Vehicle Modules

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 Modules

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Post by Hal_Emmerich »

Vehicle Modules

These optional pieces are what really help customize a vehicle and set it aside from others. These pieces, while expensive, range from powerful computing software, to chassis/hull upgrades, to countermeasures, and more.

Unless otherwise specified, every module occupies 1 Hard Point on a vehicle. Make sure that, when installed, it is noted which Hard Point the module occupies for when the vehicle is in combat.

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Name: Onboard Computers
Type: Computing
Cost: 87500 gil
DC: 3500
Power Requirement: 0
Description: Built-in, pilot-accessible computing systems allow a pilot or crewmember to access digital data. This streamlines the entire vehicle's performance, allows tracking of "smart" weapons, and increases a pilot's awareness.
Effect: Raises the Maneuverability Rating of a vehicle by 10%; removes negative Roll Bonuses from Rocket/Missile weapons and makes these "smart weapons."

Name: Tracking Systems
Type: Computing
Cost: 52500 gil
DC: 1500
Power Requirement: 0
Description: A powerful suite of software is installed into a vehicle's weapons package, increasing the accuracy and seeking capabilities of tracking weapons.
Effect: Raises the accuracy of Rocket/Missile and Torpedo weapons by +10. Stacks with "Onboard Computers" but it is not required.

Name: Targeting Computer
Type: Computing
Cost: 140000 gil
DC: 4000
Power Requirement: 0
Description: A suite of digital software is added to a pilot or gunner's weapon package, using "leading" software that judges velocity and predicts movement to aid in targeting dumbfire weapons.
Effect: Raises the Roll Bonus of Cannons, Rockets, Lasers, and Phasers by +10.

Name: CCD-TV Ground Attack Software
Type: Computing
Cost: 140000 gil
DC: 4000
Power Requirement: 0
Description: A hyper-advanced charge-coupled device-television unit is mounted in the pilot/gunner's view, allowing for precision viewing, tracking, targeting, and attacking of surface targets below the aircraft. Includes infrared, inertial targeting, and global positioning-Unus Mundus precision linking.
Effect: Raises the Roll Bonus of air-to-surface attacks by +10, including all weapons.

Name: Munitions Management System
Type: Computing
Cost: 437500 gil
DC: 12500
Power Requirement: 0
Description: A micromanaging computing subroutine built into weapons system uses more accurate counts of weapon rounds, as well as improves cycling and storage for larger munitions, allowing more to be fit onto the vehicle.
Effect: Provides a 50% ammo bonus to all weapons systems onboard

Name: Remote Control
Type: Computing
Cost: 262500 gil
DC: 25000
Power Requirement: 0
Description: The installation of powerful transmitters and connecting software allows a vehicle to be controlled remotely, using a computer, a simple controller, or various other long-distance methods.
Effect: Enables a vehicle to be piloted in fly-by-wire mode, which in turn allows for remote control.

Name: Damage Control Systems
Type: Computing
Cost: 437500 gil
DC: 12500
Power Requirement: 0
Description: A comprehensive system of electric, electronic, and mechanical rerouting allows for damage to be mitigated and shifted to less-essential systems in a craft, making it difficult to disable a crucial system with a lucky shot.
Effect: When the vehicle takes damage, this allows systems to be shifted around, so that the user can decide which system is damaged or destroyed.

Name: Weapon-Link
Type: Computing
Cost: 280000 gil
DC: 40000
Power Requirement: 0
Description: A targeting suite that simultaneously uses two completely independent systems to produce a timed targeting event, allowing for both systems to be tripped at the same time, exponentially increasing a vehicle's versatility and threat level.
Effect: Allows the pilot to operate multiple weapons using one system (otherwise only one weapon at a time can be used).

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Name: Optical Wavelength Scanners
Type: Detection
Cost: 35000 gil
DC: 1000
Power Requirement: 1 per use
Description: A powerful suite of high-performance camera systems, used to study and scrutinize objects.
Effect: +5 to spot/search checks

Name: Infrared/Low-Light Scanners
Type: Detection
Cost: 87500 gil
DC: 2500
Power Requirement: 1 per use
Description: An additional set of extended-spectrum scanners allows for low-light and thermal imaging, using heat detection and other advanced forms of optical tracking to minimize the effect of obstruction, temperatures and night over a scanner.
Effect: +10 to spot/search checks, opponent gets no hide bonus from cover

Name: L-RADAR Sensor Suite
Type: Detection
Cost: 175000 gil
DC: 5000
Power Requirement: 1 per use
Description: A powerful combination of LASER- and radar-detection and ranging suites forms an all-inclusive package of detection software and hardware, able to pinpoint and register extreme detail on objects at great distance.
Effect: Provides vehicle AP totals

Name: Magnetic Resonance Scanners
Type: Detection
Cost: 350000 gil
DC: 20000
Power Requirement: 1 per use
Description: An advanced detection system that utilizes magnetic signatures in organic- and non-organic materials to create a spectral scope of objects, Magnetic Resonance software is able to create a three-dimensional scan of a target with exact precision.
Effect: Provides vehicle AP totals and hardware layouts, additional details

Name: Subatomic Resonance Sensors
Type: Detection
Cost: 875000 gil
DC: 50000
Power Requirement: 1 per use
Description: Some of the most advanced software and hardware in detection suites is subatomic resonance detection, which is able to pinpoint objects beyond even the molecular level to create perfect representations of them at even the tiniest makeup.
Effect: Provides vehicle AP totals, hardware layouts, details, +10 bonus to targeting, as well as allowing the scan of objects and living beings
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Name: Studded Tires
Type: Ground Effect
Cost: 26250 gil
DC: 7500
Power Requirement: 0
Description: Thick "cleats" are added to the treads of ground tires, giving much-needed stability and grip in adverse conditions, including alien environments and poor weather.
Effect: Raises the Maneuverability Rating of a vehicle by 25% when off-road or in poor weather.

Name: High Performance Racing Tires
Type: Ground Effect
Cost: 26250 gil
DC: 7500
Power Requirement: 0
Description: Softer rubber and narrower channels are added to tires, giving much more ground-effect on the vehicle when on smooth, dry surfaces.
Effect: Raises the Maneuverability Rating of a vehicle by 25% when on-road.

Name: Treads
Type: Ground Effect
Cost: 26250 gil
DC: 7500
Power Requirement: 0
Description: Dense, thick, wide treads are added to a vehicle's tires, giving it better grip in all conditions and all environments.
Effect: Raises the Maneuverability rating of a vehicle by 10% in all conditions.

Name: Street Racing Suite
Type: Ground Effect
Cost: 17500 gil
DC: 5000
Power Requirement: 0
Description: A powerful combination of spinning rims, underglow lights, and a rear spoiler gives a vehicle a significant presence when in urbanized areas. They'll see you rollin', and they'll hate.
Effect: When performing or participating in racing events, raises income by 25%.
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Name: G-Diffuser System
Type: Chassis
Cost: 385000 gil
DC: 60000
Power Requirement: 3 per exit/re-entry
Description: A set of anti-gravity technology that allows aircraft to compensate for gravity and inertia; highly effective in making a fighter both air- and space-capable for far cheaper than building a dedicated Aerospace vehicle.
Effect: This unit reduces the effect that atmospheric exit and re-entry has on a vehicle to manageable levels.

Name: Gyroscopic Cockpit
Type: Chassis
Cost: 122500 gil
DC: 15000
Power Requirement: 0
Description: A pivot and gimble mechanism built into the body of a vehicle allows the pilot to remain oriented upwards regardless of the condition of the vehicle.
Effect: Raises the Maneuverability Rating of a vehicle by 20%.

Name: Stability Augmentation System
Type: Chassis
Cost: 87500 gil
DC: 25000
Power Requirement: 1 per use
Description: A unique suite of hardware and software makes piloting maneuvers and stunts easier to complete, reducing wing jitter or tire slide to almost none.
Effect: When performing maneuvering checks (but not combat-related dodges), such as terrain navigation, adds a bonus of +20 to the total roll.

Name: Vehicle-Mounted Weapons Platform
Type: Chassis
Cost: 52500 gil
DC: 15000
Power Requirement: 0
Description: An extra port, wires, and a stabilizing gyroscope allows for a man-sized weapon compartment to be added to almost any vehicle, whether it's to make a "technical" pickup truck or to add a minigun to a helicopter.
Effect: Allows for the mounting of a Heavy Weapon to a Hard Point on the vehicle, allowing a character to man the gun and fire separately from the vehicle.

Name: Ammo Salvo
Type: Chassis
Cost: 157500 gil
DC: 18000
Power Requirement: 0
Description: A hard point is converted to an ammunition store, allowing a chunk of more munitions to be placed onboard for easy access for the weapon.
Effect: Provides a 50% bonus to ammo capacity for a weapon. The weapon must be specified when the Ammo Salvo is installed.

Name: Concealed Weaponry
Type: Chassis
Cost: 70000 gil
DC: 2000
Power Requirement: 0
Description: By converting a spare port into a foldaway mechanism and space, a weapon hardpoint and its ammunition can be hiding it in a lined compartment resistant (but not completely immune) to scanning and searching.
Effect: Allows a vehicle to pass as civilian by retracting weapons into it's body.

Name: RCS Thrusters
Type: Chassis
Cost: 157500 gil
DC: 8500
Power Requirement: 0
Description: A series of tiny, jet-emitting nozzles set all around a vehicle and a precision-guided virtual intelligence forms a "Reaction Control System," which allows a pilot to make precision movements in dangerous conditions.
Effect: Raises the Maneuverability Rating of a vehicle by 10% when in space or zero-gravity.

Name: Variable Weapons System
Type: Chassis
Cost: 280000 gil
DC: 20000
Power Requirement: 0
Description: A complex system of servos, mechanical gears, and a hardwire uplink gives a vehicle the ability to mount multiple weapons and exchange them between one another. Whether it's a rotating cannon-laser array or an exchanging rocket-missile system, this upgrade gives a vehicle exponential increases in versatility.
Effect: Allows a user to store two weapons in a hard point; however, only one weapon can be active at a time. Switching requires 3 rounds where neither weapon is available. Destroying that point destroys both weapons.

Name: Auxiliary Power
Type: Chassis
Cost: 420000 gil
DC: 20000
Power Requirement: 0
Description: A secondary, smaller, solid-fuel reserve of energy is added to a vehicle's power system, allowing it to function for a short amount of time afterwards and maintain essential functions in turbulence.
Effect: Provides 3 additional RP that can be drawn on and do not recharge, enough to maintain basic control of a vehicle.

Name: Climbing Apparatus
Type: Chassis
Cost: 140000 gil
DC: 4000
Power Requirement: 1 per use
Description: A powerful set of massive cranks, wheels, tightly-wound synthetic cables, spiked leggings, and magnetics gives a Mech-class vehicle the ability to become truly all-terrain.
Effect: Allows mechs to scale inclimate terrain, such as sheer cliffs, vertical buildings, and other generally unpassable obstacles.

Name: Mine-Laying Package
Type: Chassis
Cost: 87500 gil
DC: 5000
Power Requirement: 0
Description: A unique storage and deployment system is installed into the chassis of a vehicle, allowing it to safely deploy and activate mines and other ground munitions while on the move.
Effect: Allows a vehicle to deploy Mines over an area, even while in motion.

Name: Shield
Type: Chassis
Cost: 262500 gil
DC: 7500
Power Requirement: 0
Description: A massive construct that can intercept damage before it reaches the vehicle itself.
Effect: A shield adds +10 to a vehicle’s dodge roll, and does not take Armor Point or Hard Point damage unless it is specifically targetted. If the shield hardpoint is attacked and the vehicle dodge/blocks the attack, the shield does not take Armor Point or Hard Point damage.
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Name: Electronic Countermeasures
Type: Camouflage
Cost: 262500 gil
DC: 15000
Power Requirement: 0.5 per round while active.
Description: A powerful system of jamming signals and anti-detection software is installed into a vehicle, and when activated, forms a near-impenetrable shield of scrambling distortion on a number of wavelengths and frequencies, preventing incoming signals from reaching the vehicle.
Effect: When activated, prevents Detection systems from scanning the vehicle and provides electronic interference within the area, preventing connectivity to it. This does not serve as camouflage.

Name: Chaff/Flare
Type: Camouflage
Cost: 35000 gil
DC: 5000
Power Requirement: 0
Description: A powerful mix of anti-L/RADAR reflective chaff clouds and streaming, high-temperature infrared flare bursts provide powerful countermeasures to target-seeking weaponry.
Effect: Automatically pass a single dodge check vs locked on missile weaponry. Can be used up to 3 times, and can be installed on more than 1 Hard Point.

Name: Optical Camouflage
Type: Camouflage
Cost: 437500 gil
DC: 25000
Power Requirement: 1 per round while active
Description: An optical illusion system, typically generated with optical cell plating. Renders the vehicle invisible to sight, but not to sensors or other senses.
Effect: Renders a vehicle "invisible" to the naked eye and optical detection, including laser designation. Other types of detection software will still render the vehicle.

Name: "Stealth" Anti-Detection System
Type: Camouflage
Cost: 437500 gil
DC: 30000
Power Requirement: 1 per round while active
Description: A powerful suite of camouflage systems renders a vehicle invisible to sensors and radar detection, but does not conceal its visible signature.
Effect: Renders a vehicle impossible to target using sensors or targeting software, but dumbfire weapons and optical tracking operate as normal.

Name: Cloaking System
Type: Camouflage
Cost: 875000 gil
DC: 40000
Power Requirement: 2 per round while active
Description: A highly-advanced camouflage system that distorts space around a vehicle, rendering it nearly impossible to detect with conventional means.
Effect: Obscures space around a vessel to render it impervious to sight or sensors (thus tracking systems), but deactivates all other Energy-consuming modules.

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Name: Surveillance Package
Type: Miscellaneous
Cost: 52500 gil
DC: 1500
Power Requirement: 2 per use
Description: A high-powered cluster of cameras, sights, opticals, and complex electronic technology, the Surveillance Package is used for reconnaissance and data-gathering.
Effect: Contains the following Gadgets: Eagle Vision Surveillance System, "Bionic Ear" Omni-Directional Audio Reciever, Ranged Audio Interception/Decryption (RAID) Device, "Big Brother" Global/Spacial Positioning System, "Cat's Eye" Low-Light Optics, "All-Seeing Eye" Electrobinoculars.

Name: Emergency Medical
Type: Miscellaneous
Cost: 35000 gil
DC: 10000
Power Requirement: 0.5 per use
Description: A powerful set of automatically-injected stimulants, sedatives, and restoratives (selected by need, of course) helps maintain a pilot's health and functionality while secured in the vehicle.
Effect: When activated, automatically restores 5% of a user's Max HP per round.

Name: Searchlight
Type: Miscellaneous
Cost: 12250 gil
DC: 1000
Power Requirement: 0.5 per round while active
Description: An extremely bright, directionally-guided and 360 degree-rotating light is mounted to the vehicle's hull, allowing it to be used to provide aid when scouring the environment.
Effect: Provides a +30 bonus to spot and search checks for anyone in the vehicle.

Name: Hyperdrive System
Type:Miscellaneous
Cost: 875000 gil
DC: 25000
Power Requirement: 0 during charge, 20 when activated
Description: A faster-than-light travel system that both reduces a vehicle’s mass artificially and propels it through deep space. These units are considered illegal in Federation territory (due to the use of UMN Transit Columns), but are relatively commonplace in many other parts of the galaxy.
Effect: The Hyperdrive System requires 3 rounds to activate and tune, and includes failsafe functions that prevent it from activating before that (as an improperly-calculated jump through hyperspace could fly right through a star, or bounce too close to a supernova and that'd end your trip real quick, wouldn't it?)
Hal_Emmerich
Master of Games
Posts: 355
Joined: October 9th, 2008, 4:50 am

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