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Solodice's Custom Vehicles

Discussion in 'Modiphius Entertainment' started by Solodice, Apr 2, 2020.

  1. Solodice

    Solodice Freshly Squeezed Troll

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    This will be a thread where I post up some custom made vehicles for the RPG. They can be ground, water, air, and space based.

    Right now with my PbP hosted here (Emerald Sunz) I've been thinking about the various Human Sphere and Combined Army military vehicles. There are some specific ones in the sourcebooks and some generic ones to add to.

    When the space ships sourcebook gets added I'll start diving into that as well. For now we're keeping things planet side/atmospheric.

    Table of Contents:

    PanOceania
    Yu Jing
    Ariadna
    Nomads
    Combined Army
    Haqqislam
    Other/O-12/Tohaa

    EDIT (4/14/20): Adding below a change log for when I decide something needs to be balanced or changed. It also keeps anyone that uses the vehicles from being confused when something is changed.

    4/14/20

    Energia Zond: Changed Tactical Transport to be being Exposed, Max Passengers changed from 0 to 4, gave it an Akimbo Turret 2 with Combi Rifles. It felt before that for it's size that it didn't carry that many people. Now it can carry 8 passengers total with the Running Boards. Also it was undergunned only coming with a Light Riotstopper. Gave it something a bit more lethal.

    The Delivery Transport gets changed to being Enclosed. Feels more van like now and more distinct from the Tactical Transport. Less passengers, no weapons, but totally enclosed unless opened up.

    Increased Structure from 13 to 14.

    AV/MV-2 Passaro Cruel: Increased Structure from 12 to 14. Felt a bit to light.

    Trotter: Increased Structure from 13 to 14. Same as the other light structure vehicles. A slight boost.

    4/15/20

    Added the MTV Hussar to the PanOceania Vehicles. If you're looking for a buggy/light troop transport with a PanO flair this one is for you.

    4/16/20

    MTV Hussar: Reduced External and Internal Hardpoints from 1 to 0. It's a small platform so with those upgrades included there's not much space to add anything else.

    4/17/20

    Added the Thunderhead-class Patrol Boat to PanOceanian Vehicles, the MBT5 Companion to PanOceanian Vehicles, and the C-150 Hermes to the Ariadna Vehicles.

    4/18/20

    AV-53 Jerung: Changed armor from 4 to 6.

    MBT5 Companion: Redid the Railgun stats. Took away its traits but gave it Ammo: Heavy letting it shoot a variety of ammunition.

    4/19/20

    Changed the name of the AV-53 Ithican Arrow to Jerung. Turns out there's already an Ithican Arrow named vehicle in the RPG called the Ithican Assault Craft (PanO Source Book p.63). Trying not to overlap on names too much so changed the gunship to another Varuna apex predator: Jerung. It means shark in Malay and is pretty appropriate for this deadly gunship.

    Added indicators to end the Trotter and Anglo-Norman names better describing their roles.

    MBT5 Companion: Increased Structure to 50 and Firewall to 25. It is a tank after all.

    4/22/20

    Added the Chiyou Tank, Yutu TAV, Imperial Service Fiend Transport, and Imperial Service Hound Interceptor to Yu Jing Vehicles.

    Added the Kosmos Sputnik to Nomad Vehicles.

    MBT5 Companion: Changed size from 4 to 3. Each size increase is doubling in size of the vehicle compared to a human. A size 4 tank would be huge. So size 3 makes more sense.

    C-150 Hermes: Changed size from 5 to 4. Better understanding of how big the sizes groups are. Changed BTS from 2 to 3.

    4/23/20

    Trotter APC: Reduced size from 3 to 2. Reduced armor from 3 to 2. Increased speed to 4. Got rid of Collapsible upgrade. The Trotter is kind of like an M113 and it should fit at least two of them on a Hermes and can roll right off and get immediately into the action. So size 2 works better for fluff and mechanical reasons.

    MTV Hussar: Increased armor from 2 to 3. Turns out it had less armor than the RPG listed car, oops. Removed Vehicle Armor 2. Increased Comms rating from 1 to 2.

    Imperial Service Hound Interceptor: Increased armor from 2 to 3. Turns out it had less armor than the RPG listed car, oops.

    4/25/20

    Kosmos Sputnik: Increased Speed from 2 to 3. Added the Turbo Charged upgrade. Thought more armor on it meant it should be slower... but remotes don't really care (ie. Rudra) if they have more armor and an upgraded power system.

    C-150 Hermes: Corrected the Engineering and Surgical Waldos giving them both values.

    Added the Mi-30 Mountain King to Ariadna Vehicles. Basically a C-150 that take off and land vertically but sacrifices speed to do so.

    4/28/20

    Added the B322 Bouman to Haqqislam Vehicles.

    Added the Rottweiler Armored Vehicle, Buzzer Transport, and Wasp Gunship to Combined Army Vehicles.

    5/3/20

    Corrected the Akrylat-Kanone on the MV/AV-2 Passaro Cruel and changed the Light Riot Stopper weapon qualities on the Energia Zond. Missed the AK in the YJ sourcebook and changed the LRS to better represent it as a nonlethal glue hose.

    5/4/20

    Changed the C-150 Hermes to where it now has 2 Engineering and Medical Waldos. It's supposed to be kind of a stripped down, mobile, and lower tech version of a Surgical/Repair bay. It felt like it was lacking in this capability before but now it should be good.

    Added the Aduu 8x8 to Yu Jing Vehicles.

    Added restriction, cost, and tariff pricing to all vehicles.

    5/5/20

    Energia Zond: Changed the Delivery Transport Tariff from nothing to T2.

    5/6/20

    Added additional Gear to the R-23 Dancer and the RCAD Vulture.

    5/7/20

    Updated the cost on the UH-9 Black Eagle from 12+2d6 to 13+3d6. Felt a little cheap for what you were getting from the vehicle so increased its price.

    Increased the USAriadna restriction of the UH-9 Black Eagle and UCAD Vulture from 1 to 2. Might of went a little overboard with the American trope of having easy access to guns and armored vehicles.

    Added the Mk5 Space Truck to Nomad Vehicles. Want a LAAT gunship from star wars? This is basically it for Infinity.

    5/9/20

    Added the S104 Shabdiz to Haqqislam Vehicles.

    5/11/20

    Added new restriction to the Imperial Service Hound Interceptor: Judicial Police: 1. Supposed to represent that the Hound is their go to vehicle and also that the Judicial Police are not apart of the Imperial Service but are a separate group of the Judicial Corps. The more you know!

    Added the RF-4 Whitehead, F-29 Maero, and RM-32 Pilum to PanOceania Vehicles. The RM-32 is a unique case as its not really a vehicle but a remote (using standard remote stats) but it felt right to put it among the vehicles.

    5/14/20

    Added the Kelpie Amphibious Aircraft to Ariadna Vehicles. Added a special rule to the UCAD Vulture which is the same as what is found on the traktor mul. It's a drone and I thought of ways of how to express that with rules but they were already in the rules so yay for me.

    5/18/20

    Added 6 vehicles to Other Vehicles. Other vehicles is where I'll put my more generic-ish civilian vehicles. Added the TZ Kakute and TZ Ono to Yu Jing Vehicles.

    7/22/20

    Added the F-55 Poukai to PanOceania, Red Tail Multi-role Fighter to Ariadna, and Cerberus MBT to the Combined Army vehicles.

    7/25/20

    F-29 Maero: Adjusted the price. Felt a little cheap for what you got.
    Red Tail Multi-role Fighter: Adjusted price.

    8/3/20

    Buzzer Transport: Added a MSV1 to it.

    8/10/20

    Added 3 new aerial vehicles to Yu Jing Vehicles: ZQ-101 Sudden Striker Gunship, JF-9 Volaticoth Expeditionary Fighter, and JI-11 Zhurong Long Range Interceptor.

    8/13/20

    Added the A56 Ababil Light Attack Fighter to Haqqislam Vehicles.

    4/17/2021

    Energia Zond:
    Increased size of stack crates that the delivery transport can carry from 12 to 16 (and clarified how much depending on the size of stack crate).

    7/24/2021

    CV-27 Hakawai: Added the Roc's special abilities to the Hakawai profile.

    Added the S129 Sea Serpent to the Haqqislam vehicles.

    Renamed the Koloss Sputnik to Kosmos Sputnik keeping in line with the naming theme of all the other Sputnik remotes.

    7/26/2021

    Added O-12 Vehicles in the form of the V-30 Tern, Ranger Field Vehicle (RFV), and Crises Response Vehicle (CRV).

    Changed the Max Passengers of the Buzzer Transport and UV-11 Drake to 15 and the V-30 Tern to 16. Anything over 16 max passengers was kind of pushing it for a size 3 dropship.

    Reduced the structure on the UV-11 Drake from 22 to 20.

    7/29/21

    Added the Y-50 Fenghuang to the Yu Jing vehicles.

    7/30/21

    Corrected all Superhuman Brawn stats on vehicles. The Superhuman Brawn (the number in parenthesis next to the Brawn stat number) is supposed to be equal to the vehicles Scale.

    Trotter APC: Reduced Max Passengers from 10 to 9 (Driver, Gunner/Commander, 7 passengers).

    2/8/22

    Added O-12 Vehicles in the form of the ASC-41 Sigma Personnel Carrier, AST-29 Omicron Intervention Vehicle, and ASV-3 Tau Support Aircraft.

    2/10/22

    Added the Zenit Sputnik to Nomad vehicles.

    2/18/22

    Cerberus MBT: Added ECM 1 to Battle Tank variant.

    3/6/22

    Added the Needle Light Transport, Poltergeist Medium Transport, and Balayang Stealth Personnel Carrier to the Combined Army vehicles.

    3/21/22

    Mk5 Space Truck: Changed the special ability From the Stars to Dirt Side and Back to Pinnace. Changed the difficulty of the special ability in combat from D1 to D2.

    3/36/22

    F-29 Maero: Corrected the Akimbo AP Combi Rifles qualities (forgot to add in Piercing 2).

    4/5/22

    Zenit Sputnik: Added the Transport and Launch special ability.

    4/15/22

    Added the S/C-11 Cygnus and S/C-18 Orion to the PanOceania vehicles.

    Mk5 Space Truck
    : Adjusted the Construction and Sensor stats. Accompanying stats like Hull Integrity and Endurance have been adjusted as well.

    4/16/22

    Mk5 Space Truck: Removed the Passenger Ship type (while it can move a small number of people around it doesn't have the nice seat and luxuries that a shuttle does).

    4/17/22

    To celebrate the Ships of The Human Sphere sourcebook being available (to backers as of this posting) I've added the Exrah Pack-it Orbital Deliverer, Rock Borer Gunboat, and Missile Barge to the Combined Army vehicles.

    4/19/22

    Added the Exrah Light Assault Carrier to the Combined Army vehicles.

    Exrah Pack-it Orbital Deliverer: Replaced the Ionclad 2 type with Remora.

    4/22/22

    Added the Workman Skiff to Other Vehicles.

    4/25/22

    Added the Boltacorp Impala to PanOceania vehicles.

    5/4/22

    Corrected a bunch of weapon qualities and incorporated ammo qualities into the weapons if they weren't before.

    7/27/22

    Added stats for the Stilt-Truck, Starlight 7 Series, Nightshadow, Hawk 809, Streetmaster 5, Land Hunter, and Cityflyer 6000 to Other vehicles. There are no descriptors but you can find those in the respective books they are from (even included the page number for you).

    7/29/22

    Added Additional Ammo to select vehicles and their weapons. Weapons controlled from within a vehicle come with Scale +1 reloads. For some weapons they have the munitions quality which requires the expenditure of a reload to use and many of my vehicles have these sorts of weapons. So using the additional ammo rules (3+ Scale) I've given some weapons extra reloads they have access to.

    7/30/22

    Added the S67 Susulu to Haqqislam vehicles. Added a Tohaa vehicle section (attached to Other/O-12 Vehicles) with the Kaelul Explorer and Taasel Mobility Platform.

    10/20/22

    S/C-18 Orion: Changed the Aces High special ability to Big Bertha (essentially a modified Aces High).

    11/13/22

    Added the T-3 Main Battle Tank 'Ogre' to Ariadna Vehicles.

    Changed the damage values of the Railgun on the MBT5 Companion, Chiyou Tank, and Cerberus MBT from 3+5d6 to 3+7d6.

    1/10/23

    Added the International Aerospace Airwagon to Other vehicles.

    2/10/23

    Removed the Non-Hackable type from all Ariadnan vehicles. It was to fit into the low tech state of the faction but it doesn't fit with the official Ariadna vehicles in the RPG. So all Firewall stats have been updated to reflect this change.

    JF-9 Volaticoth Expeditionary Fighter: Changed BTS from 2 to 3.

    T-3 Main Battle Tank 'Ogre': Added ECM 1.

    4/14/23

    Aduu 8x8
    : Adjusted the Missile and SAM launcher modules increasing the amount of missiles they can carry.

    4/21/23

    Added Skut Traktor to Ariadna vehicles.

    6/26/23

    AV-53 Jerung: Added an additional missile tube hardpoint to the bringing its Scrambler missile count to 4.

    AV/MV-2 Passaro Cruel: Replaced the NARC Rack on the AV variant with an HMG and added an additional Spitfire. Made sure to note which weapons are forward fixed. Raised the cost of the AV as well.

    7/31/23

    AV/MV-2 Passaro Cruel: Added the Dog's Dinner Launcher special rule to the AV variant.

    8/1/23

    Added two Order of Montesa exclusive variants to existing vehicles. They're a heavily mechanized order and I thought they'd have some custom variants to aid them in their operations.

    AV/MV-2 Passaro Cruel: Added the Carche Variant.
    IFV3 Lancer: Added the Valencia Variant.

    8/4/23

    IFV3 Lancer: Added the Gerard Variant.

    8/17/23

    Aduu 8x8: Increased Max. Passengers to 20 and increased all the modules that reduced passenger size by +1 or +2.

    1/29/24

    Added K14 Khar to Haqqislam vehicles.

    3/29/24

    Changed Kaelul Explorer to Sukael Explorer (the correct Tohaa name for 10-7).
     
    #1 Solodice, Apr 2, 2020
    Last edited: Mar 28, 2024 at 9:33 PM
  2. Solodice

    Solodice Freshly Squeezed Troll

    Joined:
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    PanOceania Vehicles
    UV-11 Drake (Aircraft, Enclosed, Hover, High Performance)
    Manufactured by Moto.Tronica the UV-11 Drake is the the main medium VTOL craft used in the PanO armed forces. Renowned for its top of the line performance the Drake pushes beyond many other VTOLs in terms of speed and distance. Getting from point A to point B fast isn't just what the Drake brings to the table. TAG grade electronic defenses and its signature door gun mounts can fend off attacks or suppress a LZ with ease.

    Scale 3
    Speed 3/4
    Brawn 12 (+3)
    Max. Passengers 15
    Impact 5+8d6 (Knockdown)
    Structure 20
    Firewall 17
    Armor 3
    BTS 6

    Hard points
    Chassis 1 (Collapsible x2), Comms 1 (ECM 1, Deflector 1, Expert 1), External 0, Internal 1 (Collapsible), Motive 0 (High Performance), Weapons 0 (2x HMGs)

    Weapons
    Door Guns (2)
    HMG: Range L, 2+6d6, Burst 3, Unwieldy, Spread 1, Unsubtle

    Restriction: 4 (PanOceania: 2); Cost: 16+3d6; Tariff: T3

    AV/MV-2 Passaro Cruel (Aircraft, Enclosed, Hover, Rugged)
    The successor of the NeoColonial War classic AV/MV-1 the AV/MV-2 Passaro Cruel sports a new avionics and power plant package. It still retains it's small stature, excellent maneuverability, and its dreaded NARC rack. The MV is loved for its quick insertions and extractions thanks to its running boards. The AV is noted as being a deadly close air support platform in an incredibly small package. The Passaro Cruel is a rarely seen asset of the PanO military due to it being mainly used by the special operations aerial companies (SOAC) like the famous 1st SOAC Sun Rays or the mythological 66th SOAC Myriagons.

    Scale 2
    Speed 3/4
    Brawn 10 (+2)
    Max. Passengers 2
    Impact 4+4d6 (Knockdown)
    Structure 14
    Firewall 14
    Armor 2
    BTS 5

    Hard Points
    MV: Chassis 0 (Collapsible x2), Comms 0 (ECM 1, NARC Rack), External 0 (2x Running Boards), Internal 0 (Collapsible), Motive 0, Weapon 0 (Flash Pulse, NARC Rack)

    AV: Chassis 0 (Collapsible x2), Comms 0 (ECM 1), External 0, Internal 0 (Collapsible), Motive 0, Weapons 0 (Akrylat-Kanone*, Blitzen*, HMG, Panzerfaust*, 2x Spitfires)

    Weapons
    MV
    Flash Pulse: Range M, 1+5d6, Burst 1, 2H

    AV
    Akrylat-Kanone (Forward Fixed): Range L, 2+5d6, Burst 1, 2H, Area (Close), Immobilizing, Knockdown, Munition, Nonlethal, Spread 1, Unsubtle, Vicious 2
    Blitzen (Forward Fixed): Range L, 2+5d6, Burst 1, 2H, Area (Close), Breaker, E/M, Piercing 2, Munition
    HMG (Forward Fixed): Range L, 2+6d6, Burst 3, Unwieldy, Spread 1, Unsubtle
    Panzerfaust (Forward Fixed): Range L, 2+5d6, Burst 1, 2H, Piercing 2, Munition, Spread 1, Unsubtle, Vicious 2
    2x Spitfires (Forward Fixed): Range M, 1+5d6, Burst 3, 2H, Spread 2, Unsubtle

    Special Abilities

    *Dog's Dinner Launcher (AV): The Dog's Dinner Launcher is a compact missile platform that takes advantage of disposable weapons like the Panzerfaust, Blitzen, and Akrylat-Kanone. Together they count as a single weapons platform. When replacing one of these weapons you replace all of them and only gain a single weapons hard point back. Can replace one of the weapons for another of the same type (example: 2 Panzerfausts, 1 Blitzen, or 3 Akrylat-Kanones). To reload the launcher you need a new unspent weapon. Replacing one or all three slots is a minor action.

    MV - Restriction: 3 (Hassassin Bahram: 2, PanOceania: 1); Cost: 11+2d6; Tariff: T1
    AV - Restriction: 4 (Hassassin Bahram: 3, PanOceania: 2); Cost: 13+3d6; Tariff: T2

    Carche Variant – The Order of Montesa employ a custom variant of the Passaro Cruel called the Carche. The Carche is an armed aerial scout which takes elements from both the Passaro Cruel's AV and MV versions. The order adds additional sensors and an MSV1. The order's air cavalry pilots are greatly augmented by the Carche's capabilities allowing them to track, skirmish, and scout for the air.
    • Hard Point Changes: Comms 0 (ECM 1, Sensor Suite (E/M Scanners, Infrared Cameras), NARC Rack), Weapons 0 (Akrylat-Kanone*, Blitzen*, HMG, NARC Rack, Panzerfaust*)
    • Gear Additions: MSV1
    • Restriction: 4 (Order of Montesa Only); Cost 14+4d6; Tariff: -

    CV-27 Hakawai (Aircraft, Cumbersome, Enclosed, Ground, Hover, Rugged)
    The Hakawai is a PanO marketed Roc-class aircraft by the Haqqislam company Artefaktech. If one put a Hakawai and Roc next to one another they wouldn't look like the same craft as PanOceania extensively modifies them upon arrival. Serving as a heavy lift VTOL the Hakawai is charged with mainly delivering cargo and vehicles but it also functions in an assault role delivering troops, remotes, and TAGs to frontline positions. It might not be the fastest thing in the sky but it sure can take a punch and drop off a squad of Squalos and then some on your front door.

    Scale 5
    Speed 1/4
    Brawn 15 (+5)
    Max. Passengers 67
    Impact 9+10d6 (Knockdown)
    Structure 68
    Firewall 20
    Armor 3
    BTS 6

    Hard points
    Chassis 0 (Convertible*, Environmental Conditioning, Heavy Construction, Collapsible x2), Comms 2 (ECM 1, Expert 1, Repeater), External 4 (Remote Dock (Enclosed)), Internal 14 (Collapsible), Motive 3 (Turbofans x2), Weapon 5

    Special Abilities

    Aces High: The forward zone is taken up by stations for the pilot, co-pilot, and an optional gunner or hacker. Unless both pilot roles are filled by characters with Pilot Expertise of 3 or more, tests to maneuver the aircraft are at +1 difficulty. The co-pilot can also assist the pilot or gunner with Pilot or Ballistics tests.

    Cargowalls: Rather than a retractable roof, wall sections on either side of the fuselage in the Hakawai's four cargo zones can open with a Minor Action by the pilot or co-pilot, changing that section to Exposed for easy movement of cargo or passengers. If done while airborne, that zone becomes Difficult Terrain 3.

    Modular Interior: The four rear cargo zones can each hold a Shipping-Pod’s worth of materiel and vehicles up to Scale 2, or a total of five Shipping-Pods’ worth between them if every cargo zone has identical contents, or two Scale 3 vehicles and no other cargo besides the vehicle’s crews.

    Restriction: 4 (PanOceania: 3); Cost: 18+2d6; Tariff: T2

    S/C-11 Cygnus (Aircraft, Enclosed, Hover)
    PanOceania's journey to the stars was rewarded with three systems it solely controlled and three that it had to begrudgingly share. This wide breadth of territory across multiple planets required a serious logistics network. This was even more apparent to the PanOceanian military. Learning from some of the best, the ability to project power was paramount to secure its own systems but to also secure its place in the systems it shared, and if ever the need arose to project power into hostile systems. The large spacecraft like freighters and troop transports were great for getting things in system but they could not enter a planets atmosphere. Space elevators were choke points that could be blockaded or destroyed. The pinnace-class spacecraft was the niche that filled the need of the PanOceanian military. Anything off the shelf though wasn't going to cut it. So began the spacelift program.

    The spacelifter program first bore fruit with the Cygnus and it would help soliditify the hyperpower into what it is today. A military pinnace that filled the tactical starlift role. It didn't need to move around a lot of weight but it did need to quickly transfer equipment, supplies, and personnel around a planet (either from orbit or planetside) transatmospherically. A lot of the possible tactical and strategic uses were already known from use of civilian or modified pinnaces. One of those was the orbital insertion of paratroopers.

    Scale 4
    Speed 1/5
    Brawn 15 (+4)
    Max. Passengers 42
    Impact 5+5d6 (Knockdown)
    Structure 50
    Firewall 20
    Armor 6
    BTS 6

    Hard points
    Chassis 0 (Life Support), Comms 0 (ECM 1, Expert 1), External 2 (Akimbo Turret 3), Internal 4, Motive 0, Weapons 2

    Weapons
    Akimbo Turret HMGs (2x): Range L, 2+6d6, Burst 3, Unwieldy, Spread 1, Unsubtle

    Special Abilities

    Pinnace: The Cygnus can travel from space to atmosphere and vice versa. When in combat this ability is a Standard Action Pilot D2.

    Dual Profile: The Cygnus has both vehicle warfare stats and stellar warfare stats. When engaging other spacecraft it uses its stellar warfare stats otherwise it uses its vehicle warfare stats.

    Cargowalls: Rather than a retractable roof, wall sections on either side of the fuselage in the Cygnus' two cargo zones can open with a Minor Action by the pilot or co-pilot, changing that section to Exposed for easy movement of cargo or passengers. If done while airborne, that zone becomes Difficult Terrain 3.

    Modular Interior: The two rear cargo zones can each hold a Shipping-Pod’s worth of materiel and vehicles up to Scale 2, or a total of three Shipping-Pods’ worth between them if every cargo zone has identical contents.

    S/C-11 Cygnus
    Class: 0
    Type: Cargo Ship, Passenger Ship, Warship
    Construction: 10
    Engines: 10
    Network: 9
    Sensors: 9

    Combat 1
    Navigation 3
    Technical 2

    Thrust 5
    Armor 6
    Hull Integrity 7
    Firewall 11
    Security 2
    Impact 5d6
    Endurance 8

    Armament
    Defensive Guns: Point Defense, Class 0, Range 0, Burst 3, 1+4d6, Salvo 1 (Piercing 1); Reloads (8)

    Restriction: 4 (PanOceania 3); Cost: 22+3d6; Tariff: T2

    S/C-18 Orion (Aircraft, Enclosed, Hover)
    Amateurs talk about tactics, professionals talk about logistics.”

    The S/C-18 Orion was the final piece to come from the spacelift program. The Cygnus was the tactical spacelifter and the Orion the strategic spacelifter. While it couldn't match the carrying sizes of freighters or troop transports it could go where they couldn't. Down a gravity well and come back out. This is not to say the Orion is small. It is not. It is one of the largest human craft ever made capable of atmospheric and transatmospheric flight.

    Whether its ferrying cargo from orbiting ships, shifting assets across a system, or leading strategic spacelift operations the Orion is one of PanOceania's unsung heroes. It along with the Cygnus gives PanOceania unprecedented logistical capabilities and flexibility.

    Scale 6
    Speed 1/5
    Brawn 16 (+6)
    Max. Passengers 80 (with cargo)/180 (without cargo)
    Impact 5+7d6 (Knockdown)
    Structure 80
    Firewall 20
    Armor 8
    BTS 7

    Hard points
    Chassis 0 (Life Support), Comms 0 (ECM 1, Deflector 1, Expert 1), External 3 (Akimbo Turret 3 (2x)), Internal 6, Motive 0, Weapons 4

    Weapons
    2x Akimbo Turrets HMGs (2x): Range L, 2+6d6, Burst 3, Unwieldy, Spread 1, Unsubtle

    Special Abilities

    Pinnace: The Orion can travel from space to atmosphere and vice versa. When in combat this ability is a Standard Action Pilot D3

    Dual Profile: The Orion has both vehicle warfare stats and stellar warfare stats. When engaging other spacecraft it uses its stellar warfare stats otherwise it uses its vehicle warfare stats.

    Big Bertha: The forward zone is taken up by stations for the pilot, co-pilot, and an optional gunner or hacker. Unless both pilot roles are filled by characters with Pilot Expertise of 3 or more, this aircraft can not be flown. The co-pilot can also assist the pilot or gunner with Pilot or Ballistics tests.

    Cargowalls: Rather than a retractable roof, wall sections on either side of the fuselage in the Orion's six cargo zones can open with a Minor Action by the pilot or co-pilot, changing that section to Exposed for easy movement of cargo or passengers. If done while airborne, that zone becomes Difficult Terrain 3.

    Modular Interior: The six rear cargo zones can each hold a Shipping-Pod’s worth of materiel and vehicles up to Scale 2, or one Scale 3 vehicle per 2 cargo zones, or a total of seven Shipping-Pods’ worth between them if every cargo zone has identical contents, or one Scale 4 vehicle and no other cargo besides the vehicle’s crew.

    S/C-18 Orion
    Class: 1
    Type: Cargo Ship, Passenger Ship, Remora, Warship
    Construction: 13
    Engines: 12
    Network: 7
    Sensors: 8

    Combat 1
    Navigation 2
    Technical 3

    Thrust 6
    Armor 8
    Hull Integrity 19
    Firewall 10
    Security 3
    Impact 1+6d6
    Endurance 11

    Armament
    2x Defensive Guns: Point Defense, Class 0, Range 0, Burst 3, 1+4d6, Salvo 1 (Area 0), Piercing 1; Reloads (6) for both

    Restriction: 4; Cost: 25+2d6; Tariff: T3

    AV-53 Jerung (Aircraft, Cumbersome, Enclosed, Hover, Imposing, Rugged, Self-Repairing)
    The AV-53 began life during the NeoColonial wars and has seen numerous upgrades since then. It was highly advanced for its time and it still is today speaking to how long it has served as PanOceania's gunship of choice. The Jerung is the bane of armored targets. It can shred TAGs, APCs, and tanks apart with ease. Its anti-infantry capabilities are up there as well. Its reputation that precedes it is well earned with many calling it by it's nickname "flying shark".

    Scale 3
    Speed 2/4
    Brawn 12 (+3)
    Max. Passengers 2
    Impact 5+6d6 (Knockdown)
    Structure 18
    Firewall 17
    Armor 6
    BTS 6

    Hard points
    Chassis 2 (Collapsible x2, Vehicle Armor 2), Comms 3 (ECM 2, Expert 1, Sensor Suite (Infrared Cameras)), External 2 (Flarechaff Array), Internal 1 (Collapsible), Weapons 0 (Flarechaff Array, MULTI HMG, 2 Missile Launchers, Missile Tubes)

    Weapons
    MULTI HMG: Range L, 2+5d6, Burst 3, Unwieldy, Medium MULTI, Multi Heavy Mod, Spread 1, Unsubtle
    DA Mode (Secondary): Vicious 2
    Missile Launcher x2: Range L, Burst 1, 2+7d6, Unwieldy, Munition
    Hard Points (4): Missile Tubes (4x Scramblers)

    Restriction: 4; Cost: 24+1d6; Tariff: T4

    RA-48 Mud Toad (Aircraft (Thrust), Enclosed, Imposing, Remote 2, Single-Seat)
    Based upon a old 20th century design the RA-48 Mud Toad was the continuation of PanOceania's expansion into remote operated aircraft during the NeoColonial Wars. What they created was a highly feared close air support platform that continues operations well into today. The Mud Toad is heavily armed, armored, and is wielded like a bludgeon by its LAI or remote control pilots upon those that dare attack PanO ground forces.

    Scale 3
    Speed 4
    Brawn 12 (+3)
    Max. Passengers 0
    Impact 4+6d6 (Knockdown)
    Structure 20
    Firewall 15
    Armor 4
    BTS 4

    Hard points
    Chassis 0 (Collapsible x2, Vehicle Armor 1), Comms 1 (ECM 1, Repeater), External 0 (Flarechaff Array), Internal 0 (Collapsible), Motive 0, Weapons 2 (Flarechaff Array, Pulse Array, Feuerbach, Missile Tubes)

    Weapons
    Pulse Array (Forward Fixed): Range M, 1+6d6, Burst 1, Mounted, Indiscriminate (Close), Blinding, Unsubtle, removes Marked
    Feuerbach (Forward Fixed): Range L, 2+4d6, Burst 2/1, Unwieldy, MULTI Heavy, Unsubtle
    • Needle Burst Mode (Primary): Piercing 2, Spread 1, Vicious 2
    • Explosive Round Mode (Secondary): Area (Close), Spread 1, Vicious
    • Additional Ammo: Carries 6 extra reloads for the Feurbach
    Hard Points (8): Missile Tubes (4x Bunker Busters, 2x Scramblers, 2x Air-to-Air)

    Restriction: 3; Cost: 14+3d6; Tariff: T2

    RF-4 Whitehead (Aircraft, Enclosed, Hover, Remote 3, Rugged, Nimble, Single Seat)
    The pinnacle of PanOceania aircraft remotes is the RF-4 Whitehead. Designed for use as a loyal wing-man or function as an independent fighter by itself the Whitehead gives PanO a small fighter that can slot in anywhere. It's use as a loyal wing-man is the most well known and lets PanO distribute out their manned craft better but always gives them a partner to watch their back. As an independent fighter the Whitehead can compete with other fighters but it mainly takes on escort roles for other aircraft or ground forces. Additionally since the onset of the conflict with the Combined Army on Paradiso the Whitehead has been used for air cover of operations behind enemy lines and providing a deep strike capability that doesn't put a pilot at risk.

    Scale 2
    Speed 2/4
    Brawn 11 (+2)
    Max. Passengers 0
    Impact 4+4d6 (Knockdown)
    Structure 13
    Firewall 15
    Armor 3
    BTS 4

    Hard points
    Chassis 0, Comms 0 (ECM 1, Expert 1, Repeater, Sensor Suite (Motion Detector)), External 0, Internal 0, Motive 1, Weapons 0 (2x Spitfires, Missile Tubes)

    Weapons
    2x Spitfires (Forward Fixed): Spitfire: Range M, 1+5d6, Burst 3, 2H, Spread 2, Unsubtle
    Hard Points (3): Missiles Tubes (3x Air-to-Air)

    Gear: 360 Visor

    Restriction: 3 (PanOceania: 2); Cost: 15+3d6; Tariff: T2

    R-23 Dancer (Aircraft, Enclosed, Hover, High Performance, Remote 2, Single Seat)
    The R-23 Dancer is the premier ISR aircraft in PanOceania's inventory. It's small stature, huge collection of sensors, and thermo-optical camouflage keep it hidden high in the air as it gathers intelligence, picks out targets, and marks them for friendly forces. It being a remote allows for daring pushes behind enemy lines without worry for a pilots safety to gather ever precious information.

    Scale 2
    Speed 3/5
    Brawn 8 (+2)
    Max. Passengers 0
    Impact 3+4d6 (Knockdown)
    Structure 8
    Firewall 15
    Armor 0
    BTS 5

    Hard points
    Chassis 0 (Reduced Weight), Comms 0 (ECM 1, Deflector 1, Repeater, Sensor Suite (E/M Scanners, Infrared Cameras), NARC Rack), External 0 (Camouflage), Internal 1 (Analysis Suite), Motive 0, Weapons 0 (NARC Rack)

    Gear: 360 Visor

    Restriction: 5 (PanOceania: 4); Cost: 20+2d6; Tariff: T4

    F-29 Maero (Aircraft, Enclosed, Hover, Rugged, Nimble, Single Seat)
    The F-29 Maero is the most common fighter craft fielded by PanOceania. Introduced at the tail end of the NeoColonial Wars and replaced all of PanOceania's dated fighter craft for the next couple of years. It's a multi role platform that can perform air superiority, escort, recon, and close air support. Heralded as one of the most maneuverable fighters in the Human Sphere the Maero has shown itself to run circles around enemies to a dizzying degree. A odd feature of the Maero is its dorsal mounted ball turret. This oddity serves the purpose of giving the Maero almost 360 spherical control of the airspace around it. It can't be outflanked and can engage targets from any angle thanks to it. Living up to its namesake the Maero is a cruel creature that will club its targets into submission.

    Scale 3
    Speed 3/4
    Brawn 13 (+3)
    Max. Passengers 1
    Impact 4+6d6 (Knockdown)
    Structure 16
    Firewall 15
    Armor 3
    BTS 6

    Hard points
    Chassis 0 (Collapsible x2, Rebalanced Mass), Comms 2 (ECM 1, Expert 1, Sensor Suite (Motion Detector)), External 0 (Akimbo Turret 2), Internal 0 (Collapsible), Motive 0, Weapons 0 (HMG, Missile Tubes)

    Weapons
    Akimbo Turret AP Combi Rifles (x2): Range C/M, 1+5d6, Burst 2, 2H, Expert 1, Light MULTI Mod, Piercing 2, Vicious 1
    HMG (Forward Fixed): Range L, 2+6d6, Burst 3, Unwieldy, Spread 1, Unsubtle
    Hard Points (7): Missile Tubes (4x Air-to-Air, 2x Bunker Busters, 1x Pilum)

    Special Abilities

    Dorsal Ball Turret: Any aircraft higher in altitude is two zones closer when attacking it with the Akimbo Turret.

    Stone Clubbing: Swift Action in this aircraft only costs 1 Momentum rather than the usual 2.

    Restriction: 4; Cost: 19+3d6; Tariff: T3

    F-55 Poukai (Aircraft, Enclosed, Hover, Single Seat)
    The epitome of aerial superiority aircraft is the F-55 Poukai. Envisioned to be the ultimate hunter and master of its aerial domain, the Poukai is the most advanced jet fighter fielded by PanOceanian and the Human Sphere as a whole. It possesses large thermo-optic camouflage tech pioneered by the Cutter TAG allowing it to penetrate deep into enemy lines or maneuver in for a kill its opponent will never see coming. Its LAI ran computing systems provides best in class anti-hacking, electronic countermeasures, and assisted fly by wire controls. If you're the prey of a Poukai it's recommended you pray to your preferred deity for a quick and swift death.

    Scale 3
    Speed 1/5
    Brawn 12 (+3)
    Max. Passengers 1
    Impact 4+4d6 (Knockdown)
    Structure 18
    Firewall 15
    Armor 4
    BTS 6

    Hard points
    Chassis 0 (Collapsible x2, Environmental Conditioning), Comms 0 (ECM 2, Expert 2, Deflector 2), External 0 (Camouflage), Internal 0 (Collapsible), Motive 1, Weapons 0 (Multi HMG, Missile Tubes)

    Weapons
    MULTI HMG (Forward Fixed): Range L, 2+5d6, Burst 3, Unwieldy, Medium MULTI, Multi Heavy Mod, Spread 1, Unsubtle
    Hard Points (9): Missile Tubes (6x Air-to-Air, 3x Pilum)

    Restriction: 5 (PanOceania: 4); Cost: 25+4d6; Tariff: T4

    IFV3 Lancer (Enclosed, Ground, Rugged, Watercraft, Wheeled)
    The IFV3 Lancer has been transporting PanOceanian troops from the likes of Earth to Paradiso for years now. A dual purpose vehicle designed for troop transport and anti-armor with the ability to cross deep water features or conduct aquatic assaults. It's modular turret can be swapped from its standard package to a SAM package designed to provide a mobile anti-aircraft umbrella for convoys and/or ground elements. The Lancer is a very mobile IFV with firepower that rivals TAGs and other armored vehicles.

    Scale 3
    Speed 2
    Brawn 14 (+3)
    Max. Passengers 10
    Impact 4+6d6
    Structure 16
    Firewall 15
    Armor 5
    BTS 6

    Hard points
    Chassis 1 (Vehicle Armor 2), Comms 1 (ECM 1, Expert 1, Repeater), External 0 (Remote Dock (Exposed)), Internal 2, Motive 0, Weapons 0 (Feuerbach, Spitfire OR Missile Tubes)

    Weapons
    Standard Turret
    Feuerbach: Range L, 2+4d6, Burst 2/1, Unwieldy, MULTI Heavy, Unsubtle
    • Needle Burst Mode (Primary): Piercing 2, Spread 1, Vicious 2
    • Explosive Round Mode (Secondary): Area (Close), Spread 1, Vicious
    • Additional Ammo: Carries 6 extra reloads for the Feuerbach
    Spitfire: Range M, 1+5d6, Burst 3, 2H, Spread 2, Unsubtle

    AA Turret
    Hard Points (6): Missile Tubes (6x Surface to Air Missiles)

    Restriction: 3; Cost: 16+2d6; Tariff: T1

    Valencia Variant – The Valencia variant of the Lancer came about from the military research and development at the Monastery of Saint Paul of Sierpes. The order took the AA turret and tested it with anti-armor missiles. The order would quickly change over part of its Lancer fleet to include this new anti-armor variant for its cavalry and mechanized regiments. Veteran Montesa crews would soon remove one of the anti-armor missiles for a RM-32 Pilum giving the Valencia added tactical flexibility.
    • Stat Changes: Passengers has been reduced to 4.
    • Hard Point Changes: External 0, Internal 0, Weapons 0 (Missile Tubes)
    • Weapon Changes: Hard Points (6): Missile Tubes (5x Bunker Busters, 1x Pilum)
    • Notes: Carries an additional 10x Bunker Busters and 2x Pilums for reloading.
    • Restriction: 4 (Order of Montesa Only); Cost: 18+2d6; Tariff: -
    Gerard Variant – The Lancer is a multi-purpose platform that is designed to fill many rolls. One of them is that of a field ambulance, known as the Gerard, that is used by PanO military medical regiments and the Order of Hospitaller's Ambulance Corps.
    • Stat Changes: Passengers has been reduced to 9 (3 crew and 6 patients)
    • Hard Point Changes: External 0, Internal 0 (Kit Locker, Surgical Waldo 2), Weapons 0
    • Weapon Changes: The Gerard has no weapons
    • Gear Additions: Kit Locker contains 2x Basic Medical Kits and 1x Medikit
    • Special Abilities: Free Range Waldo – The Surgical Waldo is not limited to a single surgical bed. It can freely move from litter to litter in the Gerard. It can only attend to one patient at a time though.
    • Restriction: 3 (Hospitaller: 2); Cost: 14+2d6; Tariff: T1
    MTV Hussar (Exposed (+2d6 Cover Soak), Ground, Hover, Rugged, Watercraft)
    The Multi Terrain Vehicle Hussar was only going to come from the Hyperpower. Who else has the time, resources, and means to produce a infantry vehicle that is based on a repulsor and vector thrust platform rather than wheels but PanOceania? The Hussar serves mainly as a light transport vehicle, courier, and scouting vehicle for the PanO armed forces. A civilian model (lacking the weapon and repeater mount) came to the market as an off-roading vehicle. Many said it was cheating when driving one of these across rugged terrain. That didn't stop anyone wealthy enough, and/or doesn't care about the challenge of off-roading, to own one. It was a status symbol and became incredibly popular among the elite on Bourak.

    Scale 1
    Speed 2
    Brawn 12 (+1)
    Max. Passengers 5
    Impact 3+3d6 (Knockdown)
    Structure 15
    Firewall 10
    Armor 3
    BTS 4

    Hard points
    Chassis 2, Comms 2 (Expert 1, Repeater), External 0 (Remote Dock (Enclosed)), Internal 0 (Passenger Protection), Motive 1, Weapons 1

    Restriction: 3 (Civilian Variant - PanOceania: 2, Haqqislam: 2); Cost: 12+4d6; Tariff: T3

    Boltacorp Impala (Exposed, Ground, Rugged, Rough Terrain, Single Seat, Wheeled)
    When the Order of Montesa was looking to supply certain outrider units with a trusty steed they settled upon the Impala made by the Acontecimento company Boltacorp. Boltacorp has been in the business of making all sorts of recreational off road machines for decades and the Impala is its premier product. It has a dual sport profile with an emphasis on off road excellence, a computer assisted ride, and good storage options. One of its distinct features is its brush snapper guard over the front wheel. Great for clearing out random twigs or small branches along your path. Also good enough to cause some serious damage against other vehicles or biological beings.

    Scale 0
    Speed 3
    Brawn 12
    Max. Passengers 1
    Impact 1+6d6 (Knockdown, Viscous 1)
    Structure 10
    Firewall 6
    Armor 2
    BTS 3

    Hard points
    Chassis 0, Comms 0 (Expert 1), External 0 (Offensive Systems), Internal 0 (Kit Locker), Motive 0, Weapons 0

    Restriction: 3 (Montesa Order: 2); Cost: 10+3d6; Tariff: T3

    Thunderhead-class Patrol Boat (Enclosed, Cumbersome, Rugged, Watercraft)
    The Thunderhead-class Patrol Boat is a common watercraft spotted all over the Human Sphere sporting the PanOceania flag. Whether its on combat patrol on Svarlheima and Paradiso to anti-smuggling and maritime surveillance on NeoTerra and Varuna. It might not be the most advanced vessel of PanO's water navies but its a scrappy bulldog that doesn't pull its punches. Many criminals, terrorists, soldiers, and sailors have been on the receiving end of a Thunderhead and not many live to tell the tale.

    Scale 3
    Speed 3
    Brawn 12 (+3)
    Max. Passengers 11
    Impact 4+4d6 (Knockdown, Vicious 1)
    Structure 20
    Firewall 14
    Armor 3
    BTS 4

    Hard points
    Chassis 2, Comms 2 (ECM 1, Expert 1, Sensor Suite (Motion Detectors)), External 0 (Additional Weapon Mounts x2, Akimbo Turret 2, Offensive Systems), Internal 2, Motive 1, Weapons 0 (Feuerbach, Missile Tubes)

    Weapons
    Feuerbach: Range L, 2+4d6, Burst 2/1, Unwieldy, MULTI Heavy, Unsubtle
    • Needle Burst Mode (Primary): Piercing 2, Spread 1, Vicious 2
    • Explosive Round Mode (Secondary): Area (Close), Spread 1, Vicious
    • Additional Ammo: Carries 6 extra reloads for the Feuerbach
    Akimbo Turret Spitfires (x2): Range M, 1+5d6, Burst 3, 2H, Spread 2, Unsubtle
    Hard Points (2): Missile Tubes (2x Smart Torpedoes)

    Restriction: 4 (PanOceania: 3); Cost: 13+2d6; Tariff: T2

    MBT5 Companion (Enclosed, Ground, Imposing, Remote Presence, Rugged, Self-Repairing, Tracked)
    The Tactical Armored Gears (TAGs for short) have changed the modern battlefield forever. More maneuverable, easier to maintain, and having a smaller footprint on the battlefield has seen TAGs take over tasks once held by tanks. However, tanks have not disappeared. TAGs can't compete with them in terms of firepower and protection on the battlefield. There might be less of them than before but they still have a function across many forces of the Human Sphere.

    The MBT5 Companion is the most advanced tank in the Human Sphere. Using technology pioneered by the Squalo TAG series PanO has established a multi-operator remote presence vehicle. Three different remote operators can ghost in and do their crew functions on a level never seen before in an armored vehicle. Matched with a deadly arsenal the Companion has stayed at the top of the armored food chain since its introduction. Many have tried to dethrone it and many have failed.


    Scale 3
    Speed 2
    Brawn 14 (+3)
    Max. Passengers 0*
    Impact 5+6d6 (Knockdown)
    Structure 50
    Firewall 25
    Armor 12
    BTS 8

    Hard points
    Chassis 0 (Collapsible x2), Comms 0 (ECM 2, Expert 2, Deflector 2, Repeater, Sensor Suite (Motion Detectors, Infrared Cameras)), External 0, Internal 0 (Collapsible), Motive 0, Weapons 0 (Electric Pulse, Railgun, Spitfire, MULTI HMG, Missile Tubes)

    Weapons
    Electric Pulse: Melee, 1+4d6, Immobilizing, Stun
    Railgun: Range L/E, 3+7d6, Burst 1, Ammo: Heavy, Massive, Munition, Unsubtle
    - Additional Ammo: Carries 6 extra reloads for the Railgun
    Spitfire: Range M, 1+5d6, Burst 3, 2H, Spread 2, Unsubtle
    MULTI HMG: Range L, 2+5d6, Burst 3, Unwieldy, Medium MULTI, Multi Heavy Mod, Spread 1, Unsubtle
    DA Mode (Secondary): Vicious 2
    Hard Points (6): Missile Tubes (2 Surface to Air Missiles, 2 Hellfires, 2 Bunker Busters)

    Special Abilities

    Remote Presence Multi-Matrix*: The Companion can have up to 3 different operators as crew using remote presence.

    Restriction: 5; Cost: 35+3d6; Tariff: T4

    RM-32 Pilum (Trooper)
    PanOceania is sometimes forgotten about when it comes to its remotes. Nomads get all the publicity and Yu Jing yells from the roof tops about theirs. PanOceania has some the most mature and deepest line of remotes available though. From its impressive aircraft remotes like the Whitehead, Dancer, and Mud Toad to its Armbot combat remotes. The RM-32 Pilum only reinforces the incredible depth the PanO armed forces can call upon when it comes to remotes.

    The Pilum is not a standard remote. It is a missile platform but unlike its other remote missile cousins the Pilum is not designed to be single use or disposable. Its operating profile is that of a skirmisher. It can scout ahead, engage targets, disengage, and generally harass. It comes outfitted with jamming equipment and an E/Marat to make targets deaf and blind along with trying to compromise quantronic security. The Pilum is also the favored tool of PanO hackers going after spacecraft or aircraft. Finally, once its fuel reserves are spent and if it hasn't been destroyed the Pilum can be easily retrieved and restocked for more missions. However, if it is necessary the Pilum can act like a regular missile but this is only used in emergencies or desperation.


    AGI 10 (+1); AWA 9; BRW 9; COO 10; INT 5; PER 5; WIL 8

    Combat +2/0
    Fortitude 0/0
    Movement +2/2
    Senses +1/1
    Social 0/0
    Technical 0/0

    Firewall: 5
    Resolve: 3
    Structure: 5
    Security: 4
    Morale: 2
    Armor: 1

    Gear: Jammer, Locational Beacon, Repeater, Sensor Suite (E/M Scanners, Motion Detectors)

    Weapons
    E/Marat: Range C, 1+4d6, Burst 1, 1H, Breaker, E/M, Piercing 1, Torrent

    Special Abilities

    Common Special Abilities: Inured to Disease, Poison, and Vacuum. Superhuman Agility 1.

    Missile Platform: The Pilum is a remote housed in a missile platform. It can only be used from Missile Tubes. It comes with Fuel 5. It can be outfitted to work in either space or atmosphere.

    Independent Targeting: The Pilum isn't treated like a normal missile. It operates like a remote vehicle with Speed 6 and can change targets at will or even be fired when no target is available.

    Retrievable: If the Pilum isn't destroyed it can be retrieved. On command or when fuel runs out the Pilum in atmosphere will float to the ground by parachute and activate its Locational Beacon. In space it will halt its inertia and activate its Locational Beacon.

    Last Ride: On command the Pilum will suicide itself into a target and use its last fuel stores to cause extra damage. It causes 1+Xd6 damage (Area (Close), Improvised 2, Vicious 2). X is the remaining fuel left in the Pilum during the attack. It needs a minimum of 1 Fuel left to be able to attack a target.

    Restriction: 3; Cost: 13+4d6; Tariff: T3
     
    #2 Solodice, Apr 2, 2020
    Last edited: Jan 30, 2024
  3. Solodice

    Solodice Freshly Squeezed Troll

    Joined:
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    Yu Jing Vehicles
    Chiyou Tank (Enclosed, Ground, Hover, Rugged, Nimble, Watercraft, Wheeled, Tracked)
    Mobility leads to tactical flexibility and tactical flexibility leads to victory. The Chiyou Tank is designed to use mobility to its fullest extent when on the battlefield. The largest mass produced vehicle to field the innovative MagTrax technology the Chiyou can mold itself for any battlefield terrain conditions. Combined with excellent mass balance and computer stabilized movement the Chiyou can dance around its targets and attacks with ease. The answer to the MBT5 Companion might be here in the form of this small, agile, and deadly platform.

    Scale 3
    Speed 2 (Hover)/3 (Tracked or Wheeled)
    Brawn 15 (+3)
    Max. Passengers 3
    Impact 5+6d6 (Knockdown)
    Structure 40
    Firewall 15
    Armor 10
    BTS 7

    Hard points
    Chassis 0 (Environmental Conditioning, Magtrax, Rebalanced Mass), Comms 0 (ECM 1, Expert 1, Repeater, Sensor Suite (E/M Scanners, Infrared Cameras), External 0 (Akimbo Turret 1), Internal 0 (Impact Protection), Motive 0 (Magtrax x2), Weapons 0 (Heavy Flamethrower, Railgun, Spitfire)

    Weapons
    Akimbo Assault Pistols (x2): Range R/C, 1+4d6, Burst 3, Unbalanced, Vicious 1
    Heavy Flamethrower: Range C, 2+5d6, Burst 1, 2H, Incendiary 3, Munition, Terrifying 2, Torrent
    Railgun: Range L/E, 3+7d6, Burst 1, Ammo: Heavy, Massive, Munition, Unsubtle
    - Additional Ammo: Carries 6 extra reloads for the Railgun
    Spitfire: Range M, 1+5d6, Burst 3, 2H, Spread 2, Unsubtle

    Restriction: 5; Cost: 30+2d6; Tariff: T4

    Yutu TAV (Enclosed, Ground, Remote 2, Rugged, Tracked, Walker)
    The NeoColonial Wars saw battles take place in a number of locations. Cities, open grass land, jungles, tundra, and more. Yu Jing took aggressive actions that saw many troops being pushed through fronts and gaps in lines across these locations. Standard transport vehicles didn't provide enough protection or mobility. APCs answered the protection and mobility issues but were deemed to large and easy to spot targets. The Yutu Tactical Assault Vehicle answered all the questions. Not simply a armored car or an APC but something in between and more. It used a remote pilot to cut down on size and left command and gunner duties to a single crew member. Its advanced mobility system let it conquer any obstacle. With all that it could deliver a squad of soldiers, power armored or otherwise, and provide cover fire or act as a small weapons platform covering advances.

    The Yutu TAV became the common armored carrier of StateEmpire troops which serves well into today with many quality of life and upgrades being applied over the years. The Imperial Service maintains a fleet of them for in country use and counter-terrorism operations.


    Scale 2
    Speed 2
    Brawn 12 (+2)
    Max. Passengers 6
    Impact 3+4d6 (Knockdown)
    Structure 15
    Firewall 10
    Armor 3
    BTS 4

    Hard points
    Chassis 1 (Environmental Conditioning), Comms 0 (Eyepaint, ECM 1, Deflector 2), External 1 (Akimbo Turret 2, Eyepaint), Internal 0 (Impact Protection), Motive 1, Weapons 0 (Chest Mines x2)

    Weapons
    Akimbo Turret Spitfires (x2): Range M, 1+5d6, Burst 3, 2H, Spread 2, Unsubtle
    Chest Mines x2 (Front): Range R/C, 2+5d6, Burst 1, Mounted, Disposable, Grievous, Area (Close), Piercing 1, Vicious 1, Unsubtle

    Restriction: 4 (Yu Jing: 3); Cost: 13+2d6; Tariff: T2

    Imperial Service Fiend Transport (Cumbersome, Exposed (+2d6 Cover Soak), Ground, Wheeled)
    The Fiend Transport is the personal chariot of the Imperial Service. The larger size of the Judicial Police sees it use as a special support vehicle or tasked with judge, prosecutor, or prisoner transport. The Fiend is a snoopers, intelligence officers, and bodyguards wet dream. An advanced array of sensors, computer analysis suite, integrated hacking station, and smart coating to stay innocuous. Most of all, the Fiend comes equipped with a hidden Red Fury and extra passenger protection when things get interesting.

    The Fiend is the perfect urban predator for the likes of the Imperial Service.


    Scale 2
    Speed 2
    Brawn 12 (+2)
    Max. Passengers 6
    Impact 3+5d6 (Knockdown)
    Structure 17
    Firewall 12
    Armor 3
    BTS 5

    Hard points
    Chassis 1 (Personal Protection, Sleeper Housing 3), Comms 0 (Deflector 2, Hacking Terminal, Repeater, Sensor Suite (E/M Scanners, Motion Sensors, Infrared Cameras)), External 0 (Remote Dock (Enclosed), Smart Coating), Internal 1 (Analysis Suite), Motive 0, Weapons 0 (Red Fury)

    Weapons
    Hacking Device
    • Blackout: 1+2d6, BE

    • Spotlight

    • Brain Blast: 1+4d6, BE, Piercing 1, Vicious 1

    • U-Turn

    • Fairy Dust: Supportware (Long)

    • Zhang Xun: Supportware (Long)

    • IC-1 Countermeasures: IC

    • IC-1 Gaslight: IC
    Sleeper Housed Red Fury: Range M, 1+5d6, Burst 3, 2H, Biotech, Spread 2, Grievous, Unsubtle, Vicious 1

    Restriction: 4 (Imperial Service: 3); Cost: 15+1d6; Tariff: T4

    Imperial Service Hound Interceptor (Exposed (+2d6 Cover Soak), Ground, Rugged, Nimble, Wheeled)
    The Hound Interceptor is the workhorse of the Judicial Police and at times still requisitioned by those of the Imperial Service when they need something faster and lighter on its toes than a Fiend. Once the workhorse of the Imperial Service as well, it was slowly replaced by Fiends.

    Don't mistake the Hound as a run of the mill police cruiser. It's tough and rugged like one but it's faster and more responsive which is no surprise as it was designed for high intensity pursuits and fast emergency response. Many suspects think they have an advantage with their high performance bikes or sport cars but they quickly find themselves looking back at a Hound closing in.


    Scale 1
    Speed 3
    Brawn 11 (+1)
    Max. Passengers 5
    Impact 2+6d6 (Knockdown, Vicious 1)
    Structure 14
    Firewall 12
    Armor 3
    BTS 3

    Hard points
    Chassis 1, Comms 0 (Expert 2, Repeater, Sensor Suite (Motion Detectors)), External 0 (Offensive Systems), Internal 1 (Impact Protection, Weapon Locker), Motive 1 (Turbo Charged), Weapons 1

    Restriction: 3 (Imperial Service: 2, Judicial Police: 1); Cost: 13+2d6; Tariff: T3

    Aduu 8x8 (Exposed (+2d6 Cover Soak), Ground, Rough Terrain, Rugged, Wheeled)
    The Aduu (Horse in Mongolian) is the undisputed all around do it all vehicle among the StateEmpire's armies. Supported by 8 independent suspension wheels and drive systems the Aduu can traverse a multitude of obstacles and has redundancy to do it when one wheel or more fail. The real work of art though is the Aduu's modularity. With pre-built modules that can swap out in about an hour the Aduu can transform from a troop transport into a road mobile SAM rig. This jack of all trade nature lets the Aduu fill in gaps in changing battlefield conditions and cuts down on maintenance, cost, and space that other specially dedicated platforms would take up. Thanks to this the Aduu is a popular option for mercenary companies and the StateEmpire is more than willing enough to sell the Aduu. Additionally, the Aduu with it's non military modules can be found working for StateEmpire services, businesses, and independent operators across Yu Jing territories.

    Scale 3
    Speed 2
    Brawn 14 (+3)
    Max. Passengers 20
    Impact 3+7d6
    Structure 18
    Firewall 12
    Armor 3
    BTS 4

    Hard points
    Chassis 2, Comms 2, External 3, Internal 4, Motive 1 (Terrain Adapted), Weapons 1

    Special Abilities

    Quick Conversion: The Aduu is designed to use quick change modules. The base module is the transport one and when no other module is attached this is its default. With modules on hand they can be swapped out in 1 hour.

    SAM Module: The mobile SAM Aduu is the hallmark of Yu Jing air defense. Taking up 3 External slots, 2 Internal slots, 1 Weapon slot, and reducing max passengers to 4 the Aduu gains Missile Tubes with 6 Surface to Air Missiles.

    Missile Module: Turning the Aduu from a basic troop transport into the king of the battlefield with a missile battery. Taking up 3 External slots, 2 Internal slots, 1 Weapon slot, and reducing max passengers to 4 the Aduu gains Missile Tubes with 8x Hellfires OR 8x Bunker Busters.

    Field Repair Module: Fixing up everything from power armor and combat vehicles on the battlefront or farm remotes on Shentang. Taking up 4 Internal slots, 1 Comms slot, 1 Chassis slot, and reducing the max passengers to 5 the Aduu gains a Repair Bay (3 integrated Engineering Waldos 3, 15 Parts) and the Convertible quality, which when stationary, allows the Repair Bay to expand out to accommodate any vehicle up to Scale 3.

    Hauler Module: Swapping out the rear troop compartment for a magnetized flatbed. Taking up 2 External slots, 1 Internal slot, and reducing max passengers to 5 the Aduu can now carry four Scale 0 vehicles, two Scale 1 vehicles, one Scale 2 vehicle, or a single Shipping-Pod. It can load and unload them as a Minor Action.

    Aduu 8x8 – Restriction: 2 (Yu Jing: 1); Cost: 11+2d6; Tariff: T1
    SAM Module – Restriction: 4; Cost: 10+1d6; Tariff: T3
    Missile Module – Restriction: 3 (Yu Jing: 2); Cost: 10+1d6; Tariff: T1
    Field Repair Module – Restriction: 2; Cost: 9+1d6; Tariff: T1
    Hauler Module – Restriction: 1; Cost; 3+3d6; Tariff: -

    TZ Kakute (Exposed (1d6 Cover Soak), Ground, Wheeled)
    TZ is well known from much more than their stupidly fast tsurgi bikes. The kakute is one such example. Harking back to the age of illegal street racing in the hills of Tokyo and where the driving style of drifting was born. The kakute is a modern sports car designed to go full speed sideways when possible. A powerful power plant is matched with a sophisticated computer that controls down force surfaces, suspension, and variable tires. The variable tires, as TZ calls them, are integrated with climbing plus tech and while it doesn't allow the kakute to pull itself up the side of a building they do give it excellent traction control.

    Traffic and law officials have argued the kakute is a dangerous machine and shouldn't be in public hands. However, the arguments have seem to spawned from the fact that kakute is hard to catch in a police pursuit which is a common sight they find themselves in.


    Scale 1
    Speed 3
    Brawn 13 (+1)
    Max. Passengers 2
    Impact 3+3d6 (Knockdown)
    Structure 14
    Firewall 9
    Armor 2
    BTS 0

    Hard points
    Chassis 1 (Rebalanced Mass), Comms 0, External 1, Internal 2, Motive 2, Weapons 0

    Special Abilities

    Full Speed Sideways: The Kakute's legendary drifting status isn't just hear say. The Hindrance Pursuit Momentum spend costs 0 while piloting the Kakute.

    Death Grip: Computer controlled down force, suspension control, and nifty tire technology keeps the Kakute firmly planted to the ground during extreme maneuvering. On a Vehicle Terrain test the Kakute grants the pilot a special d20 that is placed down as a 1 (similar in effect to an Infinity Point but only for this test and vehicle). It counts as a bonus dice.

    Restriction: 3 (Yu Jing: 2, Japan: 2); Cost: 13+2d6; Tariff: T1

    TZ Ono (Exposed (2d6 Cover Soak), Ground, Nimble, Rough Terrain, Rugged, Wheeled)
    The sight of a TZ logo on such a large vehicle that is also covered in mud might confuse some. TZ has a long and prestigious racing history that just isn't vehicles going fast across paved surfaces. They also compete in off-roading competitions. The ono was born from their many off-roading prototypes and it carried with it all the hard learned lessons, tech, and the prestige. The ono is a no-frills cross country speed demon. Its speed over harsh and uneven terrain is almost unmatched. The ono has a found a comfy home in the off-roading community and other costumers across the Human Sphere.

    Where the ono is most well known is in its function as the main light transport of the JSA. The heavy assault oriented combat force enjoys the maneuverability without sacrificing speed that it offers over other options.


    Scale 2
    Speed 3
    Brawn 14 (+2)
    Max. Passengers 5
    Impact 3+6d6 (Knockdown)
    Structure 20
    Firewall 10
    Armor 2
    BTS 0

    Hard points
    Chassis 1, Comms 1 (Eyepaint), External 0 (Eyepaint), Internal 1 (Kit Locker), Motive 1, Weapons 1

    Restriction: 3 (Yu Jing: 2, Japan: 2, JSA: 1); Cost: 13+3d6; Tariff: T2

    ZQ-101 Sudden Striker Gunship (Aircraft, Enclosed, Hover, Remote 2, Rugged, Single Seat)
    The ZQ-88 "Ninetat" was the Yu Jing gunship since the NeoColonial Wars but it was beginning to show its obsolescent nature years afterwards. The Next Gen Gunship (NGG) program began with the intent of finding a remote operated gunship for Yu Jing's armed forces. The competition field was vast and deep but there was one craft that stood head and shoulders above the others. It was the ZQP-1 Two Headed Monster. A unique combo of two aerial remote platforms that could combine into one platform and fight as two or break away from one another and operate as two separate fighting entities. The testing was impressive and the tactical possibilities were tantalizing. It met the requirements of the NGG and then some. It was formally adopted as the new Yu Jing gunship and earned the name of ZQ-101 Sudden Striker after the snake that Sun Tzu described as being able to attack with both its head and tail.

    Enemy forces of Yu Jing have come to dread the Sudden Striker thanks to its built in force multiplication ability. There is never just one sudden striker to worry about. You always have to worry about it attacking from multiple vectors.


    Head
    Scale 2
    Speed 2/4
    Brawn 13 (+2)
    Max. Passengers 0
    Impact 3+4d6 (Knockdown)
    Structure 14
    Firewall 10
    Armor 2
    BTS 5

    Tail (Aircraft (Vector), Enclosed, Hover, Remote 2, Rugged, Single Seat)
    Scale 1
    Speed 3
    Brawn 13 (+1)
    Max. Passengers 0
    Impact 3+4d6 (Knockdown)
    Structure 7
    Firewall 5
    Armor 1
    BTS 3

    Hard points
    Chassis 0 (Rebalanced Mass), Comms 0 (ECM 1, Repeater, Sensor Suite (E/M Scanners, Infrared Cameras)), External 0 (Akimbo Turret 3*), Internal 0, Motive 0, Weapons 0 (Hard Points*, Missile Launcher**, Red Fury**)

    *Unique to the Head

    **Unique to the Tail

    Weapons
    *Akimbo Turret Multi Sniper Rifles (x2): Range L, 1+6d6, Burst 2/1, Unwieldy, Medium MULTI, Heavy MULTI, Unforgiving 2
    • DA Mode (Default Medium Secondary): Vicious 2

    • Needle Mode (Default Heavy Secondary): Piercing, Spread 1, Vicious 2
    *Hard Points (4): Missile Tubes (2x Bunker Busters, 2x Hellfires)
    **Missile Launcher: Range L, Burst 1, 2+7d6, Unwieldy, Munition
    - Additional Ammo: Carries 4 extra reloads for the Missile Launcher
    **Red Fury: Range M, 1+5d6, Burst 3, 2H, Biotech, Spread 2, Grievous, Unsubtle, Vicious 1

    Special Abilities

    We Are One and We Are Many: The Sudden Striker Gunship is two vehicles that are combined together. When combined the Sudden Striker uses the Head profile for movement. When attacked the attacker must choose which section of the gunship they are attacking (Head or Tail). As a Free Action the Sudden Striker can separate its Head and Tail sections to operate independently of one another. As a Minor Action they can combine back together.

    Dual Threat Combo: The Sudden Striker Gunship has two profiles. In combat they count as two separate entities for actions even when they are combined. When combined together the Tail can make all tests except for movement. Movement tests can only be done by the Head section when the two are combined.

    Restriction: 4 (Yu Jing: 3); Cost: 20+5d6; Tariff: T3

    JF-9 Volaticoth Expeditionary Fighter (Aircraft, Enclosed, Hover, Rugged, Rough Terrain, Single Seat)
    Much like PanOceania after the NeoColonial Wars Yu Jing consolidated there range of fighter craft into something more manageable. In addition Yu Jing high command knew the landscape of future conflicts would be very different. Things would be happening in more frontier regions like Svarlheima and Paradiso. The JF-9 Volaticoth Expeditionary Fighter was designed to operate in these harsh places and do so operating from gunship pads at forward operating bases instead of a fully kitted out aerodrome. The Volaticoth isn't the prettiest or the most advanced jet to race the skies of the Human Sphere. What it is is highly adaptable, reliable, and can operate from any place that has enough room for it to land. It has dozens of pre-designed operational packages that can change it out from its standard utility loadout to close air support, anti armor, aerial denial, and many more. It's modpod plyons allow for these packages to be changed out in just an hour and a half. For your standard fighter that is something that takes three hours at best.

    The Volaticoth has shown itself to be very valuable in the new state of war across the human sphere but it was never a one trick pony. Its expeditionary abilities have been used to great effect with the likes of the current fighting against the Combined Army forces on Paradiso.


    Scale 2
    Speed 3/4
    Brawn 12 (+2)
    Max. Passengers 1
    Impact 3+3d6 (Knockdown)
    Structure 14
    Firewall 10
    Armor 2
    BTS 3

    Hard points
    Chassis 0 (Collapsible x2, Environmental Conditioning), Comms 0 (ECM 1, Sensor Suite (Motion Detectors)), External 0, Internal 0 (Collapsible), Motive 0 (Turbo Charged), Weapons 0 (Pitcher, HMG, Hard Points, Modpods)

    Weapons
    Pitcher (Forward Fixed): Range M, -, Burst 1, Unbalanced, Ammo: Deployable Repeater, Munition, Speculative Fire
    HMG (Forward Fixed): Range L, 2+6d6, Burst 3, Unwieldy, Spread 1, Unsubtle
    Hardpoints (4): Missile Tubes (4x Air-to-Air Missiles)

    Restriction: 4 (Yu Jing: 3), Cost: 18+2d6; Tariff: T2

    JI-11 Zhurong Long Range Interceptor (Aircraft, Enclosed, Hover, Rugged, High Performance)
    Many detractors say it's old and showing its age. However, those are not words from the Yu Jing armed forces. Those words from other forces that would prefer that the JI-11 Zhurong was retired so they could stop worrying about it. The Zhurong is a venerable aircraft from the days of the NeoColonial Wars and one that is still feared and respected in today's airspace. There is still no jet that can match it in outright interception speed and armament capacity. It's main task was to find and kill PanOceanian remote bombers but it was an all around aerial killer that could take on anyone and it did so with records to back it up. Modernization has only seen it get deadlier and harder to eliminate much to the chagrin of Yu Jing's enemies.

    Scale 3
    Speed 1/5
    Brawn 14 (+3)
    Max. Passengers 2
    Impact 5+8d6 (Knockdown)
    Structure 24
    Firewall 14
    Armor 4
    BTS 4

    Hard points
    Chassis 0, Comms 0 (ECM 2, Expert 1, Sensor Suite (E/M Scanners, Motion Detectors), External 0 (Flarechaff Array), Internal 0, Motive 0 (Afterburner 3), Weapons 0 (Flarechaff Array, 2x Heavy Shotguns, Hard Points)

    Weapons
    2x Heavy Shotguns (Forward Fixed): Range C, 2+6d6, Burst 1, 2H/Mounted, Knockdown
    • Normal Shell Mode (Primary): Area (Close), Spread 1

    • AP Slugs (Secondary): Piercing 3
    Hard Points (12): Missile Tubes (12 Air-to-Air Missiles)

    Gear: X-Visor, MSV1

    Special Abilities

    Let It Rain: The advanced targeting system of the Zhurong allows for independent tracking and firing at multiple targets. When attacking with a missile an additional missile can fired at a separate target at one additional step in difficulty (second missile = D2, third = D3, etc.).

    Restriction: 4; Cost: 21+3d6; Tariff: T4

    Y-50 Fenghuang (Aircraft, Cumbersome, Enclosed, Ground, Hover, Rugged)
    The Fenghuang, like Panoceania's Hakawai, is a heavily modified Roc-class aircraft. While the Hakawai takes on the specialized task of being a heavy VTOL dropship for the PanO military the Fenghuang embraces Yu Jing's military philosophy of utility. It's ditched the heavy lift ability of the turbofans for upgraded engines for better speed and performance. Then there's the modpodded comms and internals. It sacrifices passenger and storage space but allows the Fenghuang to be very modular and fulfill a large range of mission roles like repair, medical, quantronic warfare, AWAC, maritime patrol, and many others. Its multi-role functionality has seen it become the preferred large aircraft of Yu Jing special forces.

    Scale 5
    Speed 2/5
    Brawn 13 (+5)
    Max. Passengers 34
    Impact 9+10d6 (Knockdown)
    Structure 60
    Firewall 20
    Armor 3
    BTS 5

    Hard points
    Chassis 0 (Convertible*, Collapsible x2), Comms 1 (ECM 2, Modpods, Repeater, Sensor Suite (Motion Detectors), External 3 (Flarechaff Array, Remote Dock (Enclosed)), Internal 13 (Collapsible, Modpods), Motive 3 (Afterburner 1), Weapons 4 (Flarechaff Array)

    Special Abilities

    Aces High: The forward zone is taken up by stations for the pilot, co-pilot, and an optional gunner or hacker. Unless both pilot roles are filled by characters with Pilot Expertise of 3 or more, tests to manoeuvre the aircraft are at +1 difficulty. The co-pilot can also assist the pilot or gunner with Pilot or Ballistics tests.

    Cargowalls: Rather than a retractable roof, wall sections on either side of the fuselage in the Fenghuang's three cargo zones can open with a Minor Action by the pilot or co-pilot, changing that section to Exposed for easy movement of cargo or passengers. If done while airborne, that zone becomes Difficult Terrain 3.

    Modular Interior: The three rear cargo zones can each hold a Shipping-Pod’s worth of materiel and vehicles up to Scale 2, or a total of four Shipping-Pods’ worth between them if every cargo zone has identical contents, or one Scale 3 vehicle and no other cargo besides the vehicle’s crews.

    Restriction: 4 (Yu Jing: 3); Cost: 18+2d6; Tariff: T3
     
    #3 Solodice, Apr 2, 2020
    Last edited: Aug 18, 2023
    Golem2God and stevenart74 like this.
  4. Solodice

    Solodice Freshly Squeezed Troll

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    Ariadna Vehicles

    UH-9 Black Eagle (Aircraft, Enclosed, Hover, Rugged)

    The Black Eagle for the rest of the Human Sphere is antiquated and outpaced by everything else. For Ariadna it is a staple piece in their aerial operations and an embodiment of their toughness, ferocity, and flexibility. The Black Eagle straddles a fine line between a gunship and an assault helicopter. It's heavily armed and armored but can carry up to ten personnel or other equipment in its rear cabin.

    Scale 3
    Speed 2/3
    Brawn 13 (+3)
    Max. Passengers 14
    Impact 6+8d6 (Knockdown)
    Structure 30
    Firewall 8
    Armor 4
    BTS 2

    Hard points
    Chassis 1 (Vehicle Armor 1), Comms 1 (ECM 1), External 2, Internal 1 (2x Kit Lockers, 2x Large Weapon Lockers, Modpods), Motive 0 (Turbo Charged), Weapons 0 (Ariadnan HMG, Missile Tubes, Modpods, 2x Molotoks)

    Weapons
    Ariadnan HMG: Range L, 2+6d6, Burst 3, Unwieldy, Anti-Material 2, Piercing 2, Spread 1, Unsubtle, Vicious 2
    Hard Points (2): Missile Tubes (1x Bunker Busters, 1x Hellfire)

    Door Guns (2)
    Molotok: Range M, 1+5d6, 2H, Piercing 2, Spread 2, Unsubtle

    Restriction: 3 (USAriadna: 2); Cost: 13+3d6; Tariff: T2

    RCAD Vulture (Aircraft (Thrust), Enclosed, Rugged, Remote 1, Single Seat)
    To many, Dawn is a backwater outpost with a lack of high end technology (at least when compared to the rest of the Human Sphere). Most have gone to the planet or faced off against Ariadnan opponents with that attitude at their own peril. The Remote Control Assault Drone Vulture is an example of this. It's not an advanced remote but a simple drone. Cheap to make, easy to transport, and provides a support function from close air support to reconnaissance. It's not the latest and greatest thing to hit the battlefield but Ariadna doesn't care. It can still paint targets and fires missiles with no problems.

    Scale 2
    Speed 3
    Brawn 10 (+2)
    Max. Passengers 0
    Impact 3+4d6 (Knockdown)
    Structure 15
    Firewall 8
    Armor 2
    BTS 2

    Hard points
    Chassis 0 (Collapsible x2), Comms 0 (Sensor Suite (Infrared Cameras), NARC Rack), External 0, Internal 0 (Collapsible), Motive 1, Weapons 2 (Missile Tubes, NARC Rack)

    Weapons
    Hard Points (4): Missile Tubes (4x Hellfires)

    Gear: 360 Visor

    Special Abilities:

    Remote Controlled: Since they are specifically designed for it, actions taken using remote control only suffer +2 complication range if the user is at Extreme range from the vulture. However, their lack of a true LAI means that unless remotely controlled, they can only move—or attack if equipped with a weapon and cannot take more complicated actions. The vulture needs the traktor control device to be accessed and used.

    Restriction: 3 (USAriadna: 2); Cost: 10+1d6; Tariff: T2

    BTR-100 (Enclosed, Cumbersome, Ground, Rugged, Wheeled)
    The large and burly BTR-100 is an unmistakable product of Rodina. This APC is just a continuation of the BTR-90 that the original Cossack contingent landed on Dawn with. Its water mobility had been stripped away to add more armor and weaponry that very much came in handy during the Separatist Wars and later the Commercial Conflicts. The BTR-100 was mainly found among the Tatary Army Corps but since the unification of Dawn the USAriadnans and Caledonians have adopted it. The only hold out is the Merovingians who have their own native APCs.

    Scale 3
    Speed 2
    Brawn 14 (+3)
    Max. Passengers 12
    Impact 5+6d6 (Knockdown, Vicious 1)
    Structure 20
    Firewall 10
    Armor 6
    BTS 2

    Hard points
    Chassis 1 (Vehicle Armor 3), Comms 2 (Deflector 1), External 0 (Akimbo Turret 3, Offensive Systems), Internal 0 (Weapon Locker, Omniports x4), Motive 0, Weapons 0 (Light Grenade Launcher, 3x Chest Mines)

    Weapons
    Akimbo Ariadnan HMGs (x2): Range L, 2+6d6, Burst 3, Unwieldy, Anti-Material 2, Piercing 2, Spread 1, Unsubtle, Vicious 2
    Light Grenade Launcher: Range M, 2+4d6, Burst 1, Unbalanced, Area (Close), Munition, Speculative Fire
    3x Chest Mines (Front, Left, Right): Range R/C, 2+5d6, Burst 1, Mounted, Disposable, Grievous, Area (Close), Piercing 1, Vicious 1, Unsubtle

    Restriction: 4 (Rodina: 2); Cost: 16+3d6; Tariff: T2

    Trotter APC (Enclosed, Ground, Rugged, Nimble, Watercraft, Tracked)
    The Commercial Conflicts exposed the rest of the Human Sphere to the incredibly mobile and mechanized forces of the Force de Response Rapid Merovingienne. While a lot of its success comes from training, tactics, and tenacity one can't overlook a key piece of technology known as the Trotter. It's a light APC, or battle taxi from hell depending on who you talk to, designed more for speed and maneuverability rather then toughness or firepower. The use of the Trotter by the FRRM gives them unmatchable battlefield maneuverability and ability to set a pace that's very hard to counter.

    Scale 2
    Speed 4
    Brawn 11 (+2)
    Max. Passengers 9
    Impact 4+4d6 (Knockdown)
    Structure 14
    Firewall 7
    Armor 2
    BTS 2

    Hard points
    Chassis 0 (Rebalanced Mass), Comms 1, External 1, Internal 0 (Impact Protection, Omniports x4), Motive 0 (Turbo Charged), Weapons 0 (Molotok)

    Weapons
    Molotok: Range M, 1+5d6, Burst 3, 2H, Piercing 2, Spread 2, Unsubtle

    Restriction: 3 (Merovingia: 2); Cost: 12+1d6; Tariff: T3

    Anglo-Norman IFV (Enclosed, Ground, Rugged, Watercraft, Tracked)
    The FRRM understand that's there are times when something heavier then their Trotters are needed. Something that can engage armored threats and has a sustained presence to support infantry. The Anglo-Norman fills that need. Named after a breed of french cavalry horses the Anglo-Norman provides a hard hitting IFV that doesn't overshadow the Trotter but compliments it. During the Separatist War the Anglo-Norman was the bane of the Rodina tanks and BTR-100s and later the TAGs and armored vehicles of the rest of the Human Sphere. The IFV has also found itself used as a go to vehicle for emergencies or transport during severe inclement weather, like Dawn winters, thanks to its environmentally sealed design. Recently the IFV has seen seen some upgrades thanks to Nomad tech with the likes of a modern BTS system and ECM package.

    Scale 3
    Speed 2
    Brawn 13 (+3)
    Max. Passengers 12
    Impact 6+6d6 (Knockdown)
    Structure 20
    Firewall 12
    Armor 4
    BTS 4

    Hard Points
    Chassis 0 (Collapsible x2, Environmental Conditioning, Vehicle Armor 1), Comms 0 (ECM 1), External 1, Internal 0 (Collapsible), Motive 0, Weapons 0 (Missile Launcher, Mk12, Light Flamethrower)

    Weapons
    Missile Launcher: Range L, Burst 1, 2+7d6, Unwieldy, Munition
    Mk12: Range M, 2+5d6, Burst 3, 2H, Backlash 2*, Grievous, Salvo (Knockdown)
    *Users don't suffer from Backlash 2 if the Mk12 is mounted to the vehicle
    Light Flamethrower: Range C, 1+4d6, Burst 1, 2H, Incendiary 3, Munition, Terrifying 2, Torrent

    Restriction: 4 (Merovingia: 2): Cost: 14+2d6; Tariff: T3

    C-150 Hermes (Aircraft (Thrust), Enclosed, Rough Terrain, Rugged)
    The successor of the venerable C-130 Hercules. The C-150 Hermes is a locally designed and manufactured turboprop light cargo aircraft on Dawn. Well known across Dawn thanks to its history of providing cargo and aid to those in remote spots which is the case for a good amount of Ariadnans even to this day. It can land and take off from lightly prepared runways and perform low level cargo drops. In addition the Hermes was designed in mind to be a mobile engineering and medical station providing resources and equipment to those that lack it. All those capabilities provided to civilians came from a military need where outposts and units could be far away from supply lines. The most famous military role for the Hermes though is delivering paratroopers.

    Now the Hermes even finds itself in the employ of mercenaries and other organizations across the Human Sphere. Once again people will hear the sound of four large four-bladed turboprops carving their way though the sky across multiple planets.


    Scale 4
    Speed 4
    Brawn 14 (+4)
    Max. Passengers 50
    Impact 9+10d6
    Structure 55
    Firewall 10
    Armor 3
    BTS 3

    Hard points
    Chassis 4, Comms 2 (ECM 1), External 4 (Flarechaff Array), Internal 10 (2x Engineering Waldos 2, 2x Surgical Waldos 1, Modpods), Motive 2 (Terrain Adaption), Weapon 4 (Flarechaff Array)

    Special Abilities

    Redundancy is King: Ignore the first Fault suffered.
    Hot Drop: As a Free Action all friendly cargo and passengers can be transferred out during flight.
    Strong Landing Gears: Can reroll 1d20 on a Pilot test when landing on Rough Terrain. Must keep second result.

    Restriction: 2; Cost: 17+1d6; Tariff: T1

    Mi-30 Mountain King (Aircraft, Cumbersome, Ground, Enclosed, Hover, Rugged)
    The Mi-30 Mountain King is the natural successor of the Mi-26 heavy lift helicopter. Originally it was a joint design effort between the Caledonians and the Kazaks. The Caledonian's rugged mountain terrain made it hard for the likes of a C-150 as it was limited to a few airstrips it could use. They needed something that could carry just as much but be able to land and maneuver better up in the Hadrian Wall mountain range. For the Kazaks it was more a national pride thing as the C-150 was USAriadnan designed and manufactured. What came about was the modernized version of the Mi-26s the Kazaks landed with. Incredible lifting capabilities for a helicopter that rivaled the C-150. It also didn't need a runway but just a flat enough piece of ground to set down on and unload.

    Once recontact was made with the Human Sphere the Mountain King saw smaller success compared to the C-150. Some mercenary companies and civilian companies have used it as a cheaper alternative to larger and more expensive heavy VTOLs. Thanks to it reliability, proven track record, strategic use, cost, and being a local product the Mountain King will be the choice of heavy lift helicopter on Dawn and among the Ariadna military even with other Human Sphere alternatives for years to come.


    Scale 4
    Speed 1/2
    Brawn 15 (+4)
    Max. Passengers 45
    Impact 4+7d6 (Knockdown)
    Structure 55
    Firewall 10
    Armor 4
    BTS 3

    Hard points
    Chassis 3, Comms 2 (ECM 1), External 6, Internal 5, Motive 3, Weapons 4

    Special Abilities

    Great Hall: Even with max passengers the Mountain King can still carry one Size 2 vehicle.

    Lift Champion: Can reroll 2d20s on a Brawn skill test. Must accept the second results.

    Rotor Blast (1 Momentum): As a Minor Action the pilot can attempt a Tech D1 to cause a Close Range, 1+6d6 damage, Knockdown attack that effects everyone in the Mountain Kings current zone. Only works when in Hover mode.

    Restriction: 3 (Caledonia: 2, Rodina: 1); Cost: 15+2d6; Tariff: T2

    Red Tail Multi-role Fighter (Aircraft, Enclosed, Hover, Rugged, Single Seat)
    The aerospace industry on Dawn had always been lackluster as a whole. However, USAriadna was a bright spot in a destitute aerospace landscape. The Black Eagle, Vulture, and Hermes were local products designed and manufactured right in USAriadna. The creme of the crop though is the Red Tail Multi-role Fighter. Its production was spurred on during the Separatist Wars as a response to Kazak armor. Its capabilities and record impressed Rodina so much it was adopted by them and eventually the Merovengians as well. In the time after the Seperatist Wars USAriadna used the Red Tail to patrol its borders with antipode tribes and was found to be invaulable in providing close air support when under attack by the native creatures. It also gave the USAriadnans a way to project power beyond its borders into antipode territory for reprisal attacks and surveillance.

    During the Commercial Conflicts the Red Tail fought it out and held its own against some of the more superior Human Sphere aircraft. It's performance was admirable enough that mercenary companies that saw it in action put in orders to have a budget VTOL jet fighter on their roster.


    Scale 3
    Speed 1/4
    Brawn 12 (+3)
    Max. Passengers 1
    Impact 4+5d6 (Knockdown)
    Structure 18
    Firewall 9
    Armor 3
    BTS 3

    Hard points
    Chassis 1, Comms 0 (ECM 1, Sensor Suite (Motion Detectors, Infrared Cameras)), External 0, Internal 0, Motive 1, Weapons 2 (Mk12, Missile Tubes)

    Weapons
    Mk12 (Forward Fixed): Range M, 2+5d6, Burst 3, 2H, Backlash 2*, Grievous, Salvo (Knockdown)
    *Users don't suffer from Backlash 2 if the Mk12 is mounted to the vehicle
    Hard Points (6): Missile Tubes (3x Air-to-Air, 3x Hellfire)

    Restriction: 4 (USAriadna: 3, Mercenaries: 3); Cost: 17+3d6; Tariff: T3

    Kelpie Amphibious Aircraft (Aircraft (Thrust), Enclosed, Ground, Rugged, Watercraft)
    The Kelpie Amphibious Aircraft, KAA (pronounced kaw), or simply Kelpie is one of the few Caledonia made and designed aircraft. It came about during the same time of the Mi-30 Mountain King as Caledonia sought out options that could operate in its rough and not landing strip friendly mountains. One thing that the Hadrian's Range does have is a lot of lakes. The Kelpie was designed to use and abuse them. However, the aircraft was much more than just a cargo mover. Integrated internal canister launchers that could launch sensor buoys to monitor remote territory and warn of antipode raids. Additional uses for the launchers came as the Kelpie was also used in search and rescue and airborne resupply. It's of no surprise that the Kelpie found itself adopted as Ariadna's main maritime patrol craft by its armed forces. It's also become a favorite tool of the Irmandinho next to their arroaz skimmer for smuggling operations.

    The recontact market for the Kelpie has been surprisingly strong seeing orders shipped out to places like Earth and Varuna.


    Scale 4
    Speed 4
    Brawn 13 (+4)
    Max. Passengers 25
    Impact 3+5d6 (Knockdown)
    Structure 25
    Firewall 9
    Armor 2
    BTS 2

    Hard points
    Chassis 0 (Collapsible x2), Comms 3 (Sensor Suite (Motion Detectors)), External 2, Internal 2 (Collapsible, 2x Kit Lockers), Motive 0, Weapons 4

    Special Abilities

    Short Take Off and Landing: On water the Kelpie has impressive short take off and landing capabilities. When landing or taking off from water the Kelpie reduces its landing and takeoff speed to 2.

    Canister Tubes: The Kelpie comes fitted with 4 internally located tubes. These normally are fitted with canisters packed with survival gear to be dropped to stranded travelers. They can also fit in sensor buoys (land or water) or mine seeding canisters. They are re-loadable. Using a Canister Tube is a Minor Action by the Pilot or any passengers.

    GM Note: Canisters aren't specified but here's some premade ones to use:

    Survival Canister: 1x Portable Rescue Supply Kit, 3x Survival Kits, 10x Survival Rations, 4x Bottled Water, 4x Locational Beacons
    Resupply Canister: 12x Ammo Reloads of choice or 5 Ammo Reloads of choice/2x 2H weapons, 5x Basic Medical Supplies
    Sensor Buoy: Configured for either land or water. Come with a Sniffer 2 (E/M Scanners, Motion Detectors, Infrared Cameras).
    Mine Seeding Canister: Loaded with 6x mines of choice. When deployed the mines can be spread out over 3 zones the Kelpie flies over.


    Restriction: 2 (Caledonia: 1); Cost: 16+1d6; Tariff: T2

    T-3 Main Battle Tank 'Ogre' (Enclosed, Ground, Rugged, Tracked)
    The T-3 'Ogre' is the main battle tank of the Tartary Army Corp and is the hammer of Rodina. The tank is impressively simple and easy to manufacture allowing for an extensive fleet to have been built up thanks to Rodina's robust and mature manufacturing sector. The first use of the T-3 was during the Separatist Wars going up a against all kinds of opponents from Merovingian Anglo-Norman IFVs to USAriadnan ATGM teams and Red Tail Multi-role Fighters. The hammer of Rodina never broke though and powered on even in the face of heavy adversity. Its next major conflict was the Commercial Conflicts seeing use against Human Sphere TAGs. The adversity was higher but once gain the hammer did not break. While it might be antiquated the T-3 is still a heavily armored box with a big gun that can destroy whatever it gets it sights on.

    Scale 3
    Speed 2
    Brawn 16 (+3)
    Max. Passengers 3
    Impact 3+8d6 (Knockdown)
    Structure 45
    Firewall 11
    Armor 12
    BTS 3

    Hard points
    Chassis 0, Comms 1 (ECM 1, Sensor Suite (Infrared Cameras)), External 1, Internal 0, Motive 0, Weapons 0 (Main Cannon, Ariadnan HMG, Molotok)

    Weapons
    Main Cannon: Range L/E, 3+4d6, Burst 1, Ammo: Heavy, Massive, Munition, Non-hackable, Unsubtle
    • Additional Ammo: Carries 9 extra reloads for the Main Cannon
    Ariadnan HMG: Range L, 2+6d6, Burst 3, Unwieldy, Anti-Material 2, Piercing 2, Spread 1, Unsubtle, Vicious 2
    Molotok: Range M, 1+5d6, 2H, Piercing 2, Spread 2, Unsubtle

    Restriction: 4 (Rodina Only); Cost: 21+4d6; Tariff: T4

    Skut Traktor (Exposed (+1d6 Cover Soak), Ground, Rugged, Tracked, Non-Hackable)
    The lands of Tartary are rough on man and machine. The ground becomes incredibly muddy during the rainy seasons and even the burly and capable Ariadnan Utility Vehicle struggles in these conditions. This is why every stanista has a few skut traktors on hand. Rodina already had factories turning out agricultural equipment during its expansion into the steppes of Tartary. It was a simple modification to a common model that saw it turned into a people and cargo mover (hence its name: Scoot Tractor). They are simple machines with very little electronics making them easy to work on but a little challenging to operate.

    There was an unofficial variant of the skut traktor known as a tachanka. These were armed and mainly were used for protection against Antipode raids but eventually they would become the chariots of stanista reservists during the separatist wars. They would see a comeback during the Commercial Conflicts but not just for the reservists but those that built them. Rokots would use them in the defense of Dynamo to transport squads, resupply areas, evacuate casualties, and provide fire support. Today all Ariadna engineering elements have a few skut traktors ready to use in their standard role or quickly mount an HMG on.


    Scale 2
    Speed 2
    Brawn 16 (+2)
    Max. Passengers 11 (without cargo) or 5 (with cargo)
    Impact 4+7d6 (Knockdown)
    Structure 25
    Firewall 0
    Armor 3
    BTS 0

    Hard points
    Chassis 0, Comms 0, External 1, Internal 0, Motive 1 (Haulage), Weapons 1

    Restriction: 2 (Rodina: 1); Cost: 11+2d6; Tariff: T2
     
    #4 Solodice, Apr 2, 2020
    Last edited: May 5, 2023
  5. Solodice

    Solodice Freshly Squeezed Troll

    Joined:
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    Nomad Vehicles

    Energia Zond
    (Exposed (+2d6 Cover Soak), Ground, Remote 3, Rugged, Single Seat, Wheeled, Walker)
    The three motherships have always been places of communal transit from trains, strap-loops, slideways, and RedX jump spots. Private transport is a rare sight due to technical, practical, and partially philosophical reasons. However, the security forces of the motherships needed some way of not being dependent and dictated by this or installing a separate system just for them. Enter the Energia Zond. The largest Zond the Nomads field, its tactical transport variant was designed to work within the corridors and open spaces of the motherships. Its applications have found it being used outside the motherships and among the NMF as a whole during ground operations and even boarding actions.

    A natural evolution of the Energia found itself as a civilian delivery vehicle, once again, well suited for the spaces of the motherships delivering goods to storefronts or vice versa from Nomad manufacturers. At the same time the Energia delivery transport was found to be well suited for urban cargo transport across the Human Sphere thanks to their use by Commercial Missions. It was so well liked the design had been licensed out. The Energias are a common sight in many Human Sphere cities and even among remote modders or those that want a "remote van" to call their own.


    Scale 2
    Speed 3
    Brawn 12 (+2)
    Max. Passengers 4
    Impact 2+4d6 (Knockdown)
    Structure 14
    Firewall 15
    Armor 2
    BTS 5

    Hard points

    Tactical Transport
    Chassis 0 (Collapsible x2), Comms 0 (Eyepaint, Deflector 2, Repeater), External 0 (Akimbo Turret 2, Eyepaint, Remote Dock (Exposed), Running Boards), Internal 0 (Collapsible), Motive 0 (Turbo Charged), Weapons 1 (Riotstopper)

    Delivery Transport (Enclosed, Speed 2, Max Passengers 4*, Brawn 14 (+2), Armor 1)
    Chassis 1 (Convertible**), Comms 1 (Repeater), External 0 (Remote Dock (Enclosed), Smart Coating), Internal 1, Motive 0 (Haulage), Weapons 0

    Weapons

    Tactical Transport
    Light Riotstopper: Range C, 1+3d6, Burst 1, 1H, Ammo: Adhesive, Immobilizing, Knockdown, Nonlethal, Torrent
    Akimbo Combi Rifles (x2): Range C/M, 1+5d6, Burst 2, 2H, Expert 1, Light MULTI Mod, Vicious 1

    Special Abilities

    Protection Protocols (Tactical Transport): Gain a bonus Momentum for the Evasive Actions Reaction.

    You Can Fit What in There?* (Delivery Transport): The rear cargo zone of the Energia can transport up to 16 small Stack Crates or 4 large Stack Crates OR a passenger with the the removal of 4 small Stack Crates or 1 large Stack Crate.

    It's A Van** (Delivery Transport): Instead of a retractable roof, wall sections on either side and rear side of the Energia's cargo zone can be opened as a Minor action from the pilot, changing that zone to Exposed for easy movement of cargo or passengers. If done on the move the zone becomes Difficult Terrain 1.

    Tactical Transport – Restriction: 3 (Nomads: 2); Cost: 13+1d6; Tariff: T3
    Delivery Transport – Restriction: 1; Cost: 10+1d6; Tariff: T2

    Kosmos Sputnik (Enclosed, Ground, Imposing, Remote 3, Rugged, Single Seat, Walker)
    The Kosmos Sputnik is the largest and most imposing combat remote fielded by the NMF and any force in the Human Sphere. The Kosmos is the Nomad take on a combat vehicle that instead of being crew served it's operated by a LAI or remote operator. This makes up for the man power disadvantage the NMF suffers from. The function of the Kosmos is an anti-armor platform but in an asymmetrical fashion. Instead of wielding high caliber or penetrative munitions to pierce armor the Kosmos attacks and shreds biological technical shields and firewalls of vehicles. For when those fail the vehicle is just as vulnerable as if its armor has been compromised. The Kosmos with its unique tactical profile has seen it become the fear of many vehicle crews and heavy infantry across the Human Sphere.

    Scale 2
    Speed 3
    Brawn 13 (+2)
    Max. Passengers 0
    Impact 3+5d6 (Knockdown)
    Structure 16
    Firewall 20
    Armor 5
    BTS 8

    Hard points
    Chassis 0 (Collapsible x2), Comms 0 (ECM 2, Deflector 2, Modpods, Repeater, Sensor Suite (E/M Scanners)), External 0 (Akimbo Turret 2 x2), Internal 0 (Collapsible), Motive 0 (Turbo Charged), Weapons 0 (Electric Pulse, E/Marat)

    Weapons
    Akimbo Turret Blitzens (x2): Range L, 2+5d6, Burst 1, 2H, Area (Close), Breaker, E/M, Piercing 2, Munition
    Akimbo Turret Breaker Combi Rifles (x2): Range C/M, 1+5d6, Burst 2, 2H, Biotech, Breaker, Expert 1, Light MULTI Mod, Piercing 1, Vicious 1
    Electric Pulse: Melee, 1+4d6, Immobilizing, Stun
    E/Marat: Range C, 1+4d6, Burst 1, 1H, Breaker, E/M, Piercing 1, Torrent

    Restriction: 4 (Nomads: 3); Cost: 15+2d6; Tariff: T4

    Mk5 Space Truck (Aircraft, Cumbersome, Enclosed, Hover, Rugged)
    Ingenuity and ability to upgrade and repurpose old and outdated equipment is a distinct trait of the Nomads. It's a practical response to their inability to manufacture high end equipment in large numbers. So better yet take something someone else doesn't want or maybe you already had and make it better. The Space Truck is one such example. The original or Mk0 as it known today was a Space10 Hopper that served as cargo and prison shuttles for Corregidor. Once the Nomad Nation came into existence the Corregidorans were left with a bunch of these Mk0s. The newly assembled NMF needed a VTOL capable of both of space and atmospheric flight. The Mk0 was only space capable but once the Black Labs got their hands on it they added control surfaces and oversized engines. So was born the Mk1 and it earned the enduring name of Space Truck. Now it wouldn't be a falling brick but a flying brick.

    The Nomads bought out the rights to manufacture the Hopper from the now defunct Space10 and began to build a Space Truck from the ground up and iron out the kinks that plagued the heavily modded Mk1s. The Mk2 was a full build from the ground up and fully manufactured by the Nomads for the Nomads. It would be further upgraded and changed through the years. The Mk5 is the current model that came about during the NeoColonial Wars.

    The Mk5 Space Truck is a unique VTOL as it functions in both space and atmosphere and can transition between the two. Its atmospheric profile is one of a brick and maneuvers like one. One of its saving graces is its massive engines that give it extreme thrust for short bursts that can see it zoom away or up to fighter craft. It's one of the most heavily armed and armored VTOLs in use among all Human Sphere military forces. Part of this is due to being a spacecraft and being outfitted to operate and fight in the black. Turns out it also comes in handy planetside as well. Its space profile is one of a heavy fighter, boarding craft, and bomber. In both environments the Space Truck is a heavy weight bruiser for its size and gives the Nomads the ability to get anywhere they need to be.


    Scale 3
    Speed 1/4
    Brawn 15 (+3)
    Max. Passengers 16
    Impact 5+6d6 (Knockdown)
    Structure 20
    Firewall 14
    Armor 5
    BTS 5

    Hard points
    Chassis 1 (Life Support), Comms 1 (ECM 1, Deflector 2, Repeater, Neural Interface), External 0 (Akimbo Turret 2, Remote Dock (Enclosed)), Internal 2, Motive 0 (Afterburner 2), Weapons 0 (2x Slag-cannons, Missile Tubes)

    Weapons
    Akimbo Turret Multi Rifles (2x): Range: C/M, 1+5d6, Burst 2/1, 2H, Expert 1, Medium MULTI, MULTI Light Mod, Vicious 1
    DA Mode (Secondary): Vicious 3
    2x Slag-Cannons: Range: All*, 2+5d6, Burst 1, 2H, Anti-materiel 1, Improvised 1, Incendiary 2, Munition, Piercing 2
    Hard Points (4): Missile Tubes (4x Smart Torpedoes)

    Special Abilities

    Pinnace: The Space Truck can travel from space to atmosphere and vice versa. When in combat this ability is a Standard Action Pilot D2.

    Dual Profile: The Space Truck has both vehicle warfare stats and stellar warfare stats. When engaging other spacecraft it uses its stellar warfare stats otherwise it uses its vehicle warfare stats.

    Mk5 Space Truck
    Class: 0
    Type: Warship
    Construction: 9
    Engines: 11 (+1)
    Network: 12
    Sensors: 8

    Combat 2
    Navigation 3
    Technical 2

    Thrust 5
    Armor 5
    Hull Integrity 4
    Firewall 14
    Security 2
    Impact 4d6
    Endurance 9

    Armament
    Defensive Guns: Point Defense, Class 0, Range 0, Burst 3, 1+4d6, Salvo 1 (Piercing 1); Reloads (8)
    2x Slag-Cannons: Mass Driver, Class 0, Range 0, Burst 1, 2+5d6, Piercing 2, Precise 1, Reloads (6) for both
    Torpedoes: Missile Class, Class 0, 2+6d6, Piercing 2, Vicious 1, Reloads (4)

    Restriction: 4 (Nomads: 3, NMF: 2); Cost: 19+3d6; Tariff: T3

    Zenit Sputnik (Aircraft, Enclosed, Remote 3, Hover, Rugged, Single Seat)
    The operational strategy of the NMF more closely resembles that of a high tech guerrilla force compared to the other conventional forces of the Human Sphere. This strategy also crosses into the heavy assets that the Nomads bring to the field. The Nomads are also unique in that remotes make up a good fraction of their heavy assets outside of their manned TAGs.

    The Nomads do not have an air force but they are not blind to the use of aerial assets. The Zenit Sputnik is a close air support platform that has some limited aerial combat capabilities. It's not the fastest thing in the sky or even the most deadly but it is a platform that can be easily moved, launched, and leveraged by small forces. It's close air support in a package that usually comes twice as big and one you can stick on the back of a truck or launched from a Mk5 Space Truck. Its operational profile also makes it a perfect fit for Nomad special operations where an in your pocket CAS vehicle is a big force multiplier.

    Scale 1
    Speed 2/3
    Brawn 10 (+1)
    Max. Passengers 0
    Impact 2+3d6 (Knockdown)
    Structure 11
    Firewall 14
    Armor 2
    BTS 6

    Hard points
    Chassis 0, Comms 0 (ECM 2, Deflector 1, Repeater, Sensor Suite (E/M Scanners, Motion Detectors)), External 0, Internal 0, Motive 0, Weapons 0 (Light Grenade Launcher, Multi Rifle)

    Weapons
    Light Grenade Launcher: Range M, 2+4d6, Burst 1, Unbalanced, Area (Close), Munition, Speculative Fire
    - Additional Ammo: Carries 4 extra reloads for the Light Grenade Launcher
    Multi Rifle: Range: C/M, 1+5d6, Burst 2/1, 2H, Expert 1, Medium MULTI, MULTI Light Mod, Vicious 1
    DA Mode (Secondary): Vicious 3

    Special Abilities

    Transport and Launch: When carried in a Remote Dock (on size 2 or larger vehicles) the Zenit counts as a size 0 vehicle and Enter/Leave Vehicle actions from a Remote Dock (on size 2 or larger vehicles) are a Free action for the Zenit.

    Restriction: 3 (Nomads: 2); Cost: 14+3d6; Tariff: T3
     
    #5 Solodice, Apr 2, 2020
    Last edited: May 27, 2023
    Golem2God and stevenart74 like this.
  6. Solodice

    Solodice Freshly Squeezed Troll

    Joined:
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    Combined Army Vehicles
    Rottweiler Armored Vehicle (Enclosed, Ground, Rugged, Tracked)
    The Rottweiler, a PanO attributed nickname, is the common Morat armored car. However all similarities to anything else in the Human Sphere end there. These vehicles are ran by two crew members: one driver, one gunner/commander. In the rear it can cram in four Morat soldiers in full battle kit and even power armor. It's heavily armed and armored for its size and its tracked mobility system lets it conquer all kinds of terrain especially that of Paradiso. The most common function that the Rottweiler performs is convoy security, picket duty for mechanized assaults, and light patrol. One special function is the Rottweiler can be easily carried by the Buzzer dropship. With this the Morats like to perform high mobility aerial assaults where the Rottweiler can ferry soldiers, provide cover fire, and strong point objectives. This is all done by a small platform that can be picked up and dropped off with ease.

    Scale 1
    Speed 3
    Brawn 11 (+1)
    Max. Passengers 6
    Impact 3+5d6
    Structure 15
    Firewall 10
    Armor 3
    BTS 3

    Hard points
    Chassis 2, Comms 0 (Deflector 1), External 1, Internal 0 (Impact Protection), Motive 0, Weapons 0 (HMG, Panzerfaust)

    Weapons
    HMG: Range L, 2+6d6, Burst 3, Unwieldy, Spread 1, Unsubtle
    Panzerfaust: Range L, 2+5d6, Burst 1, 2H, Piercing 2, Munition, Spread 1, Unsubtle, Vicious 2

    Restriction: Morat 2, V1; Cost: 15+2d6; Tariff: T1

    Buzzer Transport (Aircraft, Enclosed, Hover, Nimble, Rugged)
    The common workhorse VTOL of the Morat Aggression Force. These duct fan powered craft, where they get their nickname from, are incredibly nimble for their size leading to their Wadakat pilots pushing and moving these craft in ways Humans would never dream of with their own. The Morat combat doctrine also doesn't keep these VTOLs unarmed or vulnerable. They might serve as troop transports but they will function as a quasi-gunships or aerial scouts regularly and with a lot of glee from their Wadakats. Additionally the Buzzer comes equipped with a remote dock that commonly houses Gatukat Combat Drones but can transport any other EI remote. Lastly the Buzzer was designed to carry, deploy, and retrieve the Rottweiler without sacrificing space. It gives any passengers a ready to go vehicle when they hit the ground much to the annoyance of many Morat enemies.

    Scale 3
    Speed 2/3
    Brawn 13 (+3)
    Max. Passengers 15
    Impact 5+5d6
    Structure 20
    Firewall 10
    Armor 3
    BTS 3

    Hard Points
    Chassis 2 (Rebalanced Mass), Comms 1 (ECM 2, Sensor Suite (E/M Scanners, Infrared Cameras)), External 1 (Remote Dock (Exposed)), Internal 2, Motive 1, Weapons 0 (2x Flammenspeers, 2x Spitfires)

    Weapons
    Flammenspeers x2 (Front Fixed): Range L, 2+5d6, Burst 1, 2H, Area (Medium), Incendiary 3, Munition, Smoke 2, Spread 1, Terrifying 1, Unsubtle, Vicious 2

    Door Guns (2)
    Spitfire: Range M, 1+5d6, Burst 3, 2H, Spread 2, Unsubtle

    Gear: MSV1

    Special Abilities

    External MagClamp Rails: The Buzzer can carry a single Rottweiler without taking up passenger or cargo space. To do so it takes up 1 External upgrade slot. While being carried it is Exposed and can't take any actions. The Rottweiler can be dropped and retrieved during Hover Mode as a Free Action.

    Restriction: Morat 3, V1; Cost: 14+2d6; Tariff: T2

    Wasp Gunship (Aircraft, Enclosed, Hover, Rugged, Single Seat)
    Simple, deadly, and maybe even a little elegant by Morat standards. It's unique profile represents that of a an earth wasp and that nickname has stuck since the first soldier saw one.

    It is the Morat gunship of choice. Equipped to handle armor and infantry targets like any Human gunship but what sets them apart is their Wadakat pilots. They turn a Wasp into a aerial hunter which harries, ambushes, and toys with its prey. That's when they are on their own. When they form up in pairs or packs it's like watching wolves at work. Rare is it for any target to evade or escape from one thanks to its use of the Xhanti Bumblebee Drones which give it extra eyes, ears, and sensors on the ground. They will also come outfitted with Gatukat Combat Drones to reinforce Morat ground forces or drop as a surprise among its prey.


    Scale 3
    Speed 2/3
    Brawn 11 (+3)
    Max. Passengers 1
    Impact 4+4d6
    Structure 17
    Firewall 13
    Armor 3
    BTS 4

    Hard points
    Chassis 0 (Rebalanced Mass), Comms 0 (ECM 2, Sensor Suite (Infrared Cameras)), External 0 (Akimbo Turret 2, Remote Dock (Enclosed)), Internal 0, Motive 0, Weapons 0 (Feuerbach, Missile Tubes)

    Weapons
    Akimbo Turret Mk12s (x2): Range M, 2+5d6, Burst 3, 2H, Backlash 2*, Grievous, Salvo (Knockdown)
    *Users don't suffer from Backlash 2 if the Mk12 is mounted to the vehicle
    Feuerbach: Range L, 2+4d6, Burst 2/1, Unwieldy, MULTI Heavy, Unsubtle
    • Needle Burst Mode (Primary): Piercing 2, Spread 1, Vicious 2
    • Explosive Round Mode (Secondary): Area (Close), Spread 1, Vicious 1
    Hard Points (4): Missile Tubes (4 Bunker Busters)

    Restriction: Morat 3, V2; Cost: 16+2d6; Tariff: T3

    Cerberus MBT (Enclosed, Ground, Imposing, Rugged, Tracked)
    Morat doctrine has been one of confusion and harsh understanding for human forces. A species fully dedicated to war was like looking into a dark and twisted mirror for many. The Cerberus MBT exemplifies all of this. It has all the trappings of a main battle tank but in an interesting and horrible realization that the Cerberus also acts as an IFV. It could disgorge two full fireteams in the middle of the fray. This multi-purpose function and tactics used with it caught many off guard. It was this multi-headed role that earned it its nickname.

    In Morat fashion there is another variant for the Cerberus. One that seems to operate as a mobile command bunker. However, the command bunker is also outfitted to operate in dense urban environments. It's been hard to determine if its an assault vehicle or a command vehicle. It seems the Morats consider that to be one in the same.


    Scale 3
    Speed 2
    Brawn 16 (+3)
    Max. Passengers 13
    Impact 4+5d6 (Knockdown, Vicious 1)
    Structure 55
    Firewall 15
    Armor 11
    BTS 5

    Hard points

    Battle Tank
    Chassis 1, Comms 0 (ECM 1, Deflector 1, Expert 1, Sensor Suite (Motion Detectors)), External 0 (Akimbo Turret 3, Offensive Systems), Internal 0, Motive 0, Weapons 0 (Railgun, Mk12)

    Mobile Command Bunker
    Chassis 0, Comms 0 (ECM 1, Deflector 2, Repeater, Sensor Suite (E/M Scanners, Motion Detectors, Infrared Cameras)), External 0 (Akimbo Turret 2, Offensive Systems, Remote Dock (Enclosed)), Internal 0, Motive 0, Weapons 0 (Chest Mines)

    Weapons

    Battle Tank
    Akimbo Portable Autocannons (x2): Range L, 1+6d6, Burst 2, Unwieldy, Non-hackable, Piercing 2, Salvo 2 (Anti-Materiel 2), Unsubtle 2, Vicious 2
    Railgun: Range L/E, 3+7d6, Burst 1, Ammo: Heavy, Massive, Munition, Unsubtle
    - Additional Ammo: Carries 6 extra reloads for the Railgun
    Mk12: Range M, 2+5d6, Burst 3, 2H, Backlash 2*, Grievous, Salvo (Knockdown)
    *Users don't suffer from Backlash 2 if the Mk12 is mounted to the vehicle

    Mobile Command Bunker
    Akimbo Heavy Shotguns (x2): Range C, 2+6d6, Burst 1, 2H/Mounted, Knockdown
    • Normal Shell Mode (Primary): Area (Close), Spread 1

    • AP Slugs (Secondary): Piercing 3
    Chest Mines x4 (Front, Left, Right, Rear): Range R/C, 2+5d6, Burst 1, Mounted, Disposable, Grievous, Area (Close), Piercing 1, Vicious 1, Unsubtle

    Battle Tank – Restriction: Morat 3, V1; Cost 25+4d6; Tariff: -
    Mobile Command Bunker – Restriction: Morat 3, V2; Cost: 27+4d6; Tariff: T2

    Needle Light Transport (Aircraft, Enclosed, Nimble, Remote 2, Hover, Single Seat)
    Whether it was a conscious choice by the Shasvastii or just happened to be happenstance there's no denying that the Needle Light Transport invokes the same ominous and eerie feelings that the UFO's of old did. It's slender profile and pointed body gave it its unoriginal human designation of the Needle. Its combination of speed, agility, and surprisingly quiet engines allow it to operate in contested environments and accomplish rapid insertion of small teams across a front of behind it. The Shasvastii use the Needle to rapidly reposition or exploit holes in defenses to a scary degree. There have been reports of the Needle operating on other planets across the Human Sphere.

    Scale 2
    Speed 4/5
    Brawn 10 (+2)
    Max. Passengers 5
    Impact 2+3d6 (Knockdown)
    Structure 10
    Firewall 9
    Armor 2
    BTS 4

    Hard points
    Chassis 0 (Reduced Weight), Comms 0 (ECM 2), External 0, Internal 0, Motive 0 (Turbo Charged), Weapons 0 (Flash Pulse)

    Weapons
    Flash Pulse: Range M, 1+5d6, Burst 1, 2H

    Special Abilities

    UFO: The Needle is incredibly quiet and can only be heard when it's right on top of you. Any Observation test based around hearing to locate a Needle outside of close range is D3.

    Grav Assisted: The Needle counts as being Exposed when it comes to Enter/Leave Vehicle actions.

    Restriction: Shasvastii 3, V1; Cost: 13+3d6; Tariff: T3

    Poltergeist Medium Transport (Aircraft, Enclosed, Remote 3, Hover, Single Seat)
    The Poltergiest is an inversion of what many expect from the Shasvastii Expeditionary Force. This medium VTOL is not stealthy in the traditional sense. It masks itself through a constant barrage of E/M emissions that throws out false signatures and scrambles nearby sensors. Its whole chassis is coated in a layer of albedo material that makes it basically invisible to multi-spectral visor users. A built in hacking suite adds to the chaos it causes this time just across quantronic space. It uses all the tricks and tactics one uses against the Shasvastii and turns them on their users. It's a floating ghost that causes chaos all around it. The Nomad attributed name of Poltergeist is more than fitting.

    Scale 3
    Speed 2/4
    Brawn 12 (+3)
    Max. Passengers 12
    Impact 4+5d6 (Knockdown)
    Structure 15
    Firewall 12
    Armor 3
    BTS 6

    Hard points
    Chassis 1, Comms 0 (ECM 2, Hacking Terminal), External 0, Internal 1, Motive 0, Weapons 0 (2x Spitfires)

    Weapons
    Spitfire (2x): Range M, 1+5d6, Burst 3, 2H, Spread 2, Unsubtle
    EI Hacking Device
    • Puppeteer: 2+4d6, BE1

    • Slasher: 2+5d6, Vicious 2

    • Sucker Punch: 1+6d6, BE1

    • IC-3 Black Ice 1+3d6, IC1, Piercing 3

    • Fairy Dust

    • Assisted Fire
    Special Abilities

    E/M Chaos: The Poltergeist doesn't use stealth as much as it causes chaos across the electromagnetic spectrum. All Sensor Suites and Sniffers within Medium range of a Poltergeist increase they're Observation tests to +1 difficulty and nullify any bonus Momentum granted by those pieces of gear.

    Albedo Housing: An integrated white noise generator that creates a localized white noise zone (zero
    visibility zone for characters equipped with multispectral visors and other high-tech visual aids) around the Poltergeist.

    Restriction: Shasvastii 3, V2; Cost: 17+3d6; Tariff: T3

    Balayang Stealth Personnel Carrier (Enclosed, Ground, Hover, Remote 2, Single Seat)
    Named after the mythological Australian creature, the Balayang is the stealth personnel carrier that haunts the nightmares of every Paradiso Coordinated Command officer. It leaves no discernible trail and much of its camouflage technology is borrowed from the Sphinx. Its sole role is to dispense Seed Soldiers. Whether across an active front or planted for operations later the Balayang is the vehicle that gets the Seed Soldiers into position. Balayangs have been known to be used by Shasvastii and other EI forces to transport other troops beside Seed Soldiers. However, the passenger compartment is optimized for Seed Capsules and not much more. So this field expedient use cuts down on passenger space significantly.

    Scale 2
    Speed 3
    Brawn 11 (+2)
    Max. Passengers 9*
    Impact 3+5d6 (Knockdown)
    Structure 13
    Firewall 9
    Armor 2
    BTS 4

    Hard points
    Chassis 0 (Environmental Conditioning), Comms 0, External 0 (Camouflage), Internal 0, Motive 0, Weapons 0

    Special Abilities

    Brood Mother*: The Balayang is the ghost vehicle that transports and lays Seed Soldiers across the battlefront. The interior troop compartment is configured to hold seed capsules. If configured to hold anything other than seed capsules the Balayang's Max Passengers is 4.

    Optimized Deployment (3 Heat): A single Seed Soldier can start within Close Range in the Hidden stealth state of a player character.

    Restriction: Shasvastii 4, V1; Cost: 17+4d6; Tariff: T3

    Exrah Pack-it Orbital Deliverer
    The Pack-it Orbital Deliverer is the trusted piece of equipment the Exrah turn to when the EI comes calling. There are some crucial supplies, personnel, or equipment that can't be made on the other side of a wormhole and the Pack-it gets it through and to its destination in one piece. Its hull bristles with point defense guns giving it a spiked appearance. While many Human Sphere crews confused this for aesthetics they quickly learned that the Pack-it creates a sphere of defense fire that makes any missile fire negligible.

    When arriving planetside the Pack-it has a unique way of landing. Others would just call it a controlled crash. Built in crashpad systems keep the Pack-it from destroying itself but this insertion method allows for quick disembarkment of its cargo. Pack-its never return to where they came from. Many are broken down for use in fabricators.


    Class: 1
    Type: Cargo Ship, Passenger Ship, Remora, T-Clad, Warship
    Construction: 15
    Engines: 12
    Network: 6
    Sensors: 6

    Combat 2
    Navigation 1
    Technical 3

    Thrust 6
    Armor 9
    Hull Integrity 24
    Firewall 9
    Security 1
    Impact 1+7d6
    Endurance 13

    Armament
    3x Defensive Batteries: Point Defense, Class 1, Range 1, Burst 3, 1+4d6, Salvo 1 (Area 0), Piercing 2; Reloads (6) for each

    Special Abilities
    Crashpad: Crashpads allow rapid deployment on landing. Essentially a self-inflating cushion. The Pack-it, when landed, allows any passenger to exit as a free action and any vehicle to immediately deploy and make a maneuver.

    Notes
    The Pack-it can carry 60 passengers when fitted to carry just passengers. If fitted to only carry cargo, it can carry 6 standard cargo containers.

    Exrah Rock Borer Gunboat
    A staple of the Concordat WCD, the Rock Borer Gunboat was a field modification to Pack-its that had landed. The Commissariat WCD uses them in less numbers but because of the success that the Concordat had with them they are still highly requested. Simply gut a Pack-it and slap on a modified industrial asteroid mining tool. In addition the extra cargo space is filled with disassembler nanite bombs that are housed in re-entry capsules. Its destructive capabilities as an ortillary piece will make even some Morats jealous. For the human forces they are number one priority targets when detected.

    Class: 1
    Type: Ionclad 2, T-Clad, Warship
    Construction: 13
    Engines: 10
    Network: 9
    Sensors: 8

    Combat 3
    Navigation 2
    Technical 2

    Thrust 5
    Armor 8
    Hull Integrity 13
    Firewall 11
    Security 2
    Impact 1+6d6
    Endurance 13

    Armament
    Rock Borer: Munition, Class 1, Range 1, Burst 2, 3+7d6, Area 0, Precise 2, Salvo 2 (Anti-Material 2); Reloads (6)
    Disassembler Nanite Bombs: Munitions, Class 0, Burst 2, 2+6d6, Area 0, Piercing 4, Toxic 3; Reloads (4)
    Defensive Battery: Point Defense, Class 1, Range 1, Burst 3, 1+4d6, Salvo 1 (Area 0), Piercing 2; Reloads (6)

    Exrah Missile Barge
    It's crude but it's incredibly effective. A hull covered in missile batteries that will vomit their payloads at whatever the missile barge wants to destroy. For the Acheron Blockade its not a sight any crew wants to see. Usually working in pairs and screening other forces they unleash their missiles causing panic and chaos. While its armament keeps itself from actively defending itself the missile barge is tough, study, and relatively maneuverable for its size. It either kills you, you kill it, or it continues to be a problem if it slips between the cracks of the blockade.

    Class: 2
    Type: Ionclad 3, Remora, Warship
    Construction: 15
    Engines: 10
    Network: 8
    Sensors: 10

    Combat 3
    Navigation 1
    Technical 3

    Thrust 5
    Armor 8
    Hull Integrity 30
    Firewall 11
    Security 3
    Impact 2+7d6
    Endurance 15

    Armament
    4x Missile Battery: Missile, Class 1, Damage 3+6d6, Area 0, Piercing 2, Vicious 1; Reloads (4) each

    Exrah Light Assault Carrier
    Light assault carriers, unlike heavy and medium carriers, are not strategic but tactical weapons. They have been designed for isolated interventions at specific points of a theater of operations, rather than as a global threat to areas wider than a star system. Given their smaller size, their ship deployment capacity is obviously lower. In addition, compared to a light tactical carrier its attack wing is smaller, since it has to leave some space in the hangars for a greater number of boarding and landing ships. In exchange, its defensive firepower is better, as it needs to be for breaking blockades and deploying the charge on the target or on the planetary surface. However, as usual when these ships are in operations on their own rather than as part of a battle group, their ship-to-ship combat capacity is still limited. Under these circumstances, these carriers depend on the fighters of their combat wings for defense against sudden attacks coming from specialized attack ships, to which they are extremely vulnerable.

    Class: 3
    Type: Agile, Antimatter Drive, Carrier, Ionclad 3, Remora, Warship
    Construction: 10
    Engines: 10
    Network: 10
    Sensors: 10

    Combat 3
    Navigation 3
    Technical 2

    Thrust 5
    Armor 9
    Hull Integrity 30
    Firewall 12
    Security 2
    Impact 3+5d6
    Endurance 10

    Armament
    Railgun Battery: Mass Driver, Class 2, Range 2, Burst 3, Damage 3+8d6, Area 0, Piercing 1, Salvo 1 (Vicious 1); 6 Reloads
    Missile Battery: Missile, Class 1, Damage 3+6d6, Area 0, Piercing 2, Vicious 1; Reloads (4)
    Defensive Battery: Point Defense, Class 1, Range 1, Burst 3, 1+4d6, Salvo 1 (Area 0), Piercing 2; Reloads (6)

    Notes
    Carries 3 squadrons of attack craft. Each of the following squadrons can be the following types: Fighter, Bomber, Torpedo Bomber, or Interceptor.
     
    #6 Solodice, Apr 2, 2020
    Last edited: Jun 16, 2023
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  7. Solodice

    Solodice Freshly Squeezed Troll

    Joined:
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    Haqqislam Vehicles
    L505 Luzige (Enclosed, Cumbersome, Ground, Rough Terrain, Rugged, Wheeled)
    The L505 Luzige (Locust) is the trusty steed of the Halqa Mechanized Infantry and the main IFV for Haqqislam's Sword of Allah. The Luzige can take on any kind of impact thanks to it sturdy chassis and rhino reinforcement features. Some say its the most durable and protective IFV in the Human Sphere. Beyond just taking a hit the Luzige can give one back with armaments covering multiple ranges and with an emphasis on urban close quarters fighting. On top of all that this IFV is an all terrain master going over rugged ground most others wouldn't even dare. Ruins of a building? No problem. Large patch of boulders on a hill? No problem. Tank ditches? No problem.

    Scale 3
    Speed 2
    Brawn 14 (+3)
    Max. Passengers 14
    Impact 4+6d6 (Knockdown)
    Structure 27
    Firewall 10
    Armor 5
    BTS 4

    Hard Points
    Chassis 0 (Collapsible x2, Heavy Construction, Rhino Reinforcement, Vehicle Armor 2), Comms 2, External 1 (Additional Weapon Mount (Heavy Shotgun), Rhino Reinforcement), Internal 0 (Collapsible, Kit Locker, Rhino Reinforcement), Motive 1 (Terrain Adaption), Weapons 1 (HMG)

    Weapons
    HMG: Range L, 2+6d6, Unwieldy, Spread 1, Unsubtle
    Heavy Shotgun: Range C, 2+6d6, Burst 1, 2H/Mounted, Knockdown
    Normal Shell Mode (Primary): Area (Close), Spread 1
    AP Slugs (Secondary): Piercing 3

    Restriction: 3 (Haqqislam: 2); Cost: 14+2d6; Tariff: T2

    B322 Bouman (Enclosed, Ground, Nimble, Rugged, Wheeled)
    The B322 Bouman (Bowman) is Haqqislam's armor hunter. Fast, nimble, and packing one hell of a punch with its HRMC. The Sword of Allah's mechanized doctrine focuses around the Luzige and Kum bikers and the Bouman is their partner in crime that hunts down harder to dislodge targets or those posing a serious threat to the lighter armored and armed mechanized units. Its small size allows it to be easily air transportable and maintain a low battlefield profile. This all comes at a high cost. The Bouman is the text book definition of a glass cannon. Hard hitting but can't take one. The crew of one know this and common doctrine is to move, shoot, hide, and repeat. Never stand still or you'll be busy being dead.

    Scale 2
    Speed 3
    Brawn 12 (+2)
    Max. Passengers 3
    Impact 3+4d6 (Knockdown)
    Structure 15
    Firewall 11
    Armor 5
    BTS 5

    Hard points
    Chassis 2, Comms 1 (ECM 1, Eyepaint, Repeater), External 1 (Eyepaint), Internal 1 (Impact Protection), Motive 0, Weapons 0 (HMC, Spitfire)

    Weapons
    Hyper-Rapid Magnetic Cannon: Range L, 2+7d6, Burst 3/1, Massive, Light MULTI, MULTI Heavy Mod, Spread 2, Unsubtle
    • AP+Shock Mode (Primary): Biotech, Grievous, Piercing 2
    • DA Mode (Secondary): Anti-Materiel 1, Vicious 2
    Spitfire: Range M, 1+5d6, Burst 3, 2H, Spread 2, Unsubtle

    Restriction: 4; Cost: 17+2d6; Tariff: T3

    S104 Shabdiz (Aircraft (Vector), Exposed (+1d6 Cover Soak), Hover, Single Seat)
    Haqqislam's quick and powerful hitting cavalry units invoke images of ancient cataphracts or Mongol warriors charging into the fray. One piece in their arsenal though has added a whole new element to their mechanized warfare. The S104 Shabdiz is not a fighter craft that many thought it to be when they first saw it. It was not designed for aerial combat. Instead the Shabdiz is an air bike. One of the first of its kind. Stealthy, quick, and hard to hit. It is designed for ground warfare where its superior mobility and ability to attack from any angle is only matched by larger gunships and aircraft. It is mainly piloted by elite units of the Sword of Allah's desert combat wing but it is also reserved for special operation actions and missions.

    The Shabdiz has recently found itself cemented into the conscious of the Human Sphere with a legendary photo of Saladin riding one during an assault on Paradiso.


    Scale 1
    Speed 3
    Brawn 10 (+1)
    Max. Passengers 1
    Impact 3+3d6
    Structure 13
    Firewall 10
    Armor 3
    BTS 3

    Hard points
    Chassis 0, Comms 0 (ECM 2, Expert 2, Repeater), External 0, Internal 0, Motive 0, Weapons 0 (2x Spitfires, 2x Heavy Pistols)

    Weapons
    2x Spitfires (Forward Fixed): Range M, 1+5d6, Burst 3, 2H, Spread 2, Unsubtle
    2x Heavy Pistols (Forward Fixed): Range R/C, 2+4d6, Burst 1, Unbalanced, Unforgiving 1, Vicious 1

    Gear: Chameleonware, Stealth Technology

    Special Abilities

    Midnight: The Shabdiz is built around hit and run tactics. Staying hidden before you can hit though is even better. Can reroll 1d20 on a Stealth test while piloting the Shabdiz. Must take the second result.

    No Escape: The Shabdiz never loses its prey. During a pursuit the Shabdiz reduces their targets pursuit roll by -1.

    Restriction: 4 (Haqqislam: 3); Cost: 15+4d6; Tariff: T4

    A56 Ababil Light Attack Fighter (Aircraft (Thrust), Enclosed, Nimble, Rugged)
    After the NeoColonial Wars there was a shift in military doctrine and ideas. No longer was anyone pursuing the idea of interstellar war but something that was much smaller, lighter, quicker, and under the radar. Special operations and low intensity conflicts were now the norm. However, one couldn't sit back and expect that norm to last. One always must be prepared for the next round of conflicts. History never looked well on those that were always one step behind.

    The Sword of Allah wanted to bridge the gap with an attack aircraft that could assist special operations but also could hold its own in a conventional war. So they looked to the past and as the saying goes: "What is old is new again." The A56 Ababil Light Attack Fighter is a small, nimble, two seater, single turboprop airplane. Its look and role might be ancient but the Ababil sports the cutting edge Cyclops Sensor System (CSS) letting it locate almost anything on the ground. In addition the Ababil can and does function as a local command and control and/or reconnaissance craft thanks to the CSS. The majority of the Ababil's functions though lie within the realm of close air support and battlefield control. The desert air wing consider it a vital piece to their mission. For the Khan's Doom Patrol, that helps to enforce the military martial law of the Gabqar Khanate, the Ababil is indispensable in trying to maintain law and order and protecting the Silk production of the region. The light price point and Haqqislam's will to export the Ababil to mercenaries has made it a staple catalogue piece for War Dogs.


    Scale 2
    Speed 4
    Brawn 13 (+2)
    Max. Passengers 2
    Impact 3+4d6 (Knockdown)
    Structure 14
    Firewall 10
    Armor 2
    BTS 1

    Hard points
    Chassis 1, Comms 0 (ECM 1, NARC Rack, Sensor Suite (E/M Scanners, Motion Detectors, Infrared Cameras)), External 0, Internal 1, Motive 0 (Turbo Charged), Weapons 0 (2x HMGs, NARC Rack, Mine Launcher, Hard Points)

    Weapons
    2x HMGs (Forward Fixed): Range L, 2+6d6, Burst 3, Unwieldy, Spread 1, Unsubtle
    Mine Launcher: Range M: 2+5d6, Unwieldy/Mounted, Comms, Indiscriminate (Close), Unsubtle, Viscous 2
    • Loaded with DA mines but can be changed out. Remove Viscous 2 from qualities when using other mines.
    Hard Points (5): Missile Tubes (3x Hellfires, 2x Bunker Busters)

    Gear: 360 Visor, MSV2, 4x Sniffer 1 (E/M Scanners, Motion Detectors)

    Restriction: 3 (Haqqislam: 2, Mercenaries: 2); Cost: 14+3d6; Tariff: T3

    S129 Sea Serpent (Aircraft, Enclosed, Hover, Rugged, Single Seat, Nimble, Watercraft)
    The S129 Sea Serpent is Haqqislam's vaunted and well respected multi-role fighter. The original design for the aircraft came about in the NeoColonial Wars but production did not come about until well after. Most call it a engine with a cockpit and they're not wrong. The Sea Serpent is equipped with one of the most powerful engines in the Human Sphere. It wasn't solely just for pure straight line speed but to help with the VTOL and vector thrusting capabilities giving the Sea Serpent almost unmatched agility in the air. The feature that earned its name was the ability to land and take off from the water. This feature was thought to be frivolous and unnecessary until the first prototypes proved its worth in expeditionary missions, naval patrol of Bourak's vast oceans, and ability to operate from pretty much any surface.

    The vast majority of Sea Serpents are operated by the Sword of Allah's desert combat wing but the Qapu Khalqi is also an operator of the aircraft who use it for interception missions along the Silk Route and outfit their expeditionary squadrons that support their planet side operations.


    Scale 3
    Speed 2/5
    Brawn 13 (+3)
    Max. Passengers 1
    Impact 4+5d6 (Knockdown)
    Structure 15
    Firewall 12
    Armor 3
    BTS 3

    Hard points

    Chassis 0 (Collapsible x2), Comms 1 (ECM 1, Sensor Suite (Motion Detector)), External 0, Internal 0 (Collapsible), Motive 0 (Turbo Charged, Afterburner 1), Weapons 0 (Spitfire x2, Missile Tubes)

    Weapons

    2x Spitfire (Forward Fixed): Range M, 1+5d6, Burst 3, 2H, Spread 2, Unsubtle
    Hard Points (6): Missile Tubes (4x Air-to-Air, 2x Bunker Busters)

    Special Abilities

    Ground Camouflage: While landed (in water or on land) the Sea Serpent protects itself from airborne and ground detection by blending in with its environment. When the Sea Serpent isn't flying it is granted the effects of the Chameleonware gear.

    Jink+: The Sea Serpent comes equipped with articulated, oversized, and incredibly powerful VTOL thrusters allowing it to strafe through the air with ease. When using the Jink Aircraft Thrust Momentum Spend the Sea Serpent does not reduce speed. The Sea Serpent can also use its Afterburner when in Vector mode.

    Restriction: 4 (Haqqislam: 3); 18+3d6; Tariff: T3

    S67 Susulu (Enclosed, Remote 2, High-Performance, Single Seat, Watercraft)
    The Susulu is a fully remote watercraft capable of being hosted on a large warship and can be used in coastal patrol, interdiction, or providing close support from littoral or river environments. The Haqqislam water navy uses it for all its kinds of missions operating as a Swiss army knife of sorts. It's also incredibly popular among Haqqislam special forces and there have been rumors of a modified version that is able to transport small fire teams. The Susulu is a very popular platform on the military arms export market seeing use by a number of nations on Earth and mercenary companies across the Human Sphere.

    Scale 2
    Speed 3
    Brawn 13 (+2)
    Max. Passengers 0
    Impact 2+6d6 (Knockdown)
    Structure 13
    Firewall 10
    Armor 2
    BTS 3

    Hard points
    Chassis 1, Comms 1 (Repeater, Sensor Suite (Motion Detector)), External 0 (Akimbo Turret 3, Akimbo Turret 2), Internal 0, Motive 1 (Turbo Charged), Weapons 0

    Weapons
    Akimbo Turret HMGs (2x): Range L, 2+6d6, Burst 3, Unwieldy, Spread 1, Unsubtle
    Akimbo Turret Light Grenade Launchers (2x): Range M, 2+4d6, Burst 1, Unbalanced, Area (Close), Munition, Speculative Fire
    - Additional Ammo: Carries 5 extra reloads for the Akimbo Turret Light Grenade Launchers

    Restriction: 3; Cost: 14+4d6; Tariff: T2

    K14 Khar (Enclosed, Ground, Rough Terrain, Rugged, Wheeled, Imposing)
    The Khar (Donkey) is the primary light transport for the Sword of Allah. It's not a small or elegant machine. It is large, brutish, and has lots of straight lines. For those crossing the harsh terrain of Bourak though it is a godsend. Over the many decades of its service the Khar has found itself not just as a military vehicle but also a municipal service vehicle for communities that reside in the harsh countryside of Bourak. In addition many of the older ones have become surplus and have been sold on the civilian market. Some of that surplus has ended up in the hands of groups like the Kum who have taken a liking to the vehicle and its utility for their illegal operations.

    Scale 2
    Speed 2
    Brawn 14 (+2)
    Max. Passengers 9
    Impact 3+7d6 (Knockdown, Vicious 1)
    Structure 17
    Firewall 12
    Armor 3
    BTS 3

    Hard points
    Chassis 1 (Environmental Conditioning), Comms 2, External 2 (Offensive Systems), Internal 2, Motive 1, Weapons 1

    Special Abilities

    Unmistakable: The Khar is a hulking machine with a distinct silhouette. It is not going to be mistaken for something else. When trying to evade detection or stay inconspicuous increase the difficulty of those tests by +2.

    Restriction: 3 (Haqqislam: 2, Kum: 1); Cost: 13+1d6; Tariff: T3
     
    #7 Solodice, Apr 2, 2020
    Last edited: Feb 17, 2024
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  8. Solodice

    Solodice Freshly Squeezed Troll

    Joined:
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    Other Vehicles
    Treadrail Runner (Exposed, Ground, Rugged, Tracked, Single Seat)
    The treadrail runner is what someone gets when they let the vehicle designer do whatever he wants. A simple motorcycle body mounted on top of an ingenious traversal system based around tank treads. It's light frame matched with this new traversal system made the treadrail a superb off road bike. It's a popular choice among frontier communities and off-roading enthusiasts.

    Scale 0
    Speed 3
    Brawn 9
    Max. Passengers 1
    Impact 2+4d6 (Knockdown, Vicious 2)
    Structure 10
    Firewall 8
    Armor 2
    BTS 0

    Hard points
    Chassis 1, Comms 2, External 0, Internal 0, Motive 0, Weapons 2

    Restriction: 2; Cost: 9+2d6; Tariff: T1

    Platooner (Exposed (+2d6 Cover Soak), Ground, Rugged, Remote 1, Wheeled)
    Even with advances in cargo transport its still hard to argue against the cost efficiency of road based transport. The platooner comes from a long line of tractor units that has seen use across the Human Sphere under countless names and manufactures. Most simply call this tractor unit a platooner due to its ability to link up 3 others to a lead platooner to form a four vehicle convoy. A platooner convoy can be simply LAI lead and some are but the most common use is to have a human lead driver with the other 3 using their LAI. These land trains are encountered all over the Human Sphere moving cargo from point A to point B and beyond.

    Scale 3
    Speed 2
    Brawn 15 (+3)
    Max. Passengers 2
    Impact 4+4d6 (Knockdown)
    Structure 20
    Firewall 13
    Armor 2
    BTS 1

    Hard points
    Chassis 2, Comms 1 (Repeater), External 2, Internal 3, Motive 1, Weapons 3

    Special Abilities

    Platooning: Multiple Platooners are designed to function as a single entity creating essentially road trains. Up to 4 Platooners can form a convoy. 1 is designated the lead vehicle and all others match its actions (the convoy counts as a single entity for vehicle actions). The lead vehicle makes all rolls and others in the convoy can assist.

    Restriction: 2; Cost: 12+3d6; Tariff: T2

    World Crawler (Enclosed, Ground, Rugged, Wheeled)
    A catch all for similarly made microgravity rovers. World crawlers are used mainly for the exploration and navigation of stellar objects like moonlets and asteroids. Some World Crawlers can be encountered down on heavier gravity planets and can function there with some limitations. It's main role though it to tread across places humans have never set foot before. An interesting upgrade that came about was control jets that saw spaceship crews drop world crawlers down onto their intended locations. It was found the control jets were powerful enough to slow down decent from atmospheric drops.

    Scale 2
    Speed 2
    Brawn 12 (+2)
    Max. Passengers 4
    Impact 4+4d6 (Knockdown)
    Structure 17
    Firewall 10
    Armor 4
    BTS 3

    Hard points
    Chassis 1 (Life Support), Comms 2, External 1, Internal 2 (Impact Protection), Motive 0, Weapons 1

    Microgravity Optimized: The World Crawler was made to function in microgravity environments. It can be used in areas with heavier gravity but adds the Cumbersome quality.

    Jump Jets: In mircogravity the World Crawler can jump up to twice its height to vault obstacles. On planets with regular gravity it can vault obstacles up to its height.

    Control Jets: World Crawlers can be easily deployed from spaceships/aircraft or descend extreme distances. The World Crawler comes equipped with a vehicle sized Combat Jump Pack.

    Restriction: 2; Cost: 12+1d6; Tariff: T3

    Land Yacht (Exposed (+3d6 Cover Soak), Ground, Impressive, Wheeled)
    Why not have another fancy boat but instead of crossing water this one crosses land. Land yachts are massive vehicles marketed to those that wish to have a home on wheels while vacationing or bring a bit of civilization with them when out in the wilds.

    Mainly owned by those more well off or used in a sector of the tourism industry, mainly safaris and game hunting, that see the use of heavily modified land yachts to transport around and house their clients.


    Scale 3
    Speed 2
    Brawn 13 (+3)
    Max. Passengers 9
    Impact 3+6d6 (Knockdown)
    Structure 25
    Firewall 17
    Armor 4
    BTS 2

    Hard points
    Chassis 3, Comms 4, External 3, Internal 6, Motive 2, Weapons 3

    Special Abilities

    Travel in Style: Land yachts exude style and everyone aboard is expected to keep up with it. Characters of the appropriate lifestyle may re-roll 1d20 on Persuade and Lifestyle tests while in the land yacht. Must take the second result. Characters not of the appropriate lifestyle increase Persuade and Lifestyle tests by +1 difficulty.

    Vehicle Storage: The Land Yatch can transport two Size 0 or one Size 1 vehicle internally.

    Road Juggernaut (2 Momentum): Land yachts are massive road legal vehicles and when push comes to shove the land yacht is a scary opponent. For 2 Momentum the Land Yacht gains Imposing for 2 scenes.

    Restriction: 3; Cost: 15+3d6; Tariff: T3

    Aerolift (Aircraft, Exposed (2d6 Cover Soak), Fragile)
    Aerolifts are the larger cousin of the aeropter. A large civilian VTOL used to transport large groups of people, cargo, or even a HexPod. They are used when an aeropter is not enough or when large cargo needs to be moved. The two of them together creates a common scene many have seen of Neoterra across Maya. Multiple VTOLs zooming between or to and from buildings.

    Scale 3
    Speed 1/2
    Brawn 12 (+3)
    Max. Passengers 8
    Impact 3+3d6 (Knockdown)
    Structure 15
    Firewall 9
    Armor 3
    BTS 0

    Hard points
    -

    Special Abilities

    Cargo Lifter: Reducing it's Max Passengers to 2 the Aerolift can transport a single Shipping-Pod.

    Restriction: 2; Cost: 12+2d6; Tariff: T1

    Wake Ghoul (Enclosed, Nimble, Rugged, Submersible, Watercraft)
    Wake ghoul is the name of class of submersible boat that was rumored to once be a combat vehicle designed by Moto.Tronica. However, the design specs were leaked across Arachne and a race to grab the design was on. Multiple companies got their hands on it and an IP fight going on to this day continues in the Concillium courts with no end in sight.

    In the meantime the wake ghoul, many stuck to calling it by its military classification, is a small boat that can plunge itself down into darker depths. It wasn't a surprise that submondo groups and mercenaries tried to climb over one another to get an order in. Wake ghouls have found themselves heavily regulated by Yu Jing and PanOceania to try and curb submondo use.


    Scale 1
    Speed 3
    Brawn 9 (+1)
    Max. Passengers 4
    Impact 2+3d6 (Knockdown)
    Structure 11
    Firewall 8
    Armor 2
    BTS 2

    Hard points
    Chassis 1, Comms 2, External 0, Internal 0, Motive 0, Weapons 2

    Restriction: 3 (PanOceania: 4, Yu Jing: 4, Mercenaries: 2, Submondo: 2); Cost: 12+3d6; Tariff: T3

    Workman Skiff (Exposed (1d6 Cover Soak), Hover, Rugged, Spacecraft)
    The workman skiff is essentially five seats surrounding a toolbox attached to a frame dotted in maneuver thrusters and shunt engines. It's a basic utility craft designed to move around maintenance crews, miners, or whoever else needs to operate in close proximity to their work sites in space. They also come equipped with a waldo socket-rig which gives it added utility and can assist crews with repairs or other tasks.

    Scale 1
    Speed 2
    Brawn 11 (+1)
    Max. Passengers 5
    Impact 1+6d6 (Knockdown)
    Structure 10
    Firewall 10
    Armor 3
    BTS 6

    Gear: 5x Oxygen Loads

    Hard points
    Chassis 1, Comms 2, External 2, Internal 1 (Kit Locker), Motive 0, Weapons 1

    Special Abilities

    Spacecraft: This vehicle can only operate in space.

    Waldo Socket-Rig: The Workman's Skiff comes equipped with a modular waldo socket-rig. The Workman's Skiff can attach any two waldos (including suit waldos) without taking up a mod slot. Attaching or replacing a waldo is a Tech (D1) and requires ten minutes.

    Restriction: 3 (Nomads: 2, Corregidor: 1); Cost: 13+2d6; Tariff: T2

    International Aerospace Airwagon (Aircraft, Enclosed, Cumbersome, Hover, Remote 1, Single-Seat)
    The Airwagon is an outdated platform that had its heyday a decade or four back. During its heyday corporations and governments bought up massive fleets of them. It was a cheap people and cargo mover with no need for a human crew. They were also really popular with tramp crews and mercenary companies. There is a vast surplus market of them today and new Airwagons are still rolling off the assembly line.

    Scale 3
    Speed 2/1
    Brawn 14 (+3)
    Max. Passengers 10
    Impact 3+4d6 (Knockdown)
    Structure 20
    Firewall 10
    Armor 3
    BTS 2

    Hard points
    Chassis 1, Comms 1, External 0, Internal 2, Motive 0, Weapons 0

    Restriction: 2; Cost: 13+3d6; Tariff: -

    Stilt-Truck (Exposed, Ground, Rough Terrain, Nimble, Walker) – Hypercorps Pg.34

    Scale 2
    Speed 2
    Brawn 13 (+2)
    Max. Passengers 10
    Impact 2+6d6 (Knockdown)
    Structure 15
    Firewall 10
    Armor 4
    BTS 3

    Hard points
    Chassis 0, Comms 2, External 3, Internal 1, Motive 0, Weapons 0

    Restriction: 3; Cost: 12+3d6; Tariff: T3

    Starlight 7 Series (Enclosed, Ground, Impressive, Wheeled) – Technology of the Human Sphere Pg. 25

    Scale 2
    Speed 1
    Brawn 14 (+2)
    Max. Passengers 8
    Impact 2+7d6 (Knockdown)
    Structure 18
    Firewall 14
    Armor 5
    BTS 5

    Hard points
    Chassis 0 (Convertible*, Environmental Conditioning), Comms 2 (Expert 1, Eyepaint), External 0 (Eyepaint), Internal 2, Motive 1, Weapons 1

    Special Abilities:

    Convertible Passenger Compartment: Rather than a retractable roof, the walls and the roof of the passenger section of the Starlight Series 7 opens up with a Minor Action by the driver, changing that section to Exposed.

    Restriction: 3; Cost: 16+1d6; Tariff: T3

    Nightshadow (Exposed (1d6 Cover Soak), Ground, Impressive, High-Performance, Wheeled) – Technology of the Human Sphere Pg.25

    Scale 1
    Speed 3
    Brawn 14 (+1)
    Max. Passengers 2
    Impact 3+5d6 (Knockdown)
    Structure 12
    Firewall 9
    Armor 3
    BTS 0

    Hard points
    Chassis 0 (Rebalanced Mass), Comms 0, Comms 0 (Expert 2), External 0, Internal 0, Motive 1 (Turbo Charged), Weapons 0

    Special Abilities

    Hover Me This: When at speed 4 or higher the Nightshadow gains the Hover type.

    Restriction: 3 (PanOceania: 4, Yu Jing: 4); Cost: 14+2d6; Tariff: T2

    Hawk 809 (Exposed, Ground, Non-hackable, Single Seat, Wheeled) - Technology of the Human Sphere Pg.25

    Scale 0
    Speed 3
    Brawn 11
    Max. Passengers 1
    Impact 5d6 (Knockdown)
    Structure 9
    Firewall 0
    Armor 2
    BTS 0

    Hard points
    Chassis 1, Comms 0, External 2, Internal 1, Motive 2, Weapons 1

    Restriction: 2; Cost: 7+4d6; Tariff: T1

    Streetmaster 5 (Exposed, Ground, Impressive, Rugged, Wheeled) - Technology of the Human Sphere Pg.25

    Scale 0
    Speed 3
    Brawn 9
    Max. Passengers 2
    Impact 5d6 (Knockdown)
    Structure 9
    Firewall 4
    Armor 1
    BTS 0

    Hard points
    Chassis 0, Comms 2, External 1, Internal 1, Motive 1, Weapons 1

    Special Abilities

    Extra-Wide Wheels: The wide wheels of the Streetmaster allow it to cross rougher terrain. With a Pilot D2 test the Streetmaster can ignore up to Difficult Terrain 1.

    Restriction: 2; Cost: 9+1d6; Tariff; -

    Land Hunter (Exposed (2d6 Cover Soak), Ground, Rough Terrain, Rugged, Wheeled) - Technology of the Human Sphere Pg.25

    Scale 2
    Speed 2
    Brawn 13 (+2)
    Max. Passengers 5
    Impact 2+6d6 (Knockdown)
    Structure 22
    Firewall 8
    Armor 3
    BTS 2

    Hard points
    Chassis 3, Comms 3, External 3, Internal 2, Motive 2 (Terrain Adapted), Weapons 0

    Special Abilities

    Modularity: Counts as a Scale 1 vehicle for installing or removing upgrades.

    Truck Variant: Swaps out the rear of the Land Hunter for a magnetized cargo bed. Reduces max passengers to 2. The Land Hunter can now carry one Scale 0 vehicle or 16 small Stack Crates or 4 large Stack Crates.

    Bus Variant: Extra seats are added at the expense of external and internal customization. Taking up 1 External and 2 Internal slots increase max passengers to 9.

    Military Variant: Gains External 2 (Additional Weapon Mount), Internal 1 (Impact Protection, Weapon Locker), Weapons 1

    Prestige Variant: Gains the Impressive type.

    Land Hunter – Restriction: 1; Cost: 9+3d6; Tariff: T1
    Truck Variant – Restriction: 1; Cost: 8+3d6; Tariff: -
    Bus Variant – Restriction: 2; Cost: 8+4d6; Tariff: -
    Military Variant – Restriction: 3; Cost: 10+2d6; Tariff: T1
    Prestige Variant – Restriction: 3; Cost: 10+4d6; Tariff: T2

    Cityflyer 6000 (Aircraft (Vector), Exposed (1d6 Cover Soak), Remote 2, Hover, Single Seat) – Technology of the Human Sphere Pg.25

    Scale 2
    Speed 2
    Brawn 11 (+2)
    Max. Passengers 4
    Impact 2+5d6 (Knockdown)
    Structure 15
    Firewall 8
    Armor 2
    BTS 1

    Hard points
    Chassis 0, Comms 2, External 1, Internal 0, Motive 1, Weapons 0

    Restriction: 3; Cost: 12+3d6; Tariff: T3

    O-12 Vehicles
    V-30 Tern (Aircraft, Enclosed, Hover, Rugged, Rough Terrain, Watercraft)
    The V-30 Tern was the first vehicle designed and produced under O-12's Multi-National Vehicle Program (MNVP). The MNVP was established by O-12 after multiple issues arose from procurement of vehicles from the other polities of the Human Sphere. Accusations like favoritism, rigging competitions, and more where leveled at O-12 before the MNVP was put into place. Instead of selecting an already available platform or courting manufactures for a new design the MNVP would design its own vehicles and source parts from across the Human Sphere. All MNVP vehicles need to meet a criteria that over 40% of its parts needed to be sourced from 3 or more different polities. The MNVP also stipulated that manufacturing could only happen on Concilium Prima for quality control and security purposes. Additionally, all MNVP produced vehicles are open to purchase and are not exclusive to O-12.

    The Tern was the first test for the MNVP. It would become the main medium VTOL dropship for O-12 and its bureaus. It took on the identity of being able to handle some of the worst that the Human Sphere could throw at it. Tied in with it being able to land and take off from water made the Tern an incredible search and rescue vehicle. More features like environmental conditioning, eyepaint, and a modular comms system made it flexible enough to fulfill other tasks when needed. The sight of a Tern during an environmental disaster or man made incident bearing the mark of O-12 is a welcome sight. It means help is here.

    Contributing manufactures/polities to the V-30 Tern: Chassis – Artefaktech (Haqqislam), Avionics – Moto.tronica (PanOceania), Engines – Jun Aeronautics (Yu Jing), Comms – AccessTel (PanOceania)

    Scale 3
    Speed 2/4
    Brawn 14 (+3)
    Max. Passengers 16
    Impact 5+5d6 (Knockdown)
    Structure 20
    Firewall 15
    Armor 3
    BTS 4

    Hard points
    Chassis 0 (Collapsible x2, Environmental Conditioning), Comms 2 (Eyepaint, Modpods, Sensor Suite (Motion Detectors, Infrared Cameras)), External 2 (Eyepaint), Internal 0 (Collapsible, Impact Protection, Kit Locker), Motive 0, Weapons 2

    Restriction: 3 (O-12: 2); Cost: 16+2d6; Tariff: T1

    Ranger Field Vehicle (RFV) (Exposed (2d6 Cover Soak), Ground, Rugged, Wheeled)

    The second vehicle developed under the MNVP. The Ranger Field Vehicle or RFV for short is O-12's primary ground vehicle. Before the RFV O-12 was using a hodgepodge of MTV Hussars and TZ Onos as their primary people mover on the ground. Both perfectly adequate vehicles but the restructure of assets that came with the MNVP meant they would be replaced. O-12 took what they liked about both and put those ideas into the RFV: good offroad capabilities, ample interior storage, and ease of maintenance. The one thing that caught a lot of onlookers by surprise was that O-12 fitted a vehicle sized jump pack allowing the RFV to perform aerial insertions without additional equipment. O-12 took inspiration from the World Crawlers and had great success using them in missions themselves.

    RFVs are a dime a dozen across the Human Sphere whether being used by O-12, NGOs, mercenaries, or individuals. To the surprise of O-12 the RFV has been its most successful MNVP project when it comes to the public market competing with the likes of the MTV Hussar, TZ Ono, and Sundra 4x4.

    Contributing manufactures/polities to the Ranger Field Vehicle: Chassis – TZ (Yu Jing), Propulsion Systems – Moto.tronica (PanOceania), Control Jets System – PraxisLabs (Nomads), Storage – TVZ (Ariadna)

    Scale 2
    Speed 2
    Brawn 12 (+2)
    Max. Passengers 5
    Impact 3+6d6 (Knockdown)
    Structure 15
    Firewall 10
    Armor 2
    BTS 2

    Hard points
    Chassis 1, Comms 1 (Repeater), External 2, Internal 0 (Kit Locker), Motive 0, Weapons 2

    Special Abilities

    Control Jets: Rangers are designed for quick insertion by aircraft into areas that are cut off, in need of immediate aid, or have hostile elements. Rangers come equipped with a vehicle sized Combat Jump Pack.

    Restriction: 2 (O-12: 1); Cost: 13+2d6; Tariff: T3

    Crises Response Vehicle (CRV) (Cumbersome, Enclosed, Ground, Rugged, Wheeled)
    The third vehicle produced under the MNVP. O-12 has a multitude of missions and some of those require them to be active in hostile situations and the Crises Response Vehicle or CRV is well suited to handle those situations. The CRV is a hulking beast designed to hold the line and deliver passengers into the heart of trouble. It is not designed to make friends or win hearts but to protect. For those that count on the CRV to see them through trouble it is their bastion in a sea of chaos. For those that face down against them it's a sign of oppression and excessive force. Opinions are always split on the CRV but law enforcement groups and O-12 aren't looking at any replacements. The CRV does what it says on the box and it does it well and that's all they care about.

    Contributing manufactures/polities to the Crises Response Vehicle: Chassis – Ypsilon Motors (PanOceania), Propulsion Systems – Starling (Ariadna), Weaponry – Hu Industries (Yu Jing)

    Scale 3
    Speed 2
    Brawn 14 (+3)
    Max. Passengers 10
    Impact 5+3d6 (Knockdown)
    Structure 20
    Firewall 13
    Armor 4
    BTS 4

    Hard points
    Chassis 0, Comms 1 (Repeater, Sensor Suite (Motion Detectors)), External 1 (Running Boards), Internal 0 (Large Weapons Locker), Motive 0, Weapons 1 (Akrylat-Kanone, Heavy Riotstopper)

    Weapons
    Akrylat-Kanone: Range L, 2+5d6, Burst 1, 2H, Area (Close), Immobilizing, Knockdown, Munition, Nonlethal, Spread 1, Unsubtle, Vicious 2
    Heavy Riotstopper: Range C, 1+5d6, Burst 1, 2H, Ammo: Adhesive, Immobilizing, Knockdown, Nonlethal, Spread 1, Torrent

    Restriction: 3 (Law Enforcement: 2, O-12: 1); Cost: 14+4d6; Tariff: T2

    ASC-41 Sigma Personnel Carrier (Enclosed, Ground, Remote 2, Rugged, Wheeled)
    An evolution of the IFV3 Lancer fielded by PanOceania. It was the same chassis but modified to fit O-12 needs. The main turret was replaced with a smaller one with the only weapons systems being an HMG and smart grenade launcher. Making the driver a remote opened up space for an enclosed remote dock. Finally overall upgrades to sensors, portability, and the powertrain. The Sigma, unlike its cousin the Lancer, was not an infantry fighting vehicle. Bureau Aegis did not want a vehicle for offensive purposes but one that could safely transport peacekeepers and protect them and itself when needed.

    Scale 3
    Speed 3
    Brawn 12 (+2)
    Max. Passengers 10
    Impact 3+5d6 (Knockdown)
    Structure 15
    Firewall 17
    Armor 4
    BTS 6

    Hardpoints
    Chassis 0 (Collapsible x2), Comms 0 (ECM 2, Repeater, Sensor Suite (Infrared Cameras)), External 0 (Remote Dock (Enclosed)), Internal 0 (Collapsible), Motive 0, Weapons 0 (Smart Grenade Launcher, HMG)

    Weapons
    Smart Grenade Launcher: Range M, 2+5d6, Burst 1, Unbalanced, Area (Close), Expert 1, Guided, Munition, Speculative Fire, Unforgiving 1
    - Additional Ammo: Carries 6 extra reloads for the Smart Grenade Launcher
    HMG: Range L, 2+6d6, Burst 3, Unwieldy, Spread 1, Unsubtle

    Restriction: 3 (Bureau Aegis: 1); Cost: 18+4d6; Tariff: T3

    AST-29 Omicron Intervention Vehicle (Enclosed, Ground, Remote 3, Rugged, Tracked)
    While the Zeta units might get the biggest spotlight when it comes to Bureau Aegis' firepower, it's the Omicron Intervention Vehicles that get more use and time on the ground. Their crews call them pocket tanks and they fit that description nicely. Some call them cute but anyone that has been on the receiving end would never call them that. Its low profile and small footprint make it hard to spot and a pain to engage. Don't let its small stature fool you either. It's packed to the gills with firepower. The Ariadna Commercial Conflicts was the conflict that really thrust the Omicron into the public light. Aegis used the pocket tanks to maximum and punishing effect patrolling the Exclusion Zone.

    Scale 2
    Speed 2
    Brawn 13 (+2)
    Max. Passengers 2
    Impact 3+5d6 (Knockdown)
    Structure 25
    Firewall 15
    Armor 8
    BTS 6

    Hard points
    Chassis 0 (Collapsible x2, Environmental Conditioning), Comms 0 (ECM 2, Repeater, NARC Rack, Sensor Suite (E/M Scanners, Infrared Cameras)), External 0 (Akimbo Turret 2), Internal 0 (Collapsible), Motive 0, Weapons 0 (NARC Rack, Multi HMG, Smart Grenade Launcher)

    Weapons
    Akimbo Smart Multi Pistols (x2): Range R/C, 1+4d6, 2/1, Unbalanced, Ammo: Standard/Special, Expert 1, Light MULTI, Vicious 1
    MULTI HMG: Range L, 2+5d6, Burst 3, Unwieldy, Medium MULTI, Multi Heavy Mod, Spread 1, Unsubtle
    - DA Mode (Secondary): Vicious 2
    - Additional Ammo: Carries 5 extra reloads for the MULTI HMG
    Smart Grenade Launcher: Range M, 2+5d6, Burst 1, Unbalanced, Area (Close), Expert 1, Guided, Munition, Speculative Fire, Unforgiving 1
    - Additional Ammo: Carries 5 extra reloads for the Smart Grenade Launcher

    Restriction: 5 (Bureau Aegis: 3); Cost: 27+6d6; Tariff: T4

    ASV-3 Tau Support Aircraft (Aircraft, Enclosed, Hover, Remote 3, Rugged)
    The Tau Support Aircraft is Bureau Aegis' most advanced VTOL in service. Its dual mission profile of a gunship and fighter craft makes it very unique and incredibly potent. While O-12 does not field heavy support vehicles in mass like the other powers of the Human Sphere they still need them. They prefer use them like a scalpel rather than a hammer. The Tau is a perfect example of this combat philosophy. No large cannons, no area of effect weapons, just pure precision. The Tau is the ultimate guardian in the air providing overwatch for peacekeepers and closing off any airspace above them as well.

    Scale 3
    Speed 3/4
    Brawn 13 (+2)
    Max. Passengers 2
    Impact 5+5d6 (Knockdown)
    Structure 17
    Firewall 15
    Armor 3
    BTS 7

    Hard points
    Chassis 0 (Collapsible x2), Comms 0 (ECM 3, Deflector 2, Repeater, Modpods, Sensor Suite (E/M Scanners, Motion Detectors, Infrared Cameras), NARC Rack), External 0, Internal 0 (Collapsible), Motive 0, Weapons 0 (2x Smart Multi Sniper Rifle, Spitfire, Missile Tubes, NARC Rack)

    2x Smart Multi Sniper Rifles: Range L, 1+6d6, Burst 2/1, Unwieldy, Anti-Material 1, Expert 1, Guided, Medium MULTI, Heavy MULTI, Unforgiving 2
    • DA Mode (Default Medium Secondary): Vicious 2
    • Needle Mode (Default Heavy Secondary): Piercing, Spread 1, Vicious 2
    Spitfire: Range M, 1+5d6, Burst 3, 2H, Spread 2, Unsubtle
    Hard Points (10): Missile Tubes (4x Bunker Busters, 6x Air-to-Air)

    Restriction: 5 (Bureau Aegis: 3); Cost: 22+2d6; Tariff: T4

    Tohaa Vehicles

    Sukael Explorer (Enclosed, Ground, Rugged, Walker)
    In Vaarso Battlespeak the cyclic number 142857 (which in Neebab numerology stands for perseverance, unbreakable will, and consistency) is known as Sukael, 10-7, which is based upon the base and prime number of the formula that creates it. The number 10 always reflects difficult situations and personal lose. The number 7 is the blade that cuts through all opposition. Together they do not represent something of destruction. Instead the combination that forms Sukael is protection from dangerous situations due to sturdiness and perseverance.

    The designation of the Sukael Explorer was applied later in its life. The explorer was originally the main ground vehicle used by the Colonial Forces in all environments ranging from space to inhospitable planets. The frame of the Sukael is grown much like that of the Errant Fleet ships but on a smaller scale. It takes on the shape of its primary genetic foundation which is the Verluu (similar to the cockroach found on Earth) which is renowned for its hardiness. This genetic foundation is combined with the parasitic fungus Piikem which forms the nervous/control system and interior alongside the sinew like worm Hooi that will reinforce and provide the needed power to move its massive frame.

    After the formation of the New Model Army the explorer survived the transition as it was already a proven transportation and support platform with incredible self sustaining abilities. The Trident uses them much like the Colonial Forces did as medium transports that can fill a light combat role.

    Scale 3
    Speed 3
    Brawn 14 (+3)
    Max. Passengers 15
    Impact 2+7d6 (Knockdown)
    Structure 17
    Firewall 12
    Armor 3
    BTS 7

    Hard points
    Chassis 0 (Environmental Conditioning, Life Support), Comms 0 (Sensor Suite (E/M Scanners, Infrared Cameras)), External 0, Internal 0 (Analysis Suite, Kit Locker), Motive 0, Weapons 0 (2x Viirao Combi Rifles)

    Weapons
    2x Viirao Combi Rifles: Range C/M, 1+5d6, Burst 2, 2H, Biotech, Expert 2, Grievous, MULTI Light Mod, Toxic 3, Vicious 1

    Special Abilities

    Bio-Tech: Like other Tohaa vehicles the Sukael has a nervous system that is both biological and technological. This makes the on-board computer partially alive. This allows the vehicle to learn from its experiences and work in symbiosis with the pilot and crew. Mechanically, these should be treated in the same way and following the same rules governing a character geist. In this application, they represent the ‘intelligence’ or Competency of the vessel itself.
    • Attribute Scores: 4

    • Skill/Focus Increases: Extraplanetary +2/1, Observation +1/1, Survival +1
    Shall Inherit: With access to either water or saom the Sukael has the ability to make 6 Survival Rations or 3 Diisilos Rations in one hour; or instantly re-rill 2 of its Oxygen Loads with a Science D2 test.

    Restriction: Trinomial 4 (Trident: 3); Cost: 15+4d6; Tariff: T1

    Taasel Mobility Platform (Aircraft, Enclosed, Hover, Rugged, Single Seat, Submersible)
    The Taasel Mobility Platform is one of Section 77's earliest creations. A single seat aerial platform that has interesting characteristics do to its host. The host in question is a vicious underwater predator known as the Jiruu Raycaster. The Taasel takes its shape, integrates its belly spikes which are incredibly dense, self sharpening, toxic, and makes it capable of traveling underwater. The host genetics are combined with a biosynthetic superstructure that produces incredible amounts of thrust for its size.

    Based on human classification the Taasel would be a light fighter. For the Trident it is the ultimate skirmisher that can pop up from below the depths unleash a shower of belly spikes on a ground target and then take to the sky and harass enemy VTOLs or fighters. As quickly as it appeared it can disappear back under water or over the horizon.

    Scale 1
    Speed 3/4
    Brawn 11 (+1)
    Max. Passengers 1
    Impact 1+5d6 (Knockdown)
    Structure 11
    Firewall 11
    Armor 2
    BTS 3

    Hard points
    Chassis 0 (Environmental Conditioning, Life Support), Comms 2, External 0, Internal 0, Motive 0, Weapons 0 (Belly Spikes, 2x Spitfires, Missile Tubes)

    Weapons
    2x Spitfire (Forward Fixed): Range M, 1+5d6, Burst 3, 2H, Spread 2, Unsubtle
    Belly Spikes: Range C, 2+4d6, Burst 2, Mounted, Area (Close), Piercing 3, Toxic 3
    Hardpoints (2): Missile Tubes (2x Air-to-Air)

    Special Abilities

    Bio-Tech: Like other Tohaa vehicles the Taasel has a nervous system that is both biological and technological. This makes the on-board computer partially alive. This allows the vehicle to learn from its experiences and work in symbiosis with the pilot and crew. Mechanically, these should be treated in the same way and following the same rules governing a character geist. In this application, they represent the ‘intelligence’ or Competency of the vessel itself.
    • Attribute Scores: 3

    • Skill/Focus Increases: Combat +3/1, Movement +2
    Restriction: Trinomial 4 (Trident: 3); 16+3d6; Tariff: T3
     
    #8 Solodice, Apr 2, 2020
    Last edited: Mar 28, 2024 at 9:25 PM
    Golem2God, stevenart74 and inane.imp like this.
  9. Daeglan

    Daeglan New Member

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    Has anyone done a team van or surveillance van?
     
  10. Solodice

    Solodice Freshly Squeezed Troll

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    Hmmm, I wonder...

    If you want a team van take the Delivery Transport version of the Energia Zond. If you want something more intelligence capable then that would be the Imperial Service Fiend Transport.
     
  11. Daeglan

    Daeglan New Member

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    Which books are those in? I checked the Yu Jing, Mercs, Paradiso and didnt find them.
     
  12. Solodice

    Solodice Freshly Squeezed Troll

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    I think you got lost buddy. Did you see the title of this thread? It's my giant list of custom vehicles that so happens to have the two things you were looking for (consider yourself lucky). The actual RPG books don't have what you're looking for.

    Post #5 with Nomad vehicles that contains the Energia Zond.

    Post #3 with YJ vehicles that contains the Imperial Service Fiend Transport.
     
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