Talk:Aberrant 2.0 Trinity Vehicles

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Trinity Vehicle Options

A list of Trinity-era vehicle systems that the basic rules don't cover. Most Trinity vehicles are modular or semi-modular and can easily be refit with these technologies, the base stats are "clean" vehicles without optional systems.

Crew: Most vehicles have multiple crew, allowing them to take multiple actions without penalty. Each crewmember may take any number of actions using normal multiple action rules, allowing military vehicles to act several times in a single round without inordinate multiple action penalties.

Interface

Mental Interface Unit:
Vehicles equipped with a MIU are cyborgs in every sense of the word, fusing human intellect to powerful computers and devastatingly brutal machinery. Although MIU link is most common for VARGs and other vehicles where haptic controls would be impractical, any vehicle can be fitted with one. This system is standard for all VARGs, but many vehicles deployed to combat zones such as Khantze Lu Ge are modified with this system.

System: MIU-equipped vehicles gain +1d to all actions taken with the vehicle, from firing weapons to driving as long as most of the crew are MIU-linked, as well as +1 Initiative. This stacks with the bonus from the vehicle link enhancement.

Cognitive Speed Enhancer (Iris Quicksilver Reaction Booster):
Taking the form of a bulky cooling helmet, sensor probes, and a complex net of cranial implants, the reaction enhancer reads nerve impulses and transfers them where they should be going without the use of relatively slow chemical signals. The problem with this is cooling, which the helmet provides by ensuring the user's brain is kept at functioning temperature.

System: The cognition speed enhancer greatly increasers a user's thinking speed, adding +5 Initiative and reducing multiple action penalties by 1. This stacks with any other body modifications enhancing thought speed.

Targeting

Predictive Tracking System (Iris Oracle T/T Computer):
Predictive tracking systems are powerful quantum computer with enough processing power to brute-force potential enemy movement and evasion vectors, allowing a vehicle crew much higher accuracy with their weapons systems. Although not perfect and limited in the predictive timeframe (the most cutting-edge predictive systems on the market can provide ~99.5% accuracy for a 1 second timeframe, going down to 82% for 2 seconds and a mere 61% in 3 seconds), their ability to see the future is invaluable.

System: The Oracle adds +1 automatic success to any weapons attack made by the vehicle.

Guided Weapon Enhancement System (L-K AN/ALQ-154 Electronic Warfare Countermeasure Pod):
GEWS are a combination of ECCM, signals filter, and missile datalink, providing filtered information to launched guided munitions and minimizing the effects of enemy vehicle ECM systems. Most missile carriers and aerospace fighters are fitted with some form of this system.

System: When targeting other vehicles, a GEWS-equipped vehicle's missiles ignore 2, instead of 1, dodge success.

Armor

Reactive Armor (Ulanbator Heavy Industries Type 15 NxRA):
Reactive armor is intended to protect against incoming anti-tank munitions by expanding around the point of impact, increasing the amount of force needed to penetrate the armor in that section. There are two versions of this technology: Explosive, which uses high-explosive tiles, and non-explosive which uses a less-reactive medium. Although the former provides excellent protection against all incoming fire save for lasers,

System: Explosive reactive armor detonates when struck by high power ordinance (i.e. anything with damage adds), adding +10B/10L to soak against kinetic or explosive attacks, and dealing 10L damage to anything near the impact point, such as civilians or unfortunate sub-aberrants (and 15L to the vehicle itself, soaked normally with the vehicle's base armor). Non-explosive reactive armor only adds +5B/5L soak, but does not have the collateral damage issues of explosive reactive armor. Both armors are good for a limited number of repeat-hits, typically 5.

Bolt-On Composite Armor (Mogadishu Materials Ltd. Lightweight Applique):
Lightweight composite armor plates that can be mounted on any vehicle with standard connectors (basically all military vehicles) within a matter of minutes, these lightweight plates give increased resilience with minimal maneuverability penalty.

System: The vehicle in question gains +3B/3L soak and 5 extra -0 health levels. However, the vehicle loses -1 Maneuverability due to increased mass and adjusted balance.

Endurance

Self-Repair Systems (Ratel Nanosystems Repair Hive): Intended for battlefield repair, self-repair systems combine self-healing structural elements with limited repair nanotech. Vehicles with this ability cannot repair themselves from heavily damaged to full combat ability, but they can at least restore some functionality over time.

System: Self-repair systems allow a vehicle to roll 2 die every 3 hours out of combat. Each success on these die heals 1 health level, up to the first health level of the vehicle's current damage penalty (so if a vehicle is damaged to -2, it may not heal any of its -0 or -1 health levels). If the roll botches, the self-repair system has malfunctioned, run out of spare materials, or found damage beyond its ability to repair and will not function until the vehicle is fully repaired again.

Point Defense

Antipersonnel Autogun (L-K M-140 Guardian 5.2mm Vehicular Close In Defense System):
Small-caliber autotracking machine guns, antipersonnel autoguns are self-powered, bolt on AWS (Autonomous Weapons Systems) that provide a vehicle antipersonnel protection. Connecting via the power/data interfaces found on all modern armored vehicles, their AI can automatically identify, track, and engage hostile targets. However, their somewhat weak heruistic IFF makes them prone to cause collateral damage in urban terrain, and they cannot engage fast-moving targets. Semi-autonomous and fully manual modes are available, allowing the weapons to be slaved to manual targeting or allowing manual target designation.

System: An Antipersonnel Autogun is a light machine gun with an AI and sensor array, mounted in a self-powered turret. The weapon has a pool (not including weapon accuracy) of 5d, and has a total Initiative of 14. The autogun itself has (Accuracy +2, Dmg 12L AP:2, Rate 90/30, Range 200, Magazine 300/100, Burst) as its stats. In semi-autonomous mode, a crewmember must take an action to designate a target before it fires, and in manual mode the weapon is fired by a crewmember using Perception + Gunnery.

Phased Array Laser/LIDAR System (L-K Aegis Laser Defensive System):
The Aegis is a nanotech-grown matrix of low-power phased-array laser emitter systems inset on the armor of a military vehicle, providing point defense and 360 degree threat awareness without the traverse time weakness of more conventional laser defense turrets. To protect against potentially dangerous obstruction of the laser emitters during high-power mode, and to protect them from damage due to environmental conditions, impact, abrasion, and weapons fire, the laser emitters are protected by a low-friction composite coat which is over 99.9% transparent to the specific laser wavelength. Targeting is managed by a 360 degree array of millimeter-wave radar, optical tracking sensors, and IR imaging, and its limited AI provides 98.5% accurate heruistic identification of unknown hostile targets under most battlefield conditions.

System: The Aegis system is a state-of-the-art laser-emitting skin mated to an advanced sensory computer. Due to its powerful lidar, the system provides a vehicle's crew +2d to all Awareness rolls, as well as point defense and anti-infantry firepower. As a defensive weapon, the Aegis attempts to intercept incoming missiles, grenades, and artillery shells with a defensive Perception + Gunnery pool of 10d, and is continuously on full defense. In offensive mode, the Aegis automatically targets hostiles within 300m with its 10d attack pool, dealing 10L [3] damage with AP:5 at Initiative 25. The Aegis system runs off of a vehicle's fusion reactor and does not require ammunition.

Fragmentation Projector (Tenix Defense Systems Shatterfield):
Fragmentation Projectors use magnetic launch systems to eject a spread of submunitions around a vehicle, to enhance defense against angry mobs, sub-aberrants, and other close-in threats. As with most projectors of this nature, the detonating curtain of bomblets can provide a capable defense against incoming projectiles. Approximately 70% of the munitions are high explosive with reactive-metal casing, while 30% of the bomblets are laser-dampening tinsel, decoys, dazzlers, and other countermeasures.

System: Fragmentation Projectors allow a vehicle to eject a spray of airbursting bomblets in a pattern optimized for eliminating nearby targets, dealing 15L damage to everything within a 20 meter radius around the vehicle (Area: 2). Furthermore, when activated, the fragmentation projector adds +2 difficulty to any attempts to attack the vehicle with projectile attacks, and +1 to any attempts to attack the vehicle with energy weapons for an entire combat round. Most vehicles mount 5 fragmentation projector charges and can fire them at the rate of 1/round.

Shields

Electromagnetic Defensive Field (Tenix Defense Systems Firewall DEW Attenuator):
Electromagnetic Defensive Fields were designed to counter the nascent field of plasma weaponry and particle beams, providing vehicles improved protection against plasma firearms and heavy energy weapons such as lightning guns and pulse cannon. The field decoheres plasma containment and particle beams, but provides no protection against lasers or projectile weaponry.

System: Vehicles with the EM Defensive Field add +1 difficulty to all non-laser energy weapon attacks made against them. If the attack hits, the vehicle gains an additional +5B/5L soak against the attack. EM Defensive Fields provide no protection against kinetic attacks, explosives, or lasers.

Plasma Screen Generator (Ulanbator Heavy Industries Type-05 Plasma Shield System):
A prototype "energy shield" system the plasma screen produces a short-range screen of plasma, akin to certain active stealth technologies but with much higher power behind it. The plasma screen generator provides high-power shielding against most attacks, melting and/or detonating incoming projectiles, scattering incoming coherent radiation weapons, and interfering with the cohesion of plasma beams. It pays for this level of protection with cost, ease of burnout, and massive electromagnetic emissions which make vehicles equipped with plasma screen generators unsubtle beacons. Although in theory this technology could be used for plasma stealth, the geometries of screen generators make it currently impossible. Currently, plasma screen generators are only fitted to a handful of vehicles, although the People's Liberation Army Aerospace Force is in the middle of refits which will provide this technology to all its vessels above corvette-size by 2160, and all heavy frigates and cruisers by 2153.

System: Plasma Screens cannot be mounted on stealth vehicles, due to their massive electromagnetic output, and even on standby produce enough EM emission that a vehicle with plasma screens is at +2 difficulty to all stealth rolls as long as the opponents have better sensors than just human eyes. However, a plasma screen generator gives a vehicle a forcefield which protects against all damage from physical or energy sources as long as it's active. Plasma screens on light vehicles (like Assault Skimmers, fighters, and LAVs) provide 20 health levels of shielding that regenerates at 2 health levels/round, while on heavy vehicles (such as tanks, superheavies, assault transports, and warship components) gain 40 health levels of shielding that regenerate at 4 health levels/round. However, taking a plasma screen down can cause explosive feedback. If the forcefield is taken down, roll one d1. Failure means the screen is permanently down and will not function until the generator is repaired. On a botch, the generator explodes, dealing 10L (small) or 20L (large) unsoakable damage to the vehicle or component in question.