Ethercruisers and Other Vehicles

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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.
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 sealing is intact.
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.
Ground Movement costs half the basic structure successes for basic movement, while the advanced form costs twice as much.
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.

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 Deviants Mages 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.
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', '

New 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