Aberrant 2.0 Vehicle Rules

From Sphere
Revision as of 04:04, 14 April 2011 by MJ12 Commando (talk | contribs) (Created page with "=Vehicle General Errata= Safe Speed and Max Speed are in km/h. The speed in meters/combat round is given in parentheses. Maneuver is the dice bonus or penalty to any control roll...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Vehicle General Errata

Safe Speed and Max Speed are in km/h. The speed in meters/combat round is given in parentheses. Maneuver is the dice bonus or penalty to any control rolls (Dex + Pilot or Dex + Drive). Armor also has a value in parentheses, which is the amount of soak given to the passenger in the event he is directly attacked. Armor soaks both bashing and lethal damage at full value. Damage penalties to vehicles affect both mounted weapons and maneuvering.

Vehicle Stats

Cars

  • Compact Car: Safe Speed 75 (60), Max Speed 150 (120), Maneuver +0, Passengers 3, Armor 6 (+2), HLs -0 x 2, -1 x 4, -2 x 4, -4 x 2, Wrecked
    • A compact car is a cheap and efficient method to transport a family, but is rather vulnerable to gatling gun fire and antitank missiles, making it a poor vehicle choice for most PCs.
  • Midsize Car: Safe Speed 75 (60), Max Speed 250 (200), Maneuver +1, Passengers 4, Armor 8 (+2), HLs -0 x 3, -1 x 4, -2 x 4, -4 x 3, Wrecked
    • Midsized cars can carry an average family of 4 in decent comfort.
  • Large Car: Safe Speed 75 (60), Max Speed 200 (160), Maneuver +0, Passengers 5, Armor 8 (+3), HLs -0 x 5, -1 x 5, -2 x 5, -4 x 5, Wrecked
    • Large town cars are stylish and tasteful ways to show wealth and power! And with a hypercombustion engine or fuel cell, they aren't even bad for the environment anymore.
  • Sports Car: Safe Speed 150 (120), Max Speed 300 (240), Maneuver +2, Passengers 0-2, Armor 7 (+2), HLs -0 x 2, -1 x 4, -2 x 4, -4 x 2, Wrecked
    • If you need to get somewhere fast but can't afford a helicopter you probably want one of these.

Trucks and Bikes

  • Motorcycle: Safe Speed 50 (40), Max Speed 150 (120), Maneuver +2, Passengers 0-1, Armor 4 (+0), HLs -0 x 2, -1 x 4, -2 x 4, -4 x 1, Wrecked
    • The preferred transportation for advanced robot assassins, bad boys, and other ne-er-do-wells, a motorcycle is lightweight and maneuverable but provides negligible protection to the operator.
  • Small Truck: Safe Speed 50 (40), Max Speed 150 (120), Maneuver -1, Passengers 2, Armor 8 (+3), HLs -0 x 5, -1 x 5, -2 x 5, -4 x 5, Wrecked
    • Small trucks carry cargo. An entire range of vehicles, from larger pickup trucks to small 6x6 wheeled trucks fall into this category.
  • Large Truck: Safe Speed 50 (40), Max Speed 150 (120), Maneuver -2, Passengers 2, Armor 10 (+4), HLs -0 x 10, -1 x 5, -2 x 5, -4 x 5, Wrecked
    • Large trucks are much larger and tend to pull several tons' worth of cargo behind them. They are in a very real way critical to commerce, and in an emergency make decent kinetic weapons when barreling towards someone at full speed.

Civilian Aviation

  • Small Prop Plane: Safe Speed 220 (175), Max Speed 650 (520), Maneuver +1, Passengers 4, Armor 6 (+2), HLs -0 x 4, -1 x 6, -2 x 6, -4 x 4, Crashed
    • A small prop plane is a small civilian aircraft, little more than a toy. That said, they can land almost anywhere and are relatively cheap.
  • Large Prop Plane: Safe Speed 540 (430), Max Speed 760 (600), Maneuver -2, Passengers 40, Armor 8 (+3), HLs -0 x 6, -1 x 8, -2 x 8, -4 x 6, Crashed
    • Larger prop planes have more commercial applications but tend to be slightly less convenient.
  • Small Jet Aircraft: Safe Speed 600 (480), Max Speed 900 (720), Maneuver +1, Passengers 6, Armor 6 (+2), HLs -0 x 6, -1 x 8, -2 x 8, -4 x 6, Crashed
    • A personal jet is a necessity for any globetrotting multimillionaire.
  • Jumbo Jet: Safe Speed 600 (480), Max Speed 900 (720), Maneuver -5, Passengers 300, Armor 9 (+3), HLs -0 x 20, -1 x 20, -2 x 10, -3 x 10, -4 x 10, Crashed
    • And for the rest of us, you have large air transport which is good at several things: 1. Carrying lots of people across long distances with a minimum of comfort, and 2. Becoming an impromptu cruise missile at the hands of someone sufficiently crazy.
  • Civilian Helicopter: Safe Speed 200 (160), Max Speed 400 (320), Maneuver +3, Passengers 4, Armor 6 (+2), HLs -0 x 5, -1 x 5, -2 x 3, -4 x 3, Destroyed
    • Civilian helicopters combine the convenience of a military helicopter with the legality of a thing that isn't bristling with dangerous weapons, and are fast and maneuverable, if fuel-inefficient, methods of getting from Point A to Point B no matter how rough the terrain at Point B is.

Military Aircraft

  • Strike Aircraft: Safe Speed 600 (480), Max Speed 1000 (800), Maneuver +3, Passengers 0, Armor 15 (+8), HLs -0 x 10, -1 x 10, -2 x 10, -4 x 5, Eject!
    • Strike Aircraft are (relatively) heavily armored aircraft designed for CAS, armed with heavy rotary cannon and a variety of very deadly missiles.
  • Fighter Aircraft: Safe Speed 1000 (800), Max Speed 2500 (2000), Maneuver +3, Passengers 0, Armor 9 (+6), HLs -0 x 10, -1 x 5, -2 x 5, -4 x 5, Eject!
    • They might be old, but venerable fighter aircraft with proper updates can still put up a pretty impressive fight at an eminently affordable price point. That is, affordable to the average nation-state, not a single person.
  • Advanced Fighter: Safe Speed 1000 (800), Max Speed 3000 (2400), Maneuver +4, Passengers 0, Armor 9 (+6), HLs -0 x 10, -1 x 5, -2 x 5, -4 x 5, Eject!
    • Later-generation fighters designed and built in the late 20th and early 21st centuries are common in the arsenals of large power blocs such as the EU, China, and the United States, combining speed, maneuverability, firepower, and defenses to create deadly birds of prey.
  • Superfighter: Safe Speed 1500 (1200), Max Speed 4500 (3600), Maneuver +5, Passengers 0, Armor 9 (+6), HLs -0 x 10, -1 x 5, -2 x 5, -4 x 5, Eject!
    • These cutting edge prototype designs are often the brainchildren of Nova designers, combining bleeding-edge electronics and materials science to create flying supercomputers with the combat effectiveness of an entire fighter squadron and a comparable price point.
  • Bomber: Safe Speed 1000 (800), Max Speed 2000 (1600), Maneuver -3, Crew 4, Armor 10 (+6), HLs -0 x 10, -1 x 10, -2 x 10, -4 x 5, Eject!
    • Bombers find themselves assigned to the role of carrying large amounts of ordinance and dispensing it with varying amounts of discrimination on various countries.
  • UCAV: Safe Speed 600 (480), Max Speed 1000 (800), Maneuver +3, Passengers 0, Armor 9, HLs -0 x 5, -1 x 5, -2 x 5, -4 x 5, Destroyed
    • Cutting-edge in 2021, UCAVs are fully autonomous strike aircraft. They're still kind of dumb right now, but as science advances by leaps and bounds they are becoming more and more capable of performing even complex maneuvers successfully.

Military VTOLs

  • Attack Helicopter: Safe Speed 250 (200), Max Speed 450 (360), Maneuver +3, Passengers 0, Armor 18 (+10), HLs -0 x 10, -1 x 5, -2 x 5, -4 x 5, Destroyed
    • Gunships carry an autocannon and a variety of rockets and missiles into combat, generally performing strike missions or escorting transport helicopters.
  • Transport Helicopter: Safe Speed 200 (160), Max Speed 400 (320), Maneuver +0, Passengers 10, Armor 15 (+8), HLs -0 x 5, -1 x 5, -2 x 5, -4 x 5, Destroyed
    • There are few better ways to move a bunch of light infantry into combat fast, but transport helicopters tend to be vulnerable to AA weapons.

Military Ground Vehicles

  • APC: Safe Speed 30 (24), Max Speed 60 (48), Maneuver -2, Passengers 10, Armor 18 (+10), HLs -0 x 10, -1 x 10, -2 x 5, -4 x 5, Wrecked
    • APCs are wheeled or tracked armored vehicles with light self-defense armament intended to increase the mobility of infantry.
  • Infantry Combat Vehicle: Safe Speed 50 (40), Max Speed 80 (64), Maneuver -3, Passengers 7, Armor 20 (+12), HLs -0 x 15, -1 x 10, -2 x 5, -4 x 5, Wrecked
    • IFVs are upgunned APCs, trading some infantry capacity for additional firepower and armor.
  • Light Tank: Safe Speed 50 (40), Max Speed 100 (80), Maneuver -2, Passengers 0, Armor 18 (+12), HLs -0 x 15, -1 x 10, -2 x 5, -4 x 5, Wrecked
    • Light tanks are smaller tanks, used as tracked reconnaissance vehicles, skirmishers, or airmobile armor.
  • Main Battle Tank: Safe Speed 50 (40), Max Speed 80 (64), Maneuver -3, Passengers 0, Armor 25 (+15), HLs -0 x 15, -1 x 10, -2 x 10, -4 x 10, Wrecked
    • The pinnacle of the armored combat vehicle, your average MBT is fast, incredibly tough, and armed with enough firepower to smash just about anything in its way.

Combat Robots

  • Danguard: Safe Speed 30 (24), Max Speed 50 (40), Maneuver +1, Passengers 0, Armor 20, HLs -0 x 5, -1 x 5, -2 x 5, -4 x 5, Disabled
    • Built by Kuro-Tek originally and with similar designs coming off the assembly lines of a half-dozen companies, these large and heavy combat robots have Strength 16 [4] due to their massive musculature, and have arms and legs, allowing them to make hand to hand combat maneuvers.
  • Gunsen: Safe Speed 30 (24), Max Speed 60 (48), Maneuver +2, Passengers 0, Armor 12, HLs -0 x 5, -1 x 3, -2 x 2, -4 x 2, Disabled
    • A much smaller design, the Gunsen is barely 2 meters tall and masses only about a half-ton. Much weaker and more lightly armed than its bigger brother, the Gunsen is often used for internal security. The Gunsen's fast-contracting artificial muscle reduces multiple action penalties by 2, and its artificial muscles have Strength 8 [1].
  • Cybertank: Safe Speed 60 (48), Max Speed 90 (72), Maneuver -2, Passengers 0, Armor 35, HLs -0 x 20, -1 x 20, -2 x 10, -4 x 10, Disabled
    • The Ogre is coming! the Ogre is coming! Run for your life! A cybertank is a fearsome war machine, 70 tons of armor and high-endurance powerplant and firepower with no pesky crew chambers to take up space or get tired.

Vehicle Features

Military Aircraft

  • Strike Aircraft: Hardpoints x 6, 30mm Rotary Cannon
  • Fighter Aircraft: Hardpoints x 6, 20mm Rotary Cannon, Stealth (+1 difficulty to enemy awareness and attack rolls), Advanced Sensors (+1d to awareness and attack rolls, no penalties for darkness or poor vision conditions)
  • Advanced Fighter: Hardpoints x 6, 20mm Rotary Cannon, Stealth (+2 difficulty to enemy awareness and missile attack rolls), Advanced Sensors (+2d to awareness and attack rolls, no penalties for darkness or poor vision conditions), Computer Assistance (-1 multiple action penalty, +3 Initiative)
  • Superfighter: Hardpoints x 8, Tactical Laser, Stealth (+3 difficulty to enemy awareness and attack rolls), Advanced Sensors (+3d to awareness and attack rolls, no penalties for darkness or poor vision conditions), Computer Assistance (-2 multiple action penalty, +5 Initiative)
  • Bomber: Hardpoints x 20, Stealth (+3d to dodge and stealth rolls), Computer Assistance (-2 multiple action penalty)
  • UCAV: Hardpoints x 4, Stealth (+2 difficulty to enemy awareness and missile attack rolls), AI Piloted (Init 13, 6d for attack and piloting rolls before adding bonuses), Advanced Sensors (+3d to awareness and attack rolls, no penalties from poor vision conditions or darkness)

Military VTOLs

  • Attack Helicopter: 30mm Cannon, Hardpoints x 8, Advanced Sensors (+1d to awareness and attack rolls, no penalties from poor vision conditions or darkness), Computer Assistance (-1 multiple action penalty)
  • Transport Helicopter: Miniguns x 2 (one per side), Hardpoints x 4

Military Ground Vehicles

  • APC: Light MG x 2, Vehicle Grenade Launcher x 1
  • ICV: Heavy MG x 2, 30mm Cannon x 1, Hardpoints x 2 (missiles only). Alternately Heavy MG x 2, 105mm Cannon x 1
  • Light Tank: Heavy MG x 2, 105mm Cannon x 1
  • Main Battle Tank: Heavy MG x 2, Tank Railgun x 1. Alternately Heavy MG x 1, 120mm Cannon x 1, Vehicle Grenade Launcher x 2

Combat Robots

  • All Machines: AI Piloted (Init 13, 6d for attack and maneuver rolls before adding bonuses), Advanced Sensors (+3d to awareness and attack rolls, no penalties from poor vision conditions or darkness), Remote Control Option (can be remote-controlled, uses controller's attributes)
  • Danguard: 30mm Autocannon x 1, Vehicle Grenade Launcher x 1, Light MG x 2 (linked, both fire as one action), Anti-vehicle Vibroblade (Damage Str + 7L, AP (3)), Multitasking Computer (+1 actions/turn).
  • Gunsen: Vehicular Grenade Launcher x 1, Light MG x 1, Vibroblade (Damage Str + 5L, AP (2)). Alternatively, Portable Laser x 1, Light MG x 1, Vibroblade, Multitasking Computer (+1 actions/turn).
  • Cybertank: Tank Railgun x 1, PD Masers x 2 (as Maser, may defend against missile attacks), Vehicle Grenade Launcher x 2, Multitasking Computer (+2 actions/turn)

Large Vehicles

Some vehicles, such as wet-navy warships, hypothetical future starships, are large and relatively compartmentalized, and therefore have multiple components, which each have individual soak and health levels. These vehicles are as much terrain as they are vehicle, though, and should often be treated as such. Therefore, a unit will often be considered to be made up of multiple components, which each take "damage penalties" and have their own soak ratings and whatnot.

Tags

  • Massive(X): A component such as this is absolutely huge, and only takes 1 health level of damage, maximum, from any attack without an area effect with a radius of (X) or above. Explosive weapons should divide (X) by their explosive radius, calculating their "actual" damage from that (round damage loss up). So, for example, a unit with Huge(15) and an explosive power (loses 1 damage per 3 meters) which does [12] + 16L, would subtract 5 from net damage and deal [7] + 16L instead. Massive components do not take ping damage at all from attacks without such an area of effect-the minor damage a pistol-sized bullet hole does to a warship is insignificant in the long run.
  • Gargantuan(X): Similarly, most large units are impossible to miss. A unit with this tag cannot dodge any weapon with an anti-vehicle rating lower than its Gargantuan rating. For example, a warship may have AV(10), meaning that it cannot even attempt dodge rolls against any weapon other than cruise missiles. Generally, gargantuan is universal for a ship, while different components may have different sizes and vulnerabilities.