Ethercruisers and Other Vehicles
Basics
These vehicles use a slightly modified version of the Voidship Construction Rules, because those are amazingly fun to play with. This is a repository for both Technocratic and Traditionalist vehicles.
New Traits
- Casting Chamber (Prime 5, Correspondence 3)
- Almost always only found in Traditionalist Umbral vessels, Casting Chambers are rare and powerful enhancers that augment the power and range of spells cast in them. A Casting Chamber allows any spell to be used in Voidship combat even if the caster lacks the Correspondence necessary to target something at dozens to hundreds of km away, and adds to the caster's Arete for the purposes of casting only.
- Casting Chambers cost 10 successes per +1 to Arete.
- Coincidental (None)
- A Coincidental vehicle is mostly believable and does not normally create paradox.
- Coincidental vehicles cost +50% more after all other costs are factored in. Note that if a coincidental vehicle busts out, say, plasma cannons or other vulgar effects, it will still generate paradox.
- Enhanced Maneuverability (Forces 3)
- A vehicle with Enhanced Maneuverability is extremely maneuverable.
- Enhanced Maneuverability costs half the basic structure successes of the vehicle for +1d to any Pilot, Drive, or Helmsman rolls made to move it around.
- Environmental Protection (Forces 2, Life 2)
- Environmental Protection is the halfway point between 'space capable' and 'exposed to the elements'. It provides basic amenities such as air conditioning and insulation, as well as useful things like 'chemical weapons filters'.
- Environmental Protection costs half the basic structure successes and provides protection against things like 'boiling hot weather', 'freezing temperatures', and 'nerve gas attacks'. Enlightened/Magical environmental protection is self-healing to some extent, and may repair itself during a breach. By default, it has an "Arete" of 5, which it rolls at difficulty 5 if the vehicle takes any damage. Unless it botches, the protection is intact. Otherwise, anyone in an open seat or a basic seat is affected by the environment.
- Ground Movement (Forces 3/Forces 4)
- Ground Movement allows a vehicle to move on the ground. The basic form allows a vehicle to achieve all-terrain speeds equivalent to modern cars, while the advanced form allows speeds equivalent to race cars, as well as the ability to drive on any surface without issue, including very thin ice, liquid water, walls, and ceilings. While using ground movement, a vehicle is maneuvered via Wits + Drive.
- Ground Movement costs half the basic structure successes for basic movement, while the advanced form costs twice as much.
- Living (Life 5)
- The vehicle is actually alive. It has a "Stamina" equal to its armor rating and must have some form of AI (in this case, just Intelligence). They also slowly heal health levels at the same rate humans heal -0 HLs.
- To make a vehicle alive costs half its basic structural successes and allows it to benefit (or suffer) from the effects of Life magic.
- Self-Repair (Matter 4)
- Self-Repair Systems provide a vehicle limited innate recovery ability. They are generally vulgar for all but very minor repairs and thus best used only on Voidships and Ethercruisers. Or tanks.
- Self-Repair Systems cost half the basic structure successes to regenerate 2 HLs/turn. Every additional 5 successes added to the SRS add another +2 HLs/turn of regeneration.
- Small (None)
- A small vehicle is, well, small. This makes it somewhat more convenient.
- Each level of Small adds 20 successes to the vehicle's cost, although it does not actually require that many successes to build (1 BG point). It's a "this vehicle is actually convenient and doesn't require you to make advance plans for" tax. Thus, it is only generally applied to things that can work on Earth (like cars and such). 1 point of Small means the vehicle is about the size of a car, while 2 points means it is about the size of a motorcycle.
New Options
- Antimagic Shielding (*Sphere 1, Prime 3)
- Unlike Primium, the Traditions don't have any broad-spectrum countermagical ability. Instead, they just weave things like Parma Magickas and whatnot into their vessels. Technocrats who want additional protection against magic may also use antimagic shielding, in various forms, to complement primium armor. Although more powerful, antimagic shielding is ablative, more easily bypassed, and can be overwhelmed.
- Each success in antimagic shielding negates 1 success from an incoming spell, or 2 health levels from a magical attack. Antimagic shielding must specify the sphere it attempts to counter, and may not counter spells or procedures not using that specific sphere. By far the most common forms of AM Shielding are Forces or Matter, although Life is also useful.
- Open Topped Seat (N/A)
- Some
Reality DeviantsMages think that they can breathe in space. This means they don't need enclosed spaces on their umbra-going vessels. Other times, you have vehicles intended for terrestrial operation, which don't need to be sealed. - Open topped seats cost 0.5 successes per person and provide 2 HLs to the vehicle. On the other hand, it means that any unfortunate person who is using one can be shot at without any sort of penalty. This can often be incredibly dangerous, as the unfortunate pilots of the Etherite Type-1 Voidfighter (The "Suicide Sled") can attest to.
- Some
- Basic Seats
- Most commonly found in NWO ground vehicles or enchanted Traditionalist ones, basic seats are what you'd expect. They let a person sit there. They provide some measure of comfort, assuming you aren't stuck in them for hours and hours.
- Basic seats cost 1 success per person and provide 2 HLs to the vehicle. They have no life support, and thus do not protect against things like 'poison gas', '
Weapons
Renamed Weapons
Etherites generally have their own equivalents to Void Engineer Weapons. These equivalences are stated below.
- Assault Rams: Unchanged
- Hardpoints: Unchanged
- HEX Missiles: Torpedoes
- KKV: Spinal Cannon
- Neutron Pattern Disruptor: Death Ray
- Particle Beam: Heat Ray
New Weapons
- Plasma Cannon/AP Plasma Cannon/ER Plasma Cannon
- Plasma Cannon are a short-ranged SHIVA Star/MARAUDER derivative, firing high-velocity bolts of energized plasma to deal catastrophic damage. Although most famous as the weapons of psychopathic Iteration X cyborgs, vehicle plasma cannon are simultaneously more powerful and less vulgar. Plasma Cannon do not normally possess the range for Voidship combat, and are generally used for ground operations. The Extended Range variants are higher velocity and have plasma toroids which take longer to break up, allowing for ship-to-ship range.
- Light Plasma Cannons deal 8 levels of aggravated Forces damage. Medium ones deal 12 levels, while Heavy ones deal 18. Superheavy ones deal 24. AP Plasma Cannon are like normal plasma cannon but add Matter 3 to halve non-Primium armor.
- Plasma cannons cost 10/20/30/40 successes, +50% if they are ER or AP, but have self-contained power sources that allow them to be fitted onto ships with weak power grids.
- The Etherites have their own equivalent of the plasma cannon, the Fusion Lance.
Fighters
Type-1 Voidfighter "Suicide Sled"
The Suicide Sled was a great idea on paper, not so much in practice. It was an incred
Ground Vehicles
Superbike
The preferred ride of CoX speed freaks, edgy NWO agents, Iteration X cyborg bad-boys, and more. Pretty much every Tradition and Convention has their own variations on this vehicle type. Disclaimer: The vehicle is nearly indestructible. You are not. Forces shielding rotes are highly recommended.
Structure
- Open Topped Seat (0.5)
- 4 x Reinforced Structure (4)
4.5 (5) successes, 10 HLs
Propulsion Systems
- Adv. Ground Movement (5 successes)
Armor
- Basic Hull (5 successes)
- 10d Armor (5 successes)
Armament
- Assault Ram (8 successes)
- Running someone over was never so satisfying.
- 2 Hardpoints (2 successes)
- generally 2 medium machine guns (8L damage, full-auto). Can replace with any personal weapon.
Additional Features
- Coincidental (+50%)
- Enhanced Maneuverability 4 (10 successes)
- +4d to Drive rolls.
- Environmental Protection (3 successes)
- If you're going to be driving a magical motorbike, why not drive in utmost comfort?
- Small 2 (40 'successes')
Totals
83 successes * 1.5, 8 background points.
Variants
- Iteration X
- Add +3d Primium (3 base Successes), +1 Reinforced Structure (5 base successes), replace 1 Hardpoint with a Plasma Cannon (+9 successes). +1 background point (9 BP cost).
- NWO
- Add Active Camouflage (5 base Successes), Arete 5 Advanced Disguise (25 base Successes). +2 background points (10 BP)
- Generic Traditions
- Remove all weapons (-10 base Successes), add Arete 4 Advanced Disguise (15 base Successes), no change in cost.
CRABs
Combat Robot-Advanced Biomimetics. Yes, Iteration X likes making their incredibly bad cute acronyms. It is a spider tank. With a heavy plasma cannon on it.
Structure
- Reinforced Hull (20 successes, 40 HLs)
Propulsion Systems
- Ground Movement (10 successes)
Armor
- Basic Hull (20 successes)
- 30d Armor (30 successes)
- 6d Countermagic (6 successes)
Armament
- 2 x Assault Rams (16 successes)
- Uses Wits + Drive, deals 16A damage
- Medium Plasma Cannon (20 successes)
- deals 12 levels of aggravated Forces damage. Aimed with Perception + Heavy Weapons
- 4 x HEX Missiles (40 successes)
- 10d attack pool, 7 levels of Forces damage
- Secondary Weapons Mounts (3 successes)
- 2 x independently targeting heavy machine guns (10L, fire full-auto), Grenade Launcher (12L frag grenades)
Additional Features
- Active Camouflage (10 successes)
- AI Unit (50 successes)
- Perception 6, Intelligence 1, Wits 6
- Alertness 3, Drive 5, Firearms 5, Heavy Weapons 5, Stealth 3, Technology 3
- Aquatic Capability (10 successes)
- Jump Jets (5 successes)
Total Costs
240 successes, 13 background dots
MiniCRAB
Totally not a direct ripoff of something from anime. Totally.
Structure
- Reinforced Hull (10 successes, 20 HLs)
Propulsion Systems
- Ground Movement (10 successes)
- Can drive on any surface, even walls and ceilings. Forces magic is awesome like that.
Armor
- Basic Hull (10 successes)
- 12d Armor (6 successes)
- 4d Countermagic (4 successes)
Armament
- Railgun w/ 5 bursts (25 successes)
- Perception + Drive, deals 9 levels of Forces damage + additional to-hit successes, +10d from full-auto fire, can attack multiple targets.
- 10 x HEX Micromissiles(20 successes)
- 10d attack pool, 3 levels of Forces damage + additional to-hit successes
- Secondary Weapons Mounts (2 successes)
- 2 x heavy machine guns (10L, fire full-auto)
Additional Features
- Active Camouflage (5 successes)
- AI Unit (75 successes)
- Charisma 4 [Moe], Manipulation 2, Appearance 3
- Perception 6 , Intelligence 3, Wits 6
- Alertness 3, Drive 5, Etiquette 3, Firearms 5, Heavy Weapons 5, Stealth 3, Technology 3
- Aquatic Capability (5 successes)
- Jump Jets (3 successes)
- Small (20 successes)
Total Costs
195 successes, 11 background dots
- Variant with the ability to carry 1 passenger/driver costs an additional 8 successes, and 12 background dots.