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New Rides: The NG Battle Bikes, C&S Caravan, Alien Creeper

Posted: Tue Jun 05, 2018 9:15 pm
by Freemage
These speedy little roadsters are highly mobile on flat terrain and fairly heavily armed for what is essentially a two-sidecar motorcycle; a fourth seat, behind the driver, allows for one more passenger. This seat is reversible (this must be done with the Battle Bike is stopped). Meanwhile, the sidecars both have reasonably spacious storage compartments.

Either the rear seat or either sidecar can be modified to accommodate Non-Human Physiology without having to tweak the whole vehicle; thus, such modifications only add an extra 40K Cr. to the cost. Modifying the driver's seat is a more intensive ordeal, and entails doubling the cost of the whole vehicle, other than the weapons.

Both sidecars are equipped with forward-firing fixed light lasers, while a Mini-Railgun rests on the back, for dissuading would-be pursuers. (During a Chase scene, if the Driver has the advantage, he can decide whether to bring the minigun or the lasers to bear on a given opponent.)

Finally, while the electric motors provide a 700-mile range before needing recharging, the Battle Bikes also carry a load of boosters allowing momentary surges of speed. The liquid in the supercharger is fully burned out after half a dozen uses.

Two Battle Bikes have been provided to the Jokers for use in the field.

Dual-Sidecar Motorbikes:
Size 3, Acc/TS 25/55, Toughness 12 (3), Crew 4
2 seats in center (one can be set to rear-facing if desired), plus two sidecars
Base price: 80K
Exposed Crew: ½ Base Price: 40K
Boosters (1): x2 Acc/TS for 1 round, 6 ‘charges’: +30K
Handling (2): +2 Handling: +300K
Speed (3): TS/Acc +15/+30: +90K
Sensor Suite (1): +2 Notice Rolls: +500K
Targeting System (1): Ignore 2 points of Shooting Penalties w/Vehicular Weapons: +300K
Weapons (all Fixed, Total 2 Mods): +445K
  • Forward: 2 Light Lasers (one/Sidecar, can be shot by driver or respective passengers, not linked)
  • Rear: 1 Mini Railgun (can be fired by rear passenger or by driver)
Total Cost: 1.705 Million Cr.

Re: New Rides: The Northern Gun Battle Bikes

Posted: Thu Sep 13, 2018 2:00 pm
by Freemage
C&S Traveller Caravan
This ATV is Chivalry & Sorcery's first foray into the vehicle market. Designed to look like a (very large and garishly painted) gypsy caravan wagon, it even has a pair of horse-heads mounted on the front (with built-in laser cannons in the eyes). In addition, while not as fast as the slightly smaller Mountaineer Mk II, it is actually more durable, easier to drive, and has an unusual feature that C&S hopes to make a major selling-point--the rear third of the caravan can be opened up to not only allow a suit of Power Armor or Robot Armor of Size 6 or less to ride on the back, but the platform itself has adjustable (and rotatable) anchor-points to allow the armor to use its weapons effectively (Unstable Platform penalties do apply, if the vehicle is moving at the time). If the platform is not being used in this manner, then the top can be lowered to become an enclosed cargo space, capable of holding up to 8 additional passengers (though there are no seats for them) or equivalent gear. Engaging or disengaging from the platform is an action, as is rotating the anchoring mechanism to change the facing of the Armor unit, but either action can be done either by the occupant of the Armor, or someone in the vehicle (including the driver). As a final feature, the Caravan can float, halving both Acceleration and Top Speed when in water too deep to just drive through.

C&S Traveller Caravan: Size 8, Acc/TS 20/40 (Maximum speed 80 mph), Toughness 40 (16), Crew 2+8+Special
Notes: All-Terrain, Handling 3, Environmental Systems, Amphibious, M.D.C. Armor, Sensor Suite, Targeting System, Armor Platform
Base Price: 600K
Amphibious: 80K
Armor V: 400K
Armor Platform (Crew Space II): 20K
Handling III: 1.2M
Living Quarters I (-1 Tough, 4 can sleep at a time): 50K
Sensor Suit: 500K
Speed III: 240K
Targeting System: 800K
Weapons: Quad-Linked, Front-fixed "Horsehead" Heavy Laser Cannon (100/300/600; 4d10+2 MD, AP 15; Quad-Linked = +2 Shooting) (4M Cr)
Total Cost: 7.89 Million Credits (3.89M for repair purposes not involving the guns)

Re: New Rides: The Northern Gun Battle Bikes

Posted: Sat Dec 29, 2018 11:19 pm
by Freemage
Creeper (Legendary Supertech Vehicle)
This beast of an APC is of unknown, possibly alien origin. Sadly, the memory banks of the vehicle were wiped clean by whatever incident caused it to be left abandoned in the countryside, to be found by the 7th SET, aka The Jokers. In addition to being designed as an armored, mobile living quarters for 8 people, with the ability to traverse virtually any terrain, including crossing open water, the vehicle has additional features using technological mechanisms the repair crew barely understood.
First of all, it is capable of vertical 'hops' allowing it to get up cliffs of 20' or so without difficulty, and can make a horizontal leap just shy of 50' forward, allowing it to go through craggy terrain that even a tracked vehicle would find daunting.
Secondly, despite all of this movement, the interior of the cabin, and indeed, the car itself, stays level and balanced; even while moving, weapons systems attached to the vehicle fire without any loss of accuracy.
But the largest surprise came when a large, bulky protusion in the rear cabin suddenly unfolded, revealing itself to be a fully functional and autonomous robot!
"Driverbot" as it was dubbed by the unimaginative ground crew, and which name seems to have stuck, is clearly designed as part of the vehicle--serving as driver and general servant for the owners. As with the Creeper's own memory banks, Driverbot seems to remember nothing of how it came to be there, though it does have all of its functions intact. (Careful questioning has revealed that it has very little understanding of life outside its vehicle.) Upon learning that the 7th SET was responsible for its recovery and salvage, Driverbot declared that they were the new owners of both the vehicle and itself.
In addition to being able to operate the vehicle, Driverbot has significant abilities to interface with both electronic devices and broadcast signals, a powerful visual sensor array, and a laser-resistant coat.
As a downside, it seems the only power-source it will accept is the Crawler itself; Driverbot must spend at least one hour every day recharging while connected to the vehicle.

Total Cost: 3,055,000 Cr.
Heavy Chassis
Size: 6
Acc/TS: 3/11
Toughness: 35 (17)
Mod Slots Remaining: 2
Crew: 2+6
Handling: +1
Converted Cost: 750K
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 120 Shots; 5 Mod Slots
Amphibious: 60K (Cross water at half-speed)
All-Terrain: 60K (Difficult terrain only costs 1.5x movement)
Reinforced Chassis III: 180K (Boosted Toughness, in stats)
Speed Reduction II: +6 MS (Lowered Speed giving extra Mod Slots)
Targeting System: 600K (+2 to all Shooting rolls with Vehicular Weapons)
Sensor Suite: 500K (+2 to Notice rolls made by the driver or co-pilot)
Living Space II: 100K (6 MS) (Comfortable accommodations for 8 humanoids)
Armor VI: 360K (Included in stats)
Handling I: 300K (+1 to Drive rolls for maneuvers)

SPC Powers (Total 145K):
Sidekick: Driverbot (See Below) 125K
Super Edge: Steady Hands (Vehicular weapons do not suffer unsteady platform penalty) 20K
Leaping II (4" Vertical, 8" Horizontal) 20K
Super Skill: Driving I (+1 DT to operator's Driving skill, does not apply to Drivebot) 5K

Driverbot (Wild Card):
Rank: Novice
Hindrances: Bad Luck (1 Benny/session); Clueless (-2 Common Knowledge Rolls); Obese (Reduced pace, Tough bonus)
Achilles Heel: Dependency (Must spend 1 hr/day physically in the driver's seat of the Crawler or suffer Fatigue); Vulnerabilities: Electric (+4 damage, -4 to resist); Non-Human Physiology -2; Loyal
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Driving d12+2 (d12+4 w/Ace), Fighting d4, Knowledge: Electronics d4, Lockpicking d4, Notice d6, Repair d6, Shooting d8, Survival d6
Edges: Ace, Combat Ace, AB: SPC Superpowers (Rising Star/Heavy Hitter at 2/3 starting points)
Cha: +0; Pace: 4/d4; Parry: 4; Toughness: 7
SPC Powers (26 pts)
I AM A ROBOT:
  • Construct (8 pts): Ignore 1 level of Wound Penalties, Immune Poison/Disease, Does not eat/breathe, +2 Unshake, Must be Repaired instead of Healing
  • Fearless (2 pts): Does not roll Fear checks
  • Interface (Code Breaker +1, 3 pts): +4 to rolls involving the use/cracking of electronics; no tools needed for lockpicking electronic locks
Built with Purpose:
  • Super Skill: Driving IV (4 pts): +4 DT Driving Skill (Does NOT Stack with Super-Skill in the Crawler)
  • Broadcast (Range +1, 3 pts): May receive and transmit signals; Smarts -2 to Decrypt
  • Heightened Senses IV (4 pts): Eagle Eyes (1/2 Range penalties); Infravision; Low-Light Vision; Super-Vision (+2 Notice rolls)
Duralux Construction:
  • Resistance: Light I (1 pt): +4 Toughness vs. Lasers and light-based attacks
  • Toughness I (1 pt): +1 Toughness

Re: New Rides: The NG Battle Bikes, C&S Caravan, Alien Creeper

Posted: Mon Jan 20, 2020 11:52 am
by Freemage
Converting the Creeper:

The Creeper is now a Legendary Major Weird Science device. The Base Stats remain the same, but the Upgrades are different:

Heavy Chassis
Size: 6
Acc/TS: 3/11
Toughness: 39 (21)
Crew: 2+6
Handling: +1
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 120 Shots; 5 Mod Slots
Amphibious: 60K (Cross water at half-speed)
All-Terrain: 60K (Difficult terrain only costs 1.5x movement)
Reinforced Chassis III: 180K (Boosted Toughness, in stats)
Speed Reduction II: +6 MS (Lowered Speed giving extra Mod Slots)
Targeting System: 600K (+2 to all Shooting rolls with Vehicular Weapons)
Sensor Suite: 500K (+2 to Notice rolls made by the driver or co-pilot)
Living Space II: 100K (6 MS) (Comfortable accommodations for 8 humanoids)
Armor VI: 360K (Included in stats)
Handling I: 300K (+1 to Drive rolls for maneuvers)

Upgrades
Minor Upgrades:
+2 Driving
+10 PPts, useable for Wall Walker (see below)
Major Upgrades:
Edge: Sidekick (Drivebot, see below)
Special: Leaper (double distance when making jumps)
Power (2 Upgrades): Molecular Adhesion Locomotion (Mega Wall Walker): Vehicle Only, Activated with Driving Roll, Costs 4 PPts and has a duration of 5 rounds; Success: bypass vertical obstacles, on battlefield move at 6" easily or 12" with Driving roll when going up walls; On Raise, speed doubles).

Drivebot
Intelligent Construct
Attributes: Agility d12, Smarts d6, Spirit d6, Strength d12, Vigor d12
Skills: Athletics d6, Common Knowledge d6, Notice d8, Persuasion d4, Stealth d4, Driving d12, Shooting d12, Fighting d8, Repair d12, Survival d8, Electronics d8
Hindrances: Can't Swim, Loyal, Clueless
Edges: Ambidextrous, Brave
IC Mods (24 Base, 19 Drawbacks, 43 Features)
Neural Net AI (-2)
Technological System (-2); Must charge for 2 hours/day, only charger that works is the Creeper's engine
Medium Frame (0)
Base Locomotion: Tracks (Pace 6, d4 Run Die, Cannot navigate obstacles more than 1/2 height)
Advanced Senses (+2): IR/UV, Nightvision, Radar, 360 degrees; ignore Illumination, =4 Notice rolls
Obvious Construct (-2): If attempting to hide nature, opponents gain +2 Notice to spot
Standard Vocal Unit (0)
Obscure Construction (-3): -4 to all checks to Repair
Feature-Locked Physiology (-4): Cannot upgrade Strength, Agility or Vigor with Advances
Specialized Construction (-6): -2 to any roll not involving operating the Creeper or its systems
Automated Repair Unit (+2): Self-repair with Vigor roll 1/day, +4 to resist Bleeding Out
Attribute (+9): +3 Agility, +3 Strength, +3 Vigor
Edges (+10): Ace, Combat Ace, Steady Hands, Rock & Roll!, Strong Willed, Iron Willed, Combat Reflexes, Iron Jaw, Nerves of Steel, Improved Nerves of Steel, Rapid Fire
Hardwired Skills (+10): x5 Driving/Shooting, x2 Repair, x1 Notice, x1 Common Knowledge/Athletics, x1 Electronics
Vehicular Interface (+1): +2 Driving rolls
Universal Toolkit (+1): +2 Repair rolls
Computer Interface (+1): +2 Electronics rolls
Additional Action (+3): Reduce MAP by 2