Community

 
Jump Menu:
Post Reply
Page 5 of 5  •  Prev 1 2 3 4 5
12 months ago  ::  Jun 11, 2012 - 1:19AM #41
AnimeSniper
Date Joined: Apr 3, 2008
Posts: 888
Got to thinking while expanding on specifics of vehicle modifications from the Apocalypse book for use by the players when they finally get a vehicle in my post-apoc campaign that I will put forward for play at the next meeting...   so what about engine mods like superchargers, turbochargers, and etc for the vehicles and Nitrous for that extra speed to outrun the baddies or the police... do you have any stats for them

Also any chance of more tidbits or is this finished or still WIP
Quick Reply
Cancel
12 months ago  ::  Jun 11, 2012 - 5:53AM #42
kronos182
Date Joined: Mar 24, 2006
Posts: 792

Jun 11, 2012 -- 1:19AM, AnimeSniper wrote:

Got to thinking while expanding on specifics of vehicle modifications from the Apocalypse book for use by the players when they finally get a vehicle in my post-apoc campaign that I will put forward for play at the next meeting...   so what about engine mods like superchargers, turbochargers, and etc for the vehicles and Nitrous for that extra speed to outrun the baddies or the police... do you have any stats for them

Also any chance of more tidbits or is this finished or still WIP




Well I haven't made any generic stuff lately.. but I could probably whip something up. I still have to finish several robots I'd say I post.. but I'll look into some generic upgrades for vehicles.

Quick Reply
Cancel
12 months ago  ::  Jun 11, 2012 - 9:27AM #43
kronos182
Date Joined: Mar 24, 2006
Posts: 792
In this thread, we've got a few modifiers already for improved speed and maneuverability in the chart here with modifiers for good to best handling and faster engines.

And this one has the earlier versions of the previous linked modifications.

But let's see if I can't add a few more for the generic listings..

Ok, so a supercharger is already in D20 Apocalypse, which grants +4 Init and +2 to Drive checks for the Dash stunt. 
Turbochargers are fairly similar to superchargers, but isn't powered by the engine itself (less strain on the engine), and are more exhaust gas powered, and are somewhat more efficient, but usually  have a more noticeable turbo lag (not always though) than superchargers.. 

Engine Modification, Turbocharger
This powerful addition to a vehicle's engine increases the vehicle's initiative modifier by +2 and provides a +4 bonus on Drive checks when attempting the dash stunt. PDC 13

Improved Fuel Economy
This is a modification to the engine, similar to adding a turbo or supercharger, but geared for improving fuel economy of the vehicle. The vehicle's range on a full tank of gas is increased by 25%. PDC 9

NOS Kit
This kit adds a nitrous oxide injection system to the engine to provide more power and speed for short periods. However, with increased usage of the system requires greater maintenance of the engine. The NOS kit provides, when activated (standard action), the vehicle with a +1 Initiative bonus, increases speed by 4 squares and provides a +2 bonus on Drive checks to make a Dash stunt for 2 rounds. However, it also gives a -1 penalty to maneuverability for those two rounds, and increases Repair checks for the engine by 3. The NOS kit comes with a 5 use tank. PDC of NOS kit 16 Illegal (+4), each NOS tank has a PDC of 8.

Body Kit
Body kits are usually cosmetic alterations to the vehicle, but many have some improvements to the vehicle's performance, increasing aerodynamics, widening space between wheels or lowering center of gravity for better handling, etc.
Three versions of body kits are available: Speed enhancement, Handling enhancement, or Hybrid which combines features of both.
Speed enhancement body kits increase the aerodynamics of the vehicle's frame, reducing drag, increasing the vehicle's speed by 1 square. PDC 13 and requires 20 hours of work.
Handling enhancement body kits improve a vehicle's handling characteristics, by lowering center of gravity, widening the space between tires, lowering suspension, adding spoilers. The vehicle gains a +3 bonus to Maneuver. PDC 14 and requires 10 hours of work.
Hybrid body kits improve both the aerodynamics and handling of the vehicle, but not quite as well as a body kit for either. Speed is improved by 1 square and Maneuver is improved by +2. PDC 15 and requires 15 hours of work.

How about a few generic gimmicks..

Rocket Booster
Mounted onto the back of the vehicle are small, but powerful single use chemical rockets, designed to give the vehicle an incredible burst of speed for a short period of time, allowing for quick escapes. When activated, a standard action, the vehicle gains a +60 square boost in speed for 5 rounds, however the driver suffers a -5 to Drive checks. Rams made will gain 1 bonus die to damage if made within the first 2 rounds of the rockets' activation. Reduce cargo capacity by 50 lbs. Anything within 10 feet of the back of the vehicle when the rockets are activated suffers 2d6 fire damage.
PDC 15 (Illegal) To make the rockets concealed until use increase PDC by +2, replacement rockets have PDC 12.

Oil Dispenser
The ever classic oil slick dispenser from every spy or action movie with tricked out cars. When activated, standard action, the vehicle releases oil behind it, creating an oil slick that is 15 feet wide and 30 feet long. Has a 5 use tank. PDC 16 Illegal (+4), uses 60 lbs of cargo space, refills cost PDC 5. 
Quick Reply
Cancel
12 months ago  ::  Jun 12, 2012 - 2:55AM #44
AnimeSniper
Date Joined: Apr 3, 2008
Posts: 888
Thanks for those Kronos and I just thought of something for gimmicks... Tire Tacks are small sharpened pieces of metals welded together and placed in small compartments underneath the trunk or bumper and are deployed behind the vehicle.   Just imagine a pursuing bandit or wastelander hitting those and flipping end over end

Here's a link to what is available in the game RAGE rage.wikia.com/wiki/Vehicle_quick-use_it... and also here rage.wikia.com/wiki/Vehicle_weapons which lists actual primary weapons like the miniguns and rockets
Quick Reply
Cancel
12 months ago  ::  Jun 12, 2012 - 6:16PM #45
kronos182
Date Joined: Mar 24, 2006
Posts: 792

Jun 12, 2012 -- 2:55AM, AnimeSniper wrote:

Thanks for those Kronos and I just thought of something for gimmicks... Tire Tacks are small sharpened pieces of metals welded together and placed in small compartments underneath the trunk or bumper and are deployed behind the vehicle.   Just imagine a pursuing bandit or wastelander hitting those and flipping end over end

Here's a link to what is available in the game RAGE rage.wikia.com/wiki/Vehicle_quick-use_it... and also here rage.wikia.com/wiki/Vehicle_weapons which lists actual primary weapons like the miniguns and rockets




Basically vehicle caltrops, which is another classic gimmick/gadget for spies and the like. They'd create a hazard zone behind the vehicle which requires a drive check to avoid, fail dc, car takes damage to tires, if damage is enough to destroy tire, drive check to maintain control. 

Quick Reply
Cancel
12 months ago  ::  Jun 12, 2012 - 11:20PM #46
AnimeSniper
Date Joined: Apr 3, 2008
Posts: 888
Okay here is what I have come up with so far and which don't include the Rage items yet....
 
Autocannons 10mm to 30mm

Canister Discharger  

Flamethrower

Mine Dropper

Mortar Launcher- Mk I & II

Shield Emitter

Smoke Discharger

Tire Tacks {Caltrops}

Variable Ordnance Hopper
Quick Reply
Cancel
12 months ago  ::  Jun 14, 2012 - 1:20AM #47
AnimeSniper
Date Joined: Apr 3, 2008
Posts: 888
Okay so I've started compiling a list of weapons that could be placed on either the Heros or Villians non-factory standard vehicles....

For the Flamethrower I was thinking merely increasing the carried fuel capacity by say five

Mines I would say either outright blow the pursuing vehicle and all passengers up or if avoided 5d8 damage for shrapnel and whatnot

Autocannons and gatling guns ranging from a homebrewed 10mm up to 30mm straight out of Modern Military Vehicles... the 20mm to 30mm gatling guns will be Huge classification with the autocannons being Large

Mortars I need to find the relevant book or pdf  for shel type and damage 

Canister Discharger- For this I was thinking merely whatever you want.... smoke, tear gas, mustard, sarin, and etc. if your're a baddie cause nothing slows down heros and the law that civilians keeling over

Smoke Discharger-  Again similar to Canister Dischargers except its to the rear of your vehicle
  
Tire Tacks {Caltrops}-  Automatic destruction of tires if they pursuing car hits them and I was thinking a DC of 20 mayber 30 plus
 
Variable Ordnance Hopper- Simply a way of loading another type of ammo into the weapon... tired of the anti-vehicle mines and want some EMP well this would allow it.
  
Quick Reply
Cancel
12 months ago  ::  Jun 14, 2012 - 5:01AM #48
kronos182
Date Joined: Mar 24, 2006
Posts: 792
For the flamethrower, maybe increase the range as well. Also put a limit on how fast you can be driving to use it in the forward arc. From a story my dad told me when a car engine caught fire, if you drive fast enough, the flames blow out, or they somehow wrap around the vehicle to the back without keeping in your windshield, blinding you. I'll have to have my dad tell me the story again on how exactly that works.. 
Quick Reply
Cancel
Page 5 of 5  •  Prev 1 2 3 4 5
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing