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Table: Vehicle Size and
Scale |
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Vehicle Size |
Space |
Threshold |
v.p. Cost |
Collision die |
Base hp |
|
Fine |
1/2 ft. |
1 |
|
1d2 |
1 |
|
Diminutive |
1 ft. |
1 |
|
1d3 |
1 |
|
Tiny |
2-1/2 ft. |
1 |
|
1d4 |
1 |
|
Small |
5 ft. |
1 |
|
1d6 |
2 |
|
Medium |
5 ft. |
3 |
|
1d8 |
5 |
|
Large |
10 ft. |
7 |
|
1d10 |
10 |
|
Huge |
15 ft. |
8 |
|
1d12 |
25 |
|
Gargantuan |
20 ft. |
9 |
|
1d20 |
50 |
|
Colossal |
30 ft. |
10 |
|
2d12* |
100 |
Plus 1d12 for every five 5’ after 10 so for a colossal(15) vehicle the base collision die would be 3d12, and for a colossal(20) the base would be 4d12.
Some hard
and fast rules…
All vehicles
have a main body and some also have sub structures and/or harnesses.
All
Vehicles have systems e.g. Move systems, crew systems, and passenger systems.
Vehicles of
size colossal will have a number after there size to denote how many 5 foot
cubes the vehicle occupies colossal vehicles by default start at colossal
[6]
V.p.’s:
The aspects of a vehicle are
purchased in vp’s
Movement
Crew
Passenger
Storage
Manipulation
Weapon
Miscellaneous
Subassemblies:
Subassemblies are the various
compartments of the vehicle. They add no size to the vehicle (as they are
assumed to already be factored in to the original vehicle size) The advantage
of defining subassemblies is to bring down the cost of certain systems, and to
protect systems (as damage done to subassemblies is usually confined to the subassemblies)
the disadvantage being that
Harnesses:
Systems:
Movement…
·
Ground
Ground
effect:
·
Water
Surface
Submerged
· Air
Stall velocity
Operational ceiling
· Space
Normal flight
Interplanetary speeds
Interstellar speeds
Intergalactic speeds
· Dimension travel
· Time travel
· Tunneling