Vehicle Chasses
Posted: October 21st, 2012, 5:29 pm
Vehicle Chasses
The chassis of a vehicle is its body, its essence, its build. These are the general descriptors for a vehicle, and while some can fall in different categories depending on taste, a chassis must be selected in order to build a vehicle.
A vehicle's chassis is considered to include all of the absolute essentials for its function; an engine, life support, stabilizers, wheels, et cetera, and may include fluff things that don't require module placement (sound systems, fuzzy dice) using the other functions of the vehicle system. These are all factored into the base cost of the vehicle, as well as the lowest number of hard points listed (if "2 to 4," base cost includes 2 Hard Points).
Every vehicle will fall into one of the below categories, excepting "capital ships" (which can be of any type), which will be custom-built to need.
Class: The type of vehicle
Price: The cost of the vehicle. Each vehicle has a base cost, plus an additional cost for extra hard points to be installed. Some 'special' vehicle models in these categories may become available with more hard points than listed here.
AP: AP represents the number of armor points; which is both the maximum number of hard points on the vehicle and it's 'Hit Points'. As the vehicle is struck, AP will be deducted until it reaches 0, at which point the vehicle is inoperable.
HP: Hard Points are the number of places on the vehicle strong enough to support a modification, such as a weapon, power source (for energy weapons), computers, shields, and so on. These modifications go offline as the vehicle takes damage. If a vehicle is hit, this number is rolled and the system in the rolled slot is targetted. 2 hits is damaged but functional, 3 hits is damaged to the point of requiring repair, and 4 hits is destroyed to the point of needing replacement.
When crafting and adding hard points the DC, the DC for a hard point is 1000*Hardpoint total. If a vehicle has 2 HP and you wish add a 3rd this means your DC is 3000 to gain 3 hardpoints.
Maneuvering: This represents how much of the pilots roll carries over into attacks and dodges. If a pilot has a +24 bonus, and the vehicle has 50% maneuvering, the pilot rolls +12 on top of any other bonuses. Maneuvering can be affected by Vehicle Modules.
Pilot Risk: This represents the percent chance that the pilot will be injured in an attack. When a vehicle is hit, the AP is rolled along with a 1d100. If the vehicle has a 75% risk, 75 and below, the pilot takes damage. Pilot Risk can be altered by Vehicle Armor modules and some Vehicle Modules.
*Some units of capable of having co-piolets. This is noted on a unit to unit basis and is most seen in tanks, mechs, and ships in which case there are potentially several other people. Co-piolets can take actions as well, however only a 'designated person' will act on combat dodges and rolls unless an active turn is taken to switch to another players co-piolet. Use of weapons by a co-piolet does use there own piolet skill
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Class: Ground, Bike
Price: 3500 gil + 1750 gil per hard point
DC: 6000
AP: 4
HP: 2 to 4
Maneuvering: 125%
Pilot Risk: 90%
Description: Small vehicles which possess two or three wheels and are designed for individual use only (or possibly 2 with a sidecar). Bikes are the fastest and most maneuverable ground vehicle class, but are also the most dangerous due to their lack of protection of the pilot. Although they can be customized, the lack of available space limits the amount of customization options a pilot has.
Class: Ground, Wheeled
Price: 7000 gil + 3500 gil per hard point
DC: 10000
AP: 6
HP: 4 to 6
Maneuvering: 100%
Pilot Risk: 40%
Description: Conventional cars and trucks mostly fall into this category. Unlike bikes, cars provide a cockpit which protects the pilot from undue harm, and prove to be more stable on the road. This also makes them a larger target, and can prove problematic.
Class: Ground, Tracked
Price: 14000 gil + 8750 gil per hard point
DC: 13000
AP: 8
HP: 4 to 8
Maneuvering: 75%
Pilot Risk: 40%
Description: Tracked vehicles are designed for rugged, all terain maneuvering rather than comfort and speed. Due to their design, they are typically more armored than smaller ground counterparts, and thus have more places where equipment can be mounted.
Class: Ground, Hover
Price: 28000 gil + 3500 gil per hard point
DC: 13000
AP: 8
HP: 4 to 8
Maneuvering: 75%
Pilot Risk: 40%
Description: Hover vehicles present both a boon and challenge to potential pilots. Levitating a foot or so off the ground means that adverse terrain has no bearing on the operation of your vehicle, but also means your controls are flighty and irresponsive at times. While initially expensive, additional hard points come cheap.
Class: Ground, Large
Price: 105000 gil + 17493 gil per hardpoint
DC: 18000
AP: 12
HP: 6 to 12
Maneuvering: 25%
Pilot Risk: 20%
Description: Semi, RV's and other large vehicles fall into this category. With plenty of space, these vehicles provide the most hard points of any conventional vehicle, but come at a steep cost. Due to their size, dodging in a large ground vehicle is next to impossible.
Class: Ground, Landship
Price: 1750000 gil + 70000 gil per hardpoint
DC: 32000
AP: 20
HP: 12 to 20
Maneuvering: 0%
Pilot Risk: 1%
Description: Better described as mobile bases, Landships are massive roaming tanks designed to move entire armies or facilities on the go. GDI's mobile command centers and Spice Factories on Arakkis both fall into this category. Missing one of these is next to impossible, however they are almost always heavily fortified, and exterior attacks will almost never harm the pilot.
The chassis of a vehicle is its body, its essence, its build. These are the general descriptors for a vehicle, and while some can fall in different categories depending on taste, a chassis must be selected in order to build a vehicle.
A vehicle's chassis is considered to include all of the absolute essentials for its function; an engine, life support, stabilizers, wheels, et cetera, and may include fluff things that don't require module placement (sound systems, fuzzy dice) using the other functions of the vehicle system. These are all factored into the base cost of the vehicle, as well as the lowest number of hard points listed (if "2 to 4," base cost includes 2 Hard Points).
Every vehicle will fall into one of the below categories, excepting "capital ships" (which can be of any type), which will be custom-built to need.
Class: The type of vehicle
Price: The cost of the vehicle. Each vehicle has a base cost, plus an additional cost for extra hard points to be installed. Some 'special' vehicle models in these categories may become available with more hard points than listed here.
AP: AP represents the number of armor points; which is both the maximum number of hard points on the vehicle and it's 'Hit Points'. As the vehicle is struck, AP will be deducted until it reaches 0, at which point the vehicle is inoperable.
HP: Hard Points are the number of places on the vehicle strong enough to support a modification, such as a weapon, power source (for energy weapons), computers, shields, and so on. These modifications go offline as the vehicle takes damage. If a vehicle is hit, this number is rolled and the system in the rolled slot is targetted. 2 hits is damaged but functional, 3 hits is damaged to the point of requiring repair, and 4 hits is destroyed to the point of needing replacement.
When crafting and adding hard points the DC, the DC for a hard point is 1000*Hardpoint total. If a vehicle has 2 HP and you wish add a 3rd this means your DC is 3000 to gain 3 hardpoints.
Maneuvering: This represents how much of the pilots roll carries over into attacks and dodges. If a pilot has a +24 bonus, and the vehicle has 50% maneuvering, the pilot rolls +12 on top of any other bonuses. Maneuvering can be affected by Vehicle Modules.
Pilot Risk: This represents the percent chance that the pilot will be injured in an attack. When a vehicle is hit, the AP is rolled along with a 1d100. If the vehicle has a 75% risk, 75 and below, the pilot takes damage. Pilot Risk can be altered by Vehicle Armor modules and some Vehicle Modules.
*Some units of capable of having co-piolets. This is noted on a unit to unit basis and is most seen in tanks, mechs, and ships in which case there are potentially several other people. Co-piolets can take actions as well, however only a 'designated person' will act on combat dodges and rolls unless an active turn is taken to switch to another players co-piolet. Use of weapons by a co-piolet does use there own piolet skill
_________________________________________________________________________
Class: Ground, Bike
Price: 3500 gil + 1750 gil per hard point
DC: 6000
AP: 4
HP: 2 to 4
Maneuvering: 125%
Pilot Risk: 90%
Description: Small vehicles which possess two or three wheels and are designed for individual use only (or possibly 2 with a sidecar). Bikes are the fastest and most maneuverable ground vehicle class, but are also the most dangerous due to their lack of protection of the pilot. Although they can be customized, the lack of available space limits the amount of customization options a pilot has.
Class: Ground, Wheeled
Price: 7000 gil + 3500 gil per hard point
DC: 10000
AP: 6
HP: 4 to 6
Maneuvering: 100%
Pilot Risk: 40%
Description: Conventional cars and trucks mostly fall into this category. Unlike bikes, cars provide a cockpit which protects the pilot from undue harm, and prove to be more stable on the road. This also makes them a larger target, and can prove problematic.
Class: Ground, Tracked
Price: 14000 gil + 8750 gil per hard point
DC: 13000
AP: 8
HP: 4 to 8
Maneuvering: 75%
Pilot Risk: 40%
Description: Tracked vehicles are designed for rugged, all terain maneuvering rather than comfort and speed. Due to their design, they are typically more armored than smaller ground counterparts, and thus have more places where equipment can be mounted.
Class: Ground, Hover
Price: 28000 gil + 3500 gil per hard point
DC: 13000
AP: 8
HP: 4 to 8
Maneuvering: 75%
Pilot Risk: 40%
Description: Hover vehicles present both a boon and challenge to potential pilots. Levitating a foot or so off the ground means that adverse terrain has no bearing on the operation of your vehicle, but also means your controls are flighty and irresponsive at times. While initially expensive, additional hard points come cheap.
Class: Ground, Large
Price: 105000 gil + 17493 gil per hardpoint
DC: 18000
AP: 12
HP: 6 to 12
Maneuvering: 25%
Pilot Risk: 20%
Description: Semi, RV's and other large vehicles fall into this category. With plenty of space, these vehicles provide the most hard points of any conventional vehicle, but come at a steep cost. Due to their size, dodging in a large ground vehicle is next to impossible.
Class: Ground, Landship
Price: 1750000 gil + 70000 gil per hardpoint
DC: 32000
AP: 20
HP: 12 to 20
Maneuvering: 0%
Pilot Risk: 1%
Description: Better described as mobile bases, Landships are massive roaming tanks designed to move entire armies or facilities on the go. GDI's mobile command centers and Spice Factories on Arakkis both fall into this category. Missing one of these is next to impossible, however they are almost always heavily fortified, and exterior attacks will almost never harm the pilot.