Vehicles

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Sometimes characters make use of various vehicles to get around. Vehicles are used primarily for transportation, although they may come with additional capabilities—including weapons—making them useful in other situations as well. Vehicles are considered equipment and purchased with equipment points. The vehicle tables list two costs; the one before the slash is the equipment point cost and the one after the slash is the vehicle’s power point cost.

“Vehicles” with limbs, manipulative capabilities, and other humanoid characteristics (such as giant, piloted robots) should be created as constructs rather than vehicles.

TABLE 6.7: VEHICLE TRAIT COST
Starting ValueEquipment Cost
Strength+01 point per +2 Strength
Speed0movement FX cost
Toughness51 point per +5 Toughness
SizeMedium1 point per size category
Features1 point per feature
FXFX—base cost times rank

Contents

Strength

A vehicle’s Strength, much like a character’s, determines its carrying capacity. Vehicles have a base Strength of +0 and buy up their Strength in increments of 2 for 1 character point each. A vehicle can move at normal speed carrying up to its medium load, 2/3 speed with a heavy load. It can also pull up to five times its heavy load at 1/2 speed (up to ten times, if equipped with the proper hauling equipment and given an unobstructed area in which to move). Each increase in size category increases a vehicle’s Strength by +0 at no additional cost.

Speed

A vehicle buys the appropriate movement power(s) for its movement speed, paying the normal cost. Vehicles with multiple modes of movement (air, ground, and water, for example) can pay full cost for one and acquire the others as Alternate FX.

Defense

A vehicle’s Defense is 10 + its size modifier.

Toughness

This is the vehicle’s Toughness rating, which starts out at 5 and costs 1 power point for +1 Toughness. Each increase in size category also increases a vehicle’s Toughness by +2 at no cost.

Size

A vehicle’s size is measured like that of a character, as shown on the Vehicle Size Categories Table. Vehicle’s start out at Medium size and each increase in size category costs 1 power point.

Features

Certain features are considered “standard” on any vehicle. These include seating, headlights, safety harnesses or seat belts, air bags, heating and air-conditioning, radio receiver, and similar things. The following features are “optional extras” for vehicles and cost 1 point each. The GM can determine if other features are included in the vehicle or cost points. Some “features” are actually FX, described in the following section.

  • Alarm: The vehicle has an alarm system that goes off when an unauthorized access or activation attempt is made. An Infiltration check (DC 20) overcomes the alarm. For each additional equipment point, the DC increases by 5.
  • Caltrops: A vehicle may be equipped with a dispenser for caltrops. Activating the dispenser is one action. Caltrops automatically blow the tires of ordinary vehicles that run over them (consider such vehicles “minions”). Heroic characters can make Toughness saving throws for their vehicles; tires are Toughness 3, and the caltrops' effect modifier is +0. An injured result halves the vehicle’s movement while a staggered result brings the vehicle to a stop.
  • Hidden Compartments: The vehicle has hidden compartments or cargo areas holding up to a tenth of the vehicle’s medium load in cargo. A Perception check (DC 20) allows the searcher to find the hidden compartment. For each additional equipment point, the DC increases by 5.
  • Navigation System: The vehicle has the equivalent of the direction sense Enhanced Sense, granting a +5 bonus on all skill checks related to navigation. This can be increased by +5 per additional equipment point to a maximum of +20.
  • Oil Slick: The vehicle can release an oil slick, covering a 20-ft. by 20-ft. area and forcing the driver of a pursuing vehicle to make a Vehicles check (DC 15) to retain control of the vehicle. Releasing the oil slick is a one action.
  • Remote Control: The vehicle’s owner can operate it remotely using a transmitter and control device. Remotely controlling a vehicle requires the same kind of action (usually one action) as if you were actually behind the wheel of the vehicle.
  • Smokescreen: The vehicle can generate a smoke screen, visually obscuring an area behind it 10 feet wide and up to 50-feet long. Activating the smoke cloud is one action.

FX

A vehicle can have various FX of its own, usually reflecting the vehicle’s systems. Attack effects are suitable for vehicle-mounted weapons, while defense effects protect the vehicle (and often the passengers) from harm. Vehicle powers have their normal power point cost for the vehicle (meaning they cost one-fifth the normal amount for the vehicle’s owner, since the effects are incorporated into the vehicle and not always available).

  • Armor: Armor provides Toughness for a vehicle in addition to its normal Toughness, possibly including Impervious Protection. Ablative armor (Enhanced (Toughness) with the Fades modifier) is also common for vehicles.
  • Cloaking Device: A vehicle may have a “cloaking device” granting Concealment from visual senses. Some vehicles may also have Concealment from auditory senses or things such as radar, giving them a “stealth mode.”
  • Immunity: While vehicles are immune to many environmental conditions, they may also provide immunity to their passengers. Immunity (life support) is necessary for vehicles that travel in space or underwater.
  • Weapons: Vehicle weapons are based on attack FX, particularly Damage with various modifiers. Vehicles may mount versions of some of the weapons listed elsewhere in this chapter.

Ground Vehicles

Most cars include such standard features as air conditioning, air bags, antilock brakes, cruise control, keyless entry, and an AM/FM radio with CD player. Luxury (masterwork) vehicles often also include extras such as power seats, leather upholstery, and a sunroof.

Tanks are heavily armed and armored vehicles. The standard tank comes equipped with a cannon (Damage 10, Ranged Explosion) and a heavy machine gun (Damage 6, Ranged Autofire). It takes a full-round action to get into or out of a tank, and another full-round action to start it up. Half of a tank’s Toughness (or 6) is Impervious.

APCs or Armored Personnel Carriers, are designed for carrying troops. They come with a smaller cannon (Damage 6, Ranged Explosion), and are set up so soldiers on board can fire their personal weapons from behind the cover of the APC’s armor. One-third of an APCs Toughness (or 4) is Impervious.

TABLE 6.8: VEHICLE SIZE CATEGORIES
Vehicle SizeModifierSizeExamplesStrToughnessDefense
Awesome–12128-250 ft.Space transport2515-2
Colossal–864-128 ft.Passenger jet20132
Gargantuan–432-64 ft.Semi, yacht, fighter jet15116
Huge–216-32 ft.Stretch limo, SUV, tank1098
Large–18-16 ft.Car, truck579
TABLE 6.9: GROUND VEHICLES
VehicleStrengthSpeedDefenseToughnessSizeEP Cost
Motorcycle35108Medium9
Compact Car10598Large9
Midsize Car10589Huge7
Full-size Car13589Huge8
Sports Car8598Large8
Limousine13589Huge8
Pickup Truck15589Huge9
SUV13589Huge8
Van13589Huge8
Small Truck15589Huge9
Bus184611Gargantuan8
Semi184611Gargantuan8
Armored Car135812Huge11
Police Cruiser10589Huge7
Tank*203812Huge64
APC*184812Huge32
* = See individual descriptions for more information

Water Vehicles

Water vehicles range from small boats and outboards to massive seagoing ships.

Cutters are used by the Coast Guard and the Navy. They’re often equipped with light machine guns (Ranged Damage 6, Autofire).

Destroyers are main naval ships, carrying heavy guns (Ranged Damage 10, Explosion).

Battleships have massive gun batteries (Ranged Damage 13, Explosion) and heavy armor.

Submarines are equipped with torpedoes (Ranged Damage 8, Explosion) and often ballistic missiles (Ranged Damage 15, Explosion, higher if the missile has a nuclear warhead).

TABLE 6.10: WATER VEHICLES
VehicleStrengthWater SpeedDefenseToughnessSizeEP Cost
Jet-Ski34105Medium5
Speedboat13589Huge8
Yacht204611Gargantuan7
Cutter*254612Gargantuan26
Destroyer*334215Colossal45
Battleship*453-218Awesome58
Submarine*30 3213Colossal42
* = See individual descriptions for more information

Air Vehicles

Air vehicles are all capable of flight, some of them at very high speeds.

Military helicopters are equipped with machine guns (Ranged Damage 6, Autofire) and rockets (Ranged Damage 9, Explosion).

Fighter jets have machine guns (Ranged Damage 6, Autofire) and air-to-air missiles (Ranged Damage 11, Explosion, Homing).

Bombers may have machine guns and missiles, but also have powerful bombs (Ranged Damage 12 or higher, Explosion) they can drop on targets. Bombers are also capable of carrying nuclear weapons and similar payloads.

TABLE 6.11: AIR VEHICLES
VehicleStrengthFlight SpeedDefenseToughnessSizeEP Cost
Helicopter10569Huge12
Military helicopter*157611Gargantuan32
Private Jet157611Gargantuan17
Jumbo-jet236513Colossal17
Fighter Jet*209611Gargantuan78
Bomber*288213Colossal59
* = See individual descriptions for more information

Space Vehicles

Space vehicles are intended for use outside the atmosphere, some of them for interplanetary or even interstellar travel. Generally space vehicles are found in the possession of alien civilizations, although the GM may choose to allow some organizations and individuals on Earth to have space vehicles.

Space fighters are armed with blaster cannons (Ranged Damage 10).

Space cruisers have larger beam weapons (Ranged Damage 12) and often energy torpedoes (Ranged Damage 12, Explosion, Homing).

Space battleships have the biggest weapons: blaster cannons (Ranged Damage 15) and high-energy torpedoes (Ranged Damage 15, Explosion, Homing).

TABLE 6.12: SPACE VEHICLES
VehicleStrengthSpace Flight SpeedDefenseToughnessSizeEP Cost
Space Shuttle3010213Colossal28
Space Fighter*2012611Gargantuan49
Space Cruiser*4512215Colossal89
Space Battleship*7014-218Awesome115
* = See individual descriptions for more information

Special Vehicles

These are unique vehicles, most likely found in the possession of super-villains, aliens, or eccentric inventors.


TABLE 6.13: SPECIAL VEHICLES
VehicleStrengthSpeedDefenseToughnessSizeEP Cost
Mole Machine254 (burrow)613Gargantuan13
Time Machine*98Large3
Dimension Hopper*98Large3
* = See individual descriptions for more information
d20 Advanced: Part I
Chapter I: The Basics What is d20 Advanced? | The Basics | Gameplay | Hero Dice | Character Points | Details & Characteristics | Drawbacks
Chapter II: Abilities Generating Ability Scores | The Abilities | Altering Ability Scores | Movement | Size
Chapter III: Skills Skill Basics | How Skills Work | Skill Descriptions | Combat Skills | Resistances | Creating Skills
Chapter IV: Feats Acquiring Feats | Feat Descriptions | Fighting Styles | Creating Feats
Chapter V: FX FX Components | FX Types | Using FX | Noticing FX | Countering FX | FX Descriptions | FX Feats | FX Modifiers | Extras | Flaws | FX Drawbacks | Drawback Descriptions | FX Structures | Creating FX | Improving and Adding FX
Chapter VI: Gear Equipment | General Equipment | Weapons | Armor | Vehicles | Structures | Devices | Constructs | Wealth
Part I: Characters | Part II: Action | Part III: Running the Game

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