Vehicle Chasses

Whether a sleek sports car, a main battle tank, a combat mecha, or a space fighter, it can be found and built here ... at a premium.
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Vehicle Chasses

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Post by Hal_Emmerich »

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.
Hal_Emmerich
Master of Games
Posts: 355
Joined: October 9th, 2008, 4:50 am

Re: Vehicle System Prototype

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Post by Hal_Emmerich »

Class: Mech, Small
Price: 35000 gil + 17500 gil per hard point
DC: 15000
AP: 10
HP: 5 to 10
Maneuvering: 125%
Pilot Risk: 75%
Description: The smallest of mechs, generally reserved for moving cargo or exoskeleton work, these mechs generally tend to have a small protective glass cockpit rather than a large armored one. Their size makes it possible for them to move around inside buildings, but makes their pilots suceptible to enemy fire.

Class: Mech, Medium
Price: 70000 gil + 35000 gil per hard point
DC: 20000
AP: 15
HP: 5 to 15
Maneuvering: 100%
Pilot Risk: 50%
Description: A standard mechanized infantry unit and the most commonly seen. These mechs are cheaper to produce than their larger, more bulky counterparts, and carry more equipment than their larger counterparts. While the pilot is still an exposed target, damage is reduced by the addition of armored glass. Most mechs fall into this category.

Class: Mech, Large
Price: 175000 gil + 87500 gil per hard point
DC: 25000
AP: 20
HP: 5 to 20
Maneuvering: 75%
Pilot Risk: 25%
Description: Large war mechs intended as defensive units, these robots carry small risk to the pilot, but the armor and customization comes at a heavy cost to maneuvering capacity. Metal Gear Ray, ZEUS and other bulky, heavy mecha fall into this category.

Class: Mech, Giant
Price: 350000 gil + 350000 gil per hard point
DC: 40000
AP: 25
HP: 15 to 25
Maneuvering: 50%
Pilot Risk: 10%
Description: This mech class is limited to the most large humanoid mechs, generally reserved for mobile artillery. These vehicles tower over buildings and other mechs, and are almost exclusively used in short range oeprations. EVA units would fall into this category, although heavily modified to support more mobile operations, as would the Giant of Babil.

Class: Mech, Colossus
Price: 3500000 gil + 1750000 gil per hard point
DC: 100000
AP: 50
HP: 20 to 50
Maneuvering: 0%
Pilot Risk: 1%
Description: The heaviest classification of mecha is reserved for moving, bi or quad pedal structures. The only mecha known to occupy this space in current DW cannon is the Olympus Ex Machina and Deus Ex Machina Model F. These machines tower over the landscape and carry enough weapons to stop a small army. Injury to the pilot is almost unheard of at these levels. An indivdual stands virtually no chance against one of these monsters.
Hal_Emmerich
Master of Games
Posts: 355
Joined: October 9th, 2008, 4:50 am

Re: Vehicle System Prototype

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Post by Hal_Emmerich »

Class: Air, Jet
Price: 175000 gil + 350000 gil per hard point
DC: 7000
AP: 5
HP: 2 to 5
Maneuvering: 100%
Pilot Risk: 10%
Description: Jet aircraft are among the most commonly flown in most modern age Air Forces. Producing flight via a jet engine, these aircraft are capable of harrowing speeds and are suited for a multitude of attack, defense or interception options. Pilot risk is negligible due to the overall difficulty in hitting an aircraft without destroying it, as well as the fact that most ground attacks against aircraft do nothing (barring SAM missiles). Jet aircraft are very expensive however...

Class: Air, VTOL
Price: 350000 gil + 262500 gil per hard point
DC: 20000
AP: 15
HP: 5 to 15
Maneuvering: 75%
Pilot Risk: 20%
Description: A slower type of aircraft which relies not on aerodynamics to keep afloat, but repulsion. VTOL aircrafts are slower craft, but are much more suitable as transports due to their lack of requiring a landing strip. These vehicles are easier to peg due to their speed, but also possess more hardpoints for weaponry and turrets. Although not technically a VTOL, a C-130 would actually fall into this category, as it fulfills the purpose most VTOL aircraft do.

Class: Air, Rotary Wing
Price: 87500 gil + 175000 gil per hard point
DC: 15000
AP: 10
HP: 5 to 10
Maneuvering: 75%
Pilot Risk: 30%
Description: Helicoptors and gunships which require spinning rotors fall into this category. Maintaining the maneuverability of the VTOL aircraft, rotary wing aircraft are less expensive than a VTOL. Their slower speeds make them susceptible to enemy fire however. Helicoptors are not suited to high altitude conditions.

Class: Space, Fighter
Price: 525000 gil + 699825 gil per hard point
DC: 8000
AP: 5
HP: 2 to 5
Maneuvering: 100%
Pilot Risk: 25%
Description: Most races and societies tend to develop these after first contact, fulfilling the purpose of a Jet in space. Although capable of functioning within an atmosphere, they function at diminished capacity (50% maneuvering) due to their reliance on spaces lack of inertia. They are comparable to fighter jets in all but their domain and cost.

Class: Aerospace, Fighter
Price: 8750000 + 350000 gil per hard point
DC: 18000
AP: 10
HP: 8 to 10
Maneuvering: 100%
Pilot Risk: 75%
Description: The most expensive of fighter craft, Aerospace fighters are designed to operate in any condition air or space. These fighters are generally among the most sophisticated, possessing an energy thruster system that functions equally well as constant propulsion and as a booster, shielding for atmospheric re-entry, as well as systems for handling several kinds and varieties of gravity, extreme cold, and usually extreme heat. Needless to say, these craft are not cheap...

Class: Capital Ships…
Price: Custom Built to Specification
AP: *
HP: *
Maneuvering: *
Pilot Risk: *
Description: Capital Ships, due to their immense size and complexity, do not fall into this scale, and must be individually designed and tailored to spec. Taking one of these down will be a major challenge
Hal_Emmerich
Master of Games
Posts: 355
Joined: October 9th, 2008, 4:50 am

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