 90 degree Climb. The fighter jet is worth 15 additional points.
Stealth: The fighter jet becomes undetectable to radar and TEMPEST sense. It has active camouflage which can be toggled on or off as a move action, which quarters the distance at which it can be seen but makes it no longer undetectable to TEMPEST. The fighter jet is worth 15 additional points.
Components
Engine (Targetable from Rear): HP 1, Toughness 6. Destroying the Engine forces the fighter jet to fall from the sky.
Movement Modes
Taxi: Ground
- Minimum Speed: 0 meters
- Maximum Speed: 50 meters
- Turning Radius: 10 meters
Takeoff/Landing: Ground
- Minimum Speed: 50 meters
- Maximum Speed: 750 meters
- Turning Radius: 500 meters
- Instability: 1
Fast: Aerial
- Minimum Speed: 750 meters
- Maximum Speed: 3000 meters
- Turning Radius: 500 meters
- Climb: 60 degrees
- Instability: 2
Cruise: Aerial
- Minimum Speed: 3000 meters
- Maximum Speed: 4500 meters
- Turning Radius: 3000 meters
- Climb: 90 degrees
- Instability: 2
Supersonic: Aerial
- Minimum Speed: 4500 meters
- Maximum Speed: 7500 meters
- Turning Radius: 10000 meters
- Climb: 90 degrees
- Instability: 3
Jumbo Jet
Jumbo Jet Paragon — 1300 Coins
| |
AD 4 GD 5 Will 2 HP 6 Toughness 8 | |
Descriptors [ Machine ] | |
Size 25 meters Reach 0 meters | |
Carrying Capacity 30000 kilograms Weight 250000 kilograms | |
Power Storage 4 Power Regeneration 2 |
Options
You may apply up to two of the following options.
Hypersonic: The jumbo jet is optimized for speed, granting four new Movement Modes after Cruise — Supersonic: Minimum Speed 4500 meters, Maximum Speed 7500 meters, Turning Radius 30000 meters, Instability 2; Extremely Fast: Minimum Speed 7500 meters, Maximum Speed 20000 meters, Turning Radius 240000 meters, Instability 2; Excessively Fast: Minimum Speed 20000 meters, Maximum Speed 30000 meters, Turning Radius 330000 meters, Instability 2; and Low Orbit: Minimum Speed 30000 meters, Maximum Speed 37500 meters, Turning Radius 480000 meters, Instability 3. Each of these movement speeds has 30 degree Climb. The jumbo jet is worth 25 additional points.
Stealth: The jumbo jet becomes undetectable to radar and TEMPEST sense. The jumbo jet is worth 15 additional points.
Components
Engines (Targetable on every side other than Top): HP 1, Toughness 5, AD 5. Destroying three engines forces the jumbo jet to fall from the sky. Each destroyed engine removes the fastest currently available movement mode.
Movement Modes
Taxi: Ground
- Minimum Speed: 0 meters
- Maximum Speed: 50 meters
- Turning Radius: 30 meters
Takeoff/Landing: Ground
- Minimum Speed: 50 meters
- Maximum Speed: 750 meters
- Turning Radius: 1500 meters
Slow: Aerial
- Minimum Speed: 750 meters
- Maximum Speed: 1750 meters
- Turning Radius: 600 meters
- Climb: 30 degrees
Fast: Aerial
- Minimum Speed: 1750 meters
- Maximum Speed: 3000 meters
- Turning Radius: 2250 meters
- Climb: 30 degrees
- Instability: 1
Cruise: Aerial
- Minimum Speed: 3000 meters
- Maximum Speed: 4500 meters
- Turning Radius: 9000 meters
- Climb: 30 degrees
- Instability: 1
Killsat
Killsat Paragon — 1600 Coins
| |
Technologies: Military Vehicles | |
AD 4 GD 4 Will 2 HP 4 Toughness 9 | |
Descriptors [ Machine ] | |
Size 15 meters Reach 0 meters | |
Carrying Capacity 35000 kilograms Weight 100000 kilograms | |
Power Storage 10 Power Regeneration 1 |
Options
You may apply any of the following options.
Thrusters (Targetable from every side other than top): HP 1, Toughness 5, AD 5. While the Thrusters are functional, the killsat's maximum Speed improves by 1250 meters, and its turning radius is halved. The killsat is worth 20 additional points.
Components
Solar Panels (Targetable on every side): HP 3, Toughness 5. Destroying the Solar Panels means that it can no longer turn or change speed, its targeting systems run out of power after a week, and it gets -1 to Power Regeneration.
Antennae (Targetable from bottom): HP 1, Toughness 6, AD 5. This provides the Killsat with a wireless connection to other wireless-capable systems to which it has line of sight. The transmitter and receiver can be calibrated such that they only detect and send messages along a 10 meter wide beam; if the other end stops being within that beam, the Killsat normally returns to wide receive mode in order to establish a new lock, although it can be commanded to do otherwise.
Movement Modes
Orbit (35500-35900 km): Aerial
- Minimum Speed: 38900 meters
- Maximum Speed: 39100 meters
- Turning Radius: 35500000 meters
- Climb: 15 meters
Jetski
Jetski Common — 100 Coins
| |
AD 4 GD 4 Will 1 HP 2 Toughness 4 | |
Descriptors [ Machine ] | |
Size 2 meters Reach 0 meters | |
Carrying Capacity 200 kilograms Weight 350 kilograms | |
Power Storage 1 Power Regeneration 0 |
Components
Engine (Targetable from all sides): HP 1, Toughness 5. Destroying the engine makes it continue forwards, decelerating by one step each round.
Passengers
Creatures on the jetski can be targeted from any side other than Bottom without having to shoot through the jetski.
Movement Modes
Slow: Aquatic
- Minimum Speed: 0 meters
- Maximum Speed: 450 meters
- Turning Radius: 5 meters
Maximum Throttle: Aquatic
- Minimum Speed: 450 meters
- Maximum Speed: 750 meters
- Turning Radius: 10 meters
- Instability: 1
Powerboat
Powerboat Common — 200 Coins
| |
AD 4 GD 4 Will 1 HP 4 Toughness 5 | |
Descriptors [ Machine ] | |
Size 4 meters Reach 0 meters | |
Carrying Capacity 600 kilograms Weight 1200 kilograms | |
Power Storage 1 Power Regeneration 1 |
Components
Engine (Targetable from Rear): HP 1, Toughness 5. Destroying the engine makes it continue forwards, decelerating by one step each round.
Lower Hull (Targetable from all sides other than Top): HP -, Toughness 4. Damaging the lower hull causes the ship to begin filling with water if it is in the water. For every wound inflicted upon the lower hull, the ship takes on 200 kilograms of water per round.
Passengers
Creatures in the boat can be targeted from the Top without having to shoot through the boat.
Movement Modes
Slow: Aquatic
- Minimum Speed: 0 meters
- Maximum Speed: 275 meters
- Turning Radius: 10 meters
Maximum Throttle: Aquatic
- Minimum Speed: 275 meters
- Maximum Speed: 375 meters
- Turning Radius: 20 meters
- Instability: 1
Minisub
Minisub Elite — 600 Coins
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AD 4 GD 4 Will 2 HP 3 Toughness 8 | |
Descriptors [ Machine ] | |
Size 4 meters Reach 0 meters | |
Carrying Capacity 500 kilograms Weight 2000 kilograms | |
Power Storage 1 Power Regeneration 0 |
Options
The Minisub can have the following option:
Reactor (Targetable from Rear): HP 1, Toughness 6, AD 5. Destroying the reactor makes it detonate, as per a nuke. Its existing speeds increase by 50%, and it gains an additional movement mode, Turbo: Submarine, 480-600 meter speed, 50 meter turning radius, climb 30 meters, instability 1. The minisub's carrying capacity increases by 300 kilograms, its Power Regeneration increases by 3, and its cost increases by 70 points.
Components
Propeller (Targetable from Rear): HP 1, Toughness 7, AD 5. Destroying the engine makes it continue forwards, decelerating by one step each round.
Hull (Targetable from all sides): HP -, Toughness 8. Damaging the lower hull causes the ship to begin filling with water if it is in the water. For every wound inflicted upon the hull, the minisub takes on 400 kilograms of water per round.
Movement Modes
Slow: Submarine
- Minimum Speed: 0 meters
- Maximum Speed: 175 meters
- Turning Radius: 5 meters
- Climb: 30 meters
Very Fast: Submarine
- Minimum Speed: 175 meters
- Maximum Speed: 320 meters
- Turning Radius: 15 meters
- Climb: 30 meters
- Instability: 1
Submarine
Submarine Paragon — 2400 Coins
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Technologies: Military Vehicles | |
AD 2 GD 5 Will 2 HP 6 Toughness 12 | |
Descriptors [ Machine ] | |
Size 40 meters Reach 0 meters | |
Carrying Capacity 1500000 kilograms Weight 3750000 kilograms | |
Power Storage 5 Power Regeneration 10 |
Components
Propeller (Targetable from Rear): HP 1, Toughness 7, AD 6. Destroying the engine makes it continue forwards, decelerating by one step each round.
Reactor (Targetable from inside only): HP 2, Toughness 5, AD 6. Destroying the reactor makes it detonate, as per a nuke.
Hull (Targetable from all sides): HP -, Toughness 12. Damaging the lower hull causes the submarine to begin filling with water if it is in the water. For every wound inflicted upon the lower hull, the ship takes on 2000 kilograms of water per round.
Movement Modes
Slow: Submarine
- Minimum Speed: 0 meters
- Maximum Speed: 125 meters
- Turning Radius: 20 meters
- Climb: 20 meters
Very Fast: Submarine
- Minimum Speed: 125 meters
- Maximum Speed: 300 meters
- Turning Radius: 90 meters
- Climb: 20 meters
- Instability: 1
Battlecruiser
Battlecruiser Legend — 6000 Coins
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Technologies: Military Vehicles | |
AD 2 GD 5 Will 3 HP 12 Toughness 13 | |
Descriptors [ Machine ] | |
Size 80 meters Reach 0 meters | |
Carrying Capacity 6000000 kilograms Weight 30000000 kilograms | |
Power Storage 40 Power Regeneration 10 |
Options
The Battlecruiser may be given either or both of the following options:
Aircraft Carrier: The Battlecruiser has aircraft elevators, an internal hangar, and a long flat surface on top.
Helicarrier: The Battlecruiser gains four Rotors with HP 1, Toughness 10, and AD 5, targetable from all sides. So long as at least two of them are functional, it has an Aerial Airborne movement speed before Slow with a minimum speed of 0 meters, a maximum speed of 75 meters, a turning radius of 10 meters, and 20 meter climb. This movement mode drains 100000 kilograms of fuel per hour. The Battlecruiser is worth 100 additional points.
Components
Engine (Targetable from Bottom): HP 1, Toughness 10, AD 5. Destroying the engine makes it continue forwards, decelerating by one step each round.
Lower Hull (Targetable from all sides other than Top): HP -, Toughness 13. Damaging the lower hull causes the ship to begin filling with water if it is in the water. For every wound inflicted upon the lower hull, the ship takes on 2000 kilograms of water per round.
Movement Modes
Slow: Aquatic
- Minimum Speed: 0 meters
- Maximum Speed: 200 meters
- Turning Radius: 100 meters
Very Fast: Aquatic
- Minimum Speed: 200 meters
- Maximum Speed: 400 meters
- Turning Radius: 160 meters
Maximum Throttle: Aquatic
- Minimum Speed: 400 meters
- Maximum Speed: 550 meters
- Turning Radius: 320 meters