Chunk's Car Lot

Document container for project design documents.

rough draft vehicle damage table

DIE ROLL

RESULT

-20- 10

STRUCTURAL HIT: CRITICAL HIT: DOUBLE NORMAL DAMAGE

11- 40

STRUCTURAL HIT: HIT: ROLL NORMAL DAMAGE

  

41-45

POWER PLANT: MINOR DAMAGE: TOP SPEED -30

46-48

POWER PLANT: MAJOR DAMAGE: SPEED LOSS AT -20KPH/ TURN

49

POWER PLANT: DESTROYED: ROLL FOR EMERGENCY STOP

  

50-54

TRANSAXLE: MINOR DAMAGE: ACCELERATION -20

55-58

TRANSAXLE: MAJOR DAMAGE: ACCELERATION -30

59

TRANSAXLE: DESTROYED: ROLL FOR EMERGENCY STOP

  

60-64

SUSPENSION: MINOR DAMAGE: TURN SPEED -15

65-66

SUSPENSION: MAJOR DAMAGE: TURN SPEED HALVED

  

67-68

STEERING: STUCK RIGHT

69-70

STEERING: STUCK STRAIGHT

71-72

STEERING: STUCK LEFT

  

73-74

WEAPONS SYSTEM: ONE WEAPON SYSTEM IS DISABLED UNTIL REPAIRED

  

75

OCCUPANTS: DRIVER

76

OCCUPANTS: GUNNER

77

OCCUPANTS: PASSENGERS

  

78-80

MISC. VEHICLE EQUIPMENT: AT REFEREES DISCRETION

  

81-82

SPIN

  

83-84

ELECTRICAL FIRE

  

85-86

ROLL

87-110

ROLL AND BURN

  

111-117

STRUCTURAL HIT: HIT: ROLL NORMAL DAMAGE

118-120

STRUCTURAL HIT: CRITICAL DAMAGE: DOUBLE NORMAL DAMAGE



If armor is penetrated, roll d100 on this table using the weapons modifiers below.



Weapon modifiers

Weapon

Modifier

Vehicle machine gun

-20

Vehicle grenade launcher

-10

Vehicle recoiless rifle

+10

Vehicle heavy laser

0

Vehicle flamethrower

0

Cannon

+20

Howitzer

+20

mine dropper

+10

Sprayer

 

Standard vehicles

Basic Vehicles

GROUND CAR

COST : 5,000 Cr (RENTAL--50 Cr plus 50 Cr/day)

TOP/CRUISE SPEED : 120 KPH/ 75 KPH

ACCEL : 60 m/t DECEL : 40 m/t Turn Speed : 80 m/t

Passengers : 6 Cargo : 150 kg / 1 cubic meter

Spaces : 6 Max. Armor : 8/3 Bump Number : 5

Structural Points : 150 Turrets : 1 S/M

HOVER CAR

COST : 8,000 Cr (Rental-- 50 Cr plus 75 Cr/day)

TOP/CRUISE SPEED : 160 KPH/ 80 KPH

ACCEL : 80 m/t DECEL : 40 m/t Turn Speed : 70m/t

Passengers : 6 Cargo :100 kg, 1 cubic meter

Spaces : 4 Max. Armor : 6/3 Bump Number : 4

Structural Points : 150 Turrets : 1 S/M

Ground Cycle

COST : 2,000 Cr (Rental-- 25 Cr plus 25 Cr/day)

TOP/CRUISE SPEED : 144 KPH/ 96 KPH

ACCEL : 100 m/t DECEL : 40 m/t Turn Speed : 90 m/t

Passengers : 2 Cargo : 20 kg/ .5 cubic meters

Spaces : 2 Max. Armor : 3/0 Bump Number : 2

Structural Points : 75 Turrets : 1 S/M

Hovercycle

COST : 2,000 Cr (Rental-- 25 Cr plus 25 Cr/day)

TOP/CRUISE SPEED : 176 KPH/ 96 KPH

ACCEL : 100 m/t DECEL : 40 m/t Turn Speed : 90 m/t

Passengers : 2 Cargo : 20 kg, .5 cubic meters

Spaces : 1 Max. Armor : 2/0 Bump Number : 1

Structural Points : 75 Turrets : 1 S

Explorer

COST : 20,000 Cr (Rental-- 75 Cr plus 200 Cr/day)

TOP/CRUISE SPEED : 112 KPH/ 72 KPH

ACCEL : 60 m/t DECEL : 40 m/t Turn Speed : 100 m/t

Passengers : 6 Cargo : 2,000 kg, 6 cubic meters

Spaces : 12 Max. Armor : 15/5 Bump Number : 13

Structural Points : 200 Turrets : 1 S/M/L

Ground Transport

COST : 15,000 Cr (Rental-- 75 Cr plus 100 Cr/day)

TOP/CRUISE SPEED : 128 KPH/ 80 KPH

ACCEL : 40 m/t DECEL : 30 m/t Turn Speed : 50 m/t

Passengers : 3 Cargo : 10,000 kg, 30 cubic meters

Spaces : 20 Max. Armor : 18/5 Bump Number : 7

Structural Points : 250 Turrets : 3 S/M/L

Hover Transport

COST : 20,000 Cr (Rental-- 75 Cr plus 150 Cr/day)

TOP/CRUISE SPEED : 160 KPH/ 96 KPH

ACCEL : 60 m/t DECEL : 30 m/t Turn Speed : 40 m/t

Passengers : 3 Cargo : 10,000 kg, 35 cubic meters

Spaces : 16 Max. Armor : 15/5 Bump Number : 6

Structural Points : 250 Turrets : 2 S/M/L

Notes

Spaces-- This shows the amount of spaces available for weapons

Max. Armor-- This is the maximum amount of armor coats a vehicle may have. The number after the slash is the amount of coats that may be concealed. Due to top speed limits not all vehicles can move after they have all coats of armor applied, other modifications may be needed to get the vehicle to move even at a pitifully slow rate.

Bump Number-- This number is used when vehicles attempt a bump maneuver. This will be explained later.

Structural Points-- The amount of damage that the vehicle can take before being destroyed. When attacked, structural points are lost as well as making a roll on the vehicle damage table.

Turrets-- This shows the number and sizes of turrets available for each vehicle type. Turrets for cycles regardless of type are actually sidecars with a 180 degree field of fire. Remember that space may prevent what may be installed on the vehicle.

vehicle variations

VEHICLE VARIATIONS (cars and cycles)

VEHICLE SIZES


Top speed

Cruise speed

accel

decel

Turn speed

passengers

cargo

spaces

armor

cost

Small / compact

-20 KPH

-20 KPH

-20 M/T

+20 M/T

+10 M/T

-50%*

-50%

-50%*

-50%

-25%

intermediate

-10 KPH

n/a

-10 m/t

+10 m/t

n/a

n/a

-25%

-25%

-25%

-10%

mid-sized

n/a

n/a

n/a

n/a

n/a

n/a

n/a

n/a

n/a

n/a

large

+10 kph

+10 kph

+10 kph

n/a

-10 m/t

+50%**

+50%

+25%

+25%

+15%

heavy

n/a

+20 kph

n/a

-10 m/t

-20 m/t

+100%

+100%

+50%**

+50%

+30%


*-- round up

**-- round down

VEHICLE VARIATIONS (cars and cycles)

VEHICLE STYLES


TOP SPEED

CRUISE SPEED

ACCEL

DECEL

TURN SPEED

SPECIAL

COST

STANDARD

n/a

n/a

n/a

n/a

n/a

n/a

n/a

CRUISE

-10 kph

+10 kph

n/a

n/a

n/a

n/a

-10%

UTILITY*

-10 kph

n/a

n/a

n/a

-10 m/t

n/a

+20%

LUXURY

n/a

+20 kph

n/a

n/a

-10%

n/a

+25%

SPORT

+10 kph

-10 kph

+10 m/t

+10 m/t

+10 m/t

n/a

+40%

SUPER SPORT

+20 kph

_20 kph

+20 m/t

+20 m/t

+20 m/t

n/a

+50%

DUAL SPORT

n/a

n/a

n/a

-10 m/t

-10 m/t

+0.1 terrain

+30%

ADVENTURE

n/a

n/a

n/a

-20 m/t

-20 m/t

+0.2 terrain

+40%

VINTAGE/ CLASSIC

-10 kph

-10 kph

-10 m/t

n/a

-10 m/t

n/a

-50 to 500%

CUSTOM

Varies

Varies

Varies

Varies

Varies

Varies

varies


*--Utility vehicles may alternate passenger and cargo space by any combination of 50%/50% (e.g. a standard utility ground car may convert 75kg/0.5 cubic meter of cargo space to 3 passenger seats, can't exceed the 50% on each end)

**-- CUSTOM variations allow for combinations, such as sport/standard. Use the lesser applicable modifier and average the cost modifiers. Use common sense where applicable, such as a longer wheel base vehicle would have a turn speed penalty etc.


VEHICLE VARIATIONS (Transports and Explorers)

VEHICLE SIZE


TOP SPEED

CRUISE SPEED

ACCEL

DECEL

TURN SPEED

PASSENGERS

CARGO

SPACES

ARMOR

COST

SMALL

+10 kph

-10 kph

+10 m/t

+10 m/t

+10 m/t

-33%

-50%

-50%

-25%

-20%

STANDARD

n/a

n/a

n/a

n/a

n/a

n/a

n/a

n/a

n/a

n/a

LARGE

-10 kph

+10 kph

-10 m/t

-10 m/t

-10 m/t

+33%

+50%

+25%

+25%

+50%

HEAVY DUTY*

-20 kph

+20 kph

-20 m/t

-20 m/t

-20 m/t

+100%

+100%

+50%

+50%

+100%


*-- TRACK MOBILE chassis available for +25% cost, not allowed on city streets

VEHICLE VARIATIONS (Transports and Explorers)

VEHICLE STYLE


TOP SPEED

CRUISE SPEED

ACCEL

DECEL

TURN SPEED

PASSENGERS

CARGO

COST

SPORT

+20 kph

-10 kph

+10 m/t

+10 m/t

+10 m/t

n/a

-25%

+25%

UTILITY*

n/a

n/a

+10 m/t

n/a

n/a

n/a

n/a

+30%

PASSENGER

n/a

n/a

n/a

+10 m/t

n/a

+20%

-75%

+20%

CARGO

n/a

+10 kph

n/a

n/a

n/a

-50%

+100%

+10%



*-- utility vehicles may alternate passenger and cargo space by any combination of 50%/50%( e.g. a standard utility explorer may convert 3 passenger seats to 1,000 kg/ 3 cubic meters of cargo space)

equipment

VEHICLE EQUIPMENT

Auxiliary Power-pak- This parabattery is used to power screens and auxiliary systems, except the vehicle computer, in the vehicle. It has 250 SEU , weighs 25 kg, costs 1,250 Cr, and has 4 weapon adapters, 1 screen adaptor and 5 miscellaneous ports.

Cyber-link- The Cyber-link is a special chair/ helmet combination. It is wired into a vehicle's computer to allow the gunner to aim and fire the weapon systems remotely. If the computer is equipped with any targeting assist programs, these to will aid the gunner. The gunner has access to 3 systems which, in turn, allows him to fire any of the 3 he chooses by either voice activating the systems or manual activating them through a panel in the chair arm. The system is not perfect however, and the fire may only fire in 1 direction at a time.

Driver optics- This device is a visored helmet. The driver may have up to 3 different optics on the helmet.

Electronic Targeting System- This device incorporates a box with a targeting screen on it and a sight/sensor on the end of the weapons barrel. Using the 2 together allows the gunner a bit better accuracy then plain iron sights.



Fuzzy Dice- This device is a pair of furry, 6 sided dice on a string. O, you know you want a pair.

Infra-red Scanner- This device is used to scan for heat sources. It displays the results on a screen mounted in the vehicle or on the windshield if attached to a vehicle's computer and a Dis-Viz progit. The scan uses 2 SEU per minute of operation.

Infra-red Jammer- This device hides the vehicle from IR scans. It also gives certain missles a negative chance to hit. It uses 2 SEU per minute of operation.

Radar- This device enables the vehicle to scan for objects. These appear as blips on the radar screen or windshield. The radar uses 1 SEU per minute of operation.

Radiophone- This is a standard radiophone with a 1,000 km range. This device cn also be upgraded to use encrypted frequencies.

Searchlight- A searchlight is mounted on the turret of a vehicle. Besides it's normal function of providing light, it may be used to blind opponents. If the target is under 500m away, spot-lighting them with blind them for 1d10 turns. An RS check is required to avoid the blindness, but a successful hit will daze them for 1 turn. The lights range is 1 km and it uses 3 SEU per minute of operati

targeting systems

TARGETING SYSTEMS

There are a few targeting systems available. They range from simple to high tech military gear.

Manual Targeting- This is the cheapest system available. It requires a gunner to operate the system in close proximity. The gunner also receives a hard cover bonus.

Electronic Targeting System- This system requires that a special targeting recticle be mounted on the weapon system. The gunner then has a +1 CS due to the electric sighting system helping to better lock-on the target and still provides the gunner with hard cover.

Cyber-link- This is a helmet that let's the gunner remote target the weapons systems.

It is attached to the vehicles computer and aids in targeting. The gunner may choose which weapons to fire, up to a maximum of 3.

Eye-weapon coordination- This is a special helmet that uses small lasers and complex circuitry that scans the eye movements of the wearer and aims the weapons to the wearers line of sight. This high tech system gives the user a +3 CS , but negates any weapons skills.

turrets

TURRETS

There are 4 types of turrets available. Each takes up a certain amount of space. Each turret has an allotment of spaces for weaponry. Turret descriptions are:

Open Turret- This is basically a circular hole in the vehicle with a 360 degree swivel gun mount. The gunner stands, aims and fires the weapon.

Regular Turret- This is the basic enclosed turret. It has a 360 degree field of fire but is limited to a minimum of 10m due to its height off the ground. It is usually fired by a remote gunner in the vehicle.

Universal Turret- This turret is similar to the above turret, but can elevate from -15 degrees up to 90 degrees. It eliminates the minimum range penalty.

Pop-up Turret- pop-up turrets may either be regular turrets or universal. They are designed to retract into the vehicle. Though this comes at a cost, they require double space requirements to accommodate this pop-up feature.



SPACES REQUIRED

COST*

TURRET SPACES

OPEN TURRET




-SMALL

1

1,000 Cr

1

-MEDIUM

2

2,000 Cr

2

-LARGE

3

4,000 Cr

4

REGULAR TURRET




-SMALL

1

2,000 Cr

1

-MEDIUM

2

4,000 Cr

2

-LARGE

4

8,000 Cr

4

UNIVERSAL TURRET




-SMALL

1

2,500 Cr

1

-MEDIUM

2

5,000 Cr

2

-LARGE

4

10,000 Cr

4

POP-UP TURRET




-SMALL

2

5,000 Cr**

1

-MEDIUM

4

10,000 Cr**

2

-LARGE

8

20,000 Cr**

4



*-- This cost covers the turret and mounting

**-- this is the cost regardless, the turret can be either regular or universal at the builders request

vehicle defenses

VEHICLE DEFENSES

Armor

Armor is added in layers. All the facets such as thickness, wheel guards, bullet-proof windshields are covered under this. The following rules apply:

1) each coat of armor adds 20 structural points

2) all armor must be destroyed before rolling on the Vehicle Damage Table

3) Max speed is reduced by 10 kph per layer

4) in a crash each layer of armor reduces the speed 10 kph for damage purposes

5) armor may be repaired by re-layering . Installation time is 6 days for each layer


ARMOR COSTS PER LAYER



MAXIMUM COATS

CONCEALED COATS

COST PER LAYER

COST PER CONCEALED LAYER

HOVERCYCLE

2

0

1500 Cr

n/a

GROUND CYCLE

3

0

1500 Cr

n/a

HOVERCAR

6

3

4000 Cr

6000 Cr

GROUNDCAR

8

3

4500 Cr

7000 Cr

HOVER TRANSPORT

15

5

10,000 Cr

13,000 Cr

GROUND TRANSPORT

18

5

11,000 Cr

15,000 Cr

EXPLORER

15

5

7,000 Cr

9,000 Cr



SCREENS

There are 3 types of screens available to vehicles. Only one type of screen may be used, at a time, on a vehicle. There are powered by there own parabattery. The auxiliary power-pak is listed in the equipment section.

Albedo Screen- uses 1 SEU per minute of operation and absorbs all laser damage at a cost of 2 SEU per die of damage

Inertia screen- uses 1 SEU per minute of operation and reflects half the dice of damage done by ballistic attacks and crashes at a cost of 1 SEU per die of damage.

Holo Screen- not technically a defense screen, the holo screen hides the vehicle by disguising it's presents as a natural part of the landscape or a pre-looped camouflage visual. It uses 3 SEU per minute.

Screen cost

HOVERCYCLE

N/A

GROUND CYCLE

N/A

HOVERCAR

10,000 Cr

GROUNDCAR

10,000 Cr

HOVER TRANSPORT

25,000 Cr

GROUND TRANSPORT

25,000 Cr

EXPLORER

15,000 Cr

vehicle upgrades

VEHICLE UPGRADES

Airbrakes/ Heavy-Duty Brakes- (Hover/Ground vehicle) - +10 m/t deceleration-- Cost: 1000 Cr

Auto-extinguisher- This device is a series of spray nozzles located inside and outside the vehicle. These nozzles are connected to a tank by pressurized lines. The tank contains extinguishing foam. The foam can put out any fire in one turn. If the vehicle rolls, the system automatically activates, foaming down the vehicle. This automatically reduces any Roll and Burn results to just a Roll. This requires the entire system to be replaced. If activated manually, however, only the tank needs to be re-filled. This system can be mounted on any vehicle except cycles.

Gyrostabalizer- Adds +10 m/y to turn speed-- Costs: 2500 Cr

Detachable Luggage Rack- (Cycle or Car) - +50% cargo space--Cost: 75 Cr

Performance Module- This small electronics chip rests the engine parameters to increase performance-- +20 top speed & acceleration, +10 decel and turn speed -- Cost: 20,000 Cr

weapons

VEHICULAR WEAPONS


SPACES

MOUNTING FEE

DAMAGE

AMMO

RATE OF FIRE

DEFENSE

FLAMETHROWER

1

500 Cr

3d10*

10

1

None

VEHICLE MACHINE GUN

2

750 Cr

15d10

20

1

Inertia

VEHICLE GRENADE LAUNCHER

2

750 Cr

18d10

20

1

Inertia

VEHICLE RECOILLESS RIFLE

2

750 Cr

20d10

15

½

Inertia

VEHICLE HEAVY LASER

2

750 Cr

1d10/SEU***

500

1

Albedo

VEHICLE FLAMETHROWER

2

750 Cr

8d10**

10

1

None

CANNON

4

1,250 Cr

25d10

10

½

Inertia

HOWITZER

8

5,000 Cr

75d10

10

¼

Inertia

MINEDROPPER

2

500 Cr

5d10/mine

10

1

Inertia

SPRAYER

2

500 Cr

Variable

10

1

variable

*-- after the initial damage the target suffers 1d10 per turn for the next 3 turns

**-- after the initial damage the target suffers 1d10 per turn for the next 5 turns

***-- the heavy laser may be set from 5 to30 SEU per shot

Weapon Ranges


POINT BLANK

SHORT

MEDIUM

LONG

EXTREME

FLAMETHROWER

0-10

11-20

21-30

31-45

46-70

VEHICLE MACHINE GUN

----

0-100

101-350

351-750

751-1500

VEHICLE GRENADE LAUNCHER

----

0-75

76-300

301-600

601-1200

VEHICLE RECOILLESS RIFLE

----

0-200

201-1250

1251-3,000

3,000-5,000

VEHICLE HEAVY LASER

----

0-150

151-750

751-1500

1501-3000

VEHICLE FLAMETHROWER

----

0-25

26-50

51-100

101-150

CANNON

----

100-1000

1001-2000

2001-3000

3001-5000

HOWITZER

----

----

250-3000

3001-7000

7001-15,000

MINEDROPPER

----

----

----

----

----

SPRAYER

Varies

Varies

Varies

Varies

varies