Vehicles (Cybergems)

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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.

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; before 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.

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.

Vehicle List

Car

Car.png


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 ThrottleTurbo: 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

Motorbike

Motorbike.png


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

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

Battlemech

Battlemech.png


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 SlowFly: 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

Helicopter

Helicopter.png


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 SlowGround: 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

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/LandingHover: 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 SupersonicExtremely 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

Shuttle

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