Hover Vehicles
Hover Vehicle Maneuvers
Hover Vehicles and Water Dangers
Most hovercraft are not capable of traveling over water. Extremely advanced hover vehicles, mainly military models from the Coalition, Triax and the Naruni, are specially built for liquid surfaces and are capable of traveling over them. HOWEVER, unless a vehicle is specifically noted as having water capabilities, assume that it is a normal hover vehicle and can NOT be used in or over water deeper than five or six feet (1.5-1.8 m). In most cases, a pilot who tries to hover over waters that are deeper will find his hover vehicle rapidly beginning to sink. Unless immediate action is taken, the hovercraft slides into the water and below the waves. As soon as the vehicle’s hover-jets and air intakes have been submerged, the vehicle is swamped, the engine dies and the vehicle sinks like a rock. It must be found, removed from the water and left to dry for 3D6+6 hours before the engine and thrusters are able to work again.
Even military grade hover vehicles that are able to hover over deep water remain very vulnerable to sinking. Travel over water for long distances or any length of time greater than 20 minutes is not recommended. While such high-powered hovercraft are capable of traveling over the surface of water, heavy waves and rapids interrupt the supportive air cushion that holds them aloft, causing the vehicle to drop in height and skim dangerously close to the water’s surface. Maximum altitude is cut in half over turbulent water (rapids and tall or violent waves) and speed may be reduced in storms due to poor visibility, heavy rain and thrashing waves. (Note: As a general rule, waves 6 feet (1.8 m) in height or greater, will make the lake surface or sea too unstable for the use of any hovercraft, no matter what its listed capabilities may be.) If the waves are high enough to drench the hovercraft pilot, then they may also be high enough to flood the air intakes. In a storm, high waves are likely to pummel the vehicle and fill the air intake, sending man and machine sinking into the watery depths. Likewise, those riding hovercycles or any ‘open’ cockpit vehicle may risk being swept right off their vehicle by a large wave (50% chance per each wave).
Sky Cycles, Rocket Cycles, flying power armors and other small, light, flight capable vehicles should be safe, provided they stay at least 60 feet (18.3 m) above the thrashing waves. However, they are still buffeted and thrown about by high winds which can pitch them up and down, or side to side 1D4x10 feet (3 to 12.2 m) and which force speed to be reduced by half and inflict a -25% piloting skill penalty. Visibility is likely to be less than 200 feet (61 m), which can be bad news when traveling fast, and torrential rainfall – common at sea and on the Great Lakes – may still swamp the air intakes, stall the engine and drop the small flyer into the water below (01-15% chance every 20 minutes in a storm).
- Dead Drops: Unless stated otherwise, the typical hover craft can handle a dead drop of 200 feet (61 m) without much concern and no penalty for “trick maneuver” being applicable. Many hovercycles, in particular, can sustain drops from much greater heights. This is dangerous, and just because the hovercycle can sustain a drop from a much greater height, does not mean the rider can handle it. Only characters who have the Pilot Hovercycle skill can handle dead drops from great heights, leapfrogging, other leaps, sharp turns and quick stops at NO additional penalty for evasive or trick maneuver.
- Leapfrogging (Light Hover Craft only): This involves goosing the hover craft to shoot over vehicles parked, stalled or waiting at a traffic light; again, this is done at high speeds and often involves riding up and over another vehicle like a ramp. Leapfrogging can also be done to boost oneself over low walls, fences and other short barriers. Note: -5% for leapfrogging barriers greater than 10 feet (3 m) tall. In all cases, roll on the piloting skill to make the jump and to stick the landing. A failed piloting roll means a crash and 4D6 M.D. to the hovercycle, plus there is a 01-66% likelihood the rider and any passenger are thrown. He/they are bruised up (2D6 S.D.C. damage even if clad in armor), but are otherwise okay if wearing body armor and a helmet. If not, triple the damage. In any case, the thrown driver and any passenger each lose 1D6 melee actions to recover from the crash and get back on their hovercycle. Dead drops and leapfrogging are unique capabilities of hovercycles and rocket bikes. Other hover vehicles are -40% and -25% respectively to perform the same feats. Double the penalty for heavy, combat hover vehicles attempting such crazy feats.
- Hover Walk Mode (Hovercycles only): Also known as trail mode. Rather than park and completely turn the hovercycle off, a rider can put the hovercycle in “hover walk” mode and leave the engine running so he can just jump back on and ride off in an instant. During walk mode, most riders simply pull their hovercycle along behind them on a cord. Most customers have compared this to pulling a balloon along or walking an obedient horse. Of course, the hovercycle weighs more than a balloon, but giving the cord a tug or pulling it tight brings the hovering cycle along with little physical effort. This is a much more handy feature than it might sound like at first blush. The hover walk mode is very quiet, so a biker can walk in or out of an area without being heard. That can be extremely important when trying to sneak through a dangerous area like Xiticix or gang territory, or by a CS patrol or pack of wild animals. Walking a hovercycle in this quiet hover mode can avoid startling animals and causing a stampede, or get through snow-covered mountains without causing an avalanche. Sometimes the rider may just want to stretch his legs a while without leaving his vehicle behind. In the wilderness and hostile environments, a person never wants to leave his ride (and the gear strapped to it) far behind – a fast getaway on the street or in the forest can be the difference between life and death. Likewise, it is nice for exploration, enabling the rider to get down from his bike and walk around, pulling his vehicle behind him as he examines the flora and fauna around him, or collects samples. Likewise, Wilderness Scouts, trackers and hunters love the feature, because they can hop off the hovercycle and quietly pull it along while getting low to the ground to follow tracks and trails. Being able to easily pull and push a hovercycle by hand is also helpful in nestling into an inconspicuous place for concealment and camouflage, as well as for loading it onto larger vehicles, boats, aircraft or into a storage bay. As usual, Northern Gun designers try to think of everything.
Hover Vehicles and Water Dangers
Most hovercraft are not capable of traveling over water. Extremely advanced hover vehicles, mainly military models from the Coalition, Triax and the Naruni, are specially built for liquid surfaces and are capable of traveling over them. HOWEVER, unless a vehicle is specifically noted as having water capabilities, assume that it is a normal hover vehicle and can NOT be used in or over water deeper than five or six feet (1.5-1.8 m). In most cases, a pilot who tries to hover over waters that are deeper will find his hover vehicle rapidly beginning to sink. Unless immediate action is taken, the hovercraft slides into the water and below the waves. As soon as the vehicle’s hover-jets and air intakes have been submerged, the vehicle is swamped, the engine dies and the vehicle sinks like a rock. It must be found, removed from the water and left to dry for 3D6+6 hours before the engine and thrusters are able to work again.
Even military grade hover vehicles that are able to hover over deep water remain very vulnerable to sinking. Travel over water for long distances or any length of time greater than 20 minutes is not recommended. While such high-powered hovercraft are capable of traveling over the surface of water, heavy waves and rapids interrupt the supportive air cushion that holds them aloft, causing the vehicle to drop in height and skim dangerously close to the water’s surface. Maximum altitude is cut in half over turbulent water (rapids and tall or violent waves) and speed may be reduced in storms due to poor visibility, heavy rain and thrashing waves. (Note: As a general rule, waves 6 feet (1.8 m) in height or greater, will make the lake surface or sea too unstable for the use of any hovercraft, no matter what its listed capabilities may be.) If the waves are high enough to drench the hovercraft pilot, then they may also be high enough to flood the air intakes. In a storm, high waves are likely to pummel the vehicle and fill the air intake, sending man and machine sinking into the watery depths. Likewise, those riding hovercycles or any ‘open’ cockpit vehicle may risk being swept right off their vehicle by a large wave (50% chance per each wave).
Sky Cycles, Rocket Cycles, flying power armors and other small, light, flight capable vehicles should be safe, provided they stay at least 60 feet (18.3 m) above the thrashing waves. However, they are still buffeted and thrown about by high winds which can pitch them up and down, or side to side 1D4x10 feet (3 to 12.2 m) and which force speed to be reduced by half and inflict a -25% piloting skill penalty. Visibility is likely to be less than 200 feet (61 m), which can be bad news when traveling fast, and torrential rainfall – common at sea and on the Great Lakes – may still swamp the air intakes, stall the engine and drop the small flyer into the water below (01-15% chance every 20 minutes in a storm).
NG-SCC-90 Super-Cargo Carrier (a.k.a. "Big Bertha")
Without a doubt, the heart of the Bostock Expedition's convoy is a massive vehicle known as "Big Bertha," a hover cargo hauler pulling eight hover cargo trailers, all of which have been re-purposed for salvage, exploration, and the environs of Dinosaur Swamp. This main vehicle, and its train of hover trailers, act as the expedition's command center, crew quarters, and supply depot, as well as a storage place for all of the salvage finds made in the coming year.
When it was released in 100 P.A., Northern Gun's Big Bertha model was one of the first of what would be an increasingly diverse line of heavy cargo vehicles designed to transport crates of goods, big robots, tanks, trucks, tractors and massive loads of Mega-Damage construction materials. Hefty cargo hauling vehicles like the Big Bertha are designed to truck goods and big items to locations off the beaten path or nestled in remote and dangerous regions like the Pecos Empire, New West, Mexico, Canada, the Magic Zone and so on. Big Bertha is a powerful hover truck cab designed to pull 2-8 hover boxcars or wheeled trailers. For speed and safety, these cabs and the trailers they pull have a universal modular hitch unit enabling them to hook up with cargo trailers of many various sizes.
Golden Age Salvage, in partnership with Northern Gun, has converted an old, decommissioned Big Bertha unit into an exploratory/salvage vehicle. Extensive modifications include additional armor, weapon systems, waterproofing and amphibious upgrades. Big Bertha is the engine, tractor and rig that pulls the cargo trailers. Most of the power and locomotion is in the rig. Big Bertha is as heavily armored as a Coalition tank, twice as big, and driven by a powerful dual engine system and powerful hover and thruster jets. The entire lower half of the rig is the hover platform with 12 big hover jets visible only from underneath. In fact, when the vehicle parks, aircraft-like landing gear extends from the undercarriage to prop the cab up.
The pair of large, long appendages extending from the front of the truck and beyond where the cab ends are massive, side-mounted thruster units. These 70 foot (21.3 m) long rocket thrusters are what give the truck the power to pull incredibly heavy loads. The thruster arms are attached to a hydraulic system that enables them to extend from the sides to adjust and accommodate extra wide cargo trailers. Once hooked up, the undercarriage hover jets lift the rig, and the side thrusters engage to push it forward, cargo in tow. The noise they make sounds like the roar of jet engines, requiring the cab to be made soundproof.
The size of the main vehicle and its trailers, however, is a considerable problem. Big Bertha, and her attending trailers, measures at approximately 725 feet in length, which presents certain challenges when trying to find a large enough landing space in the middle of the wilderness or ruins. If advance teams are unable to locate a secure landing spot close to a salvage site, one solution is to clear away vegetation and debris ahead of time to create a landing area that can accommodate the convoy's size. Unfortunately, the tactic is only feasible directly within ruins. Given how the Shemarrians feel about needless deforestation and environmental destruction, cutting down trees to create a landing area isn't likely to go over well. Still, this solution can be employed liberally in the southern half of the Swamp (Georgia and Florida), which is beyond the territory of the Shemarrians.
Model Type: Tractor Hover Truck
Class: Heavy Cargo Hauler Hover Tractor Truck.
Crew: Two: pilot and co-pilot or communications engineer.
Transport Capabilities: The cab includes the pilot's compartment and seats for two passengers, a sleeping area for four, a bathroom (similar in size, style and function to those you find on a train or airplane), gun rack, and a storage locker the size of a medium-sized walk-in closet! Can pull many varieties of cargo containers, wheeled, treaded, and hover.
M.D.C. by Location:
* Retractable Searchlights (6; each side) 18
* Winch & Crane (1; rear, bottom) - 90
* Forward Headlights (8; front of cab, small) - 5 each
* Forward Headlights (3; front of each thruster, small) 5 each
* Railing (l; front stairs) - 12
* Stairs to Main Hatch 120
Main Airlock-Style Hatch/Door (1) - 200
* Small Hatch (1; top of cab) 100
Undercarriage Hover Jets (12; large) - 100 each
Side Thrusters (2) - 320 each
Reinforced Crew Compartment- 80
** Main Body - 540 per 10 square feet
* Every item marked by a single asterisk is small and/or difficult to strike. An attacker must make a Called Shot to hit and even then he is -3 to strike.
** Depleting the M.D.C. of the main body shuts the vehicle down completely, rendering it useless. Depleting the M.D.C. of one side thruster cuts speed in half and inflicts a -10% penalty to the piloting skill. To hit the undercarriage hover jets the attacker must be able to see them, which probably means laying under the vehicle as it passes, but the force of the air thrust, sound and dust inflict a penalty of -8 to strike on a Called Shot.
Speed:
Hover Truck/Cab only (no cargo): 375 mph (600 km) maximum for the truck and cab portion without any cargo container attached, but maximum altitude is 1,000 feet (305 m). Typically hovers 2-5 feet (0.6 to 1.5 m) above the ground, especially when hauling heavy cargo or a wheeled cargo container. Can skim atop the surface of water up to 187 mph (299.2 km1l62.4 knots) and underwater at 90 mph (144 km/78 knots). Maximum depth tolerance is 1.5 miles (2.4 km).
Hauling cargo under 450 tons: 125 mph (200 km) maximum. Half that speed on water, one third that speed underwater.
Hauling cargo over 450 and up to 850 tons: 60 mph (96 km) maximum. Half that speed on water, one third that speed underwater.
Statistical Data:
Height: 44 feet, 5 inches (13.5 m).
Width: 52 feet (15.8 m), but can expand to 68 feet (20.7 m) wide to accommodate extra wide cargo containers.
Length: 90 feet, 8 inches (27.6 m) from the front of the cab to the tip of the two thruster rockets.
Weight: 53.7 tons, plus cargo.
Cargo Hauling Capacity: Up to 850 tons.
Pilot Penalties: -10% to piloting skill right off the bat, -10% to make a quick stop, -30% to make an evasive maneuver/dodge or stunt driving.
Power System: Nuclear, average 12 years life.
Cost: 69 million credits for a new vehicle, 40-52 million for a used or rebuilt vehicle though it is likely to have 20% less M.D.C. and a 10% lower speed. Good availability at Northern Gun, fair at other places that sell their goods.
Weapon Systems:
1. Forward-Mounted Laser Turret (1): This weapon turret is mainly for defense and scaring away large animals. The turret can turn 120 degrees side to side and has a 25 degree up and down arc of fire. It can be fired by a dedicated gunner (with the bonus noted below) or by the driver (no bonus applicable).
Primary Purpose: Defense.
Range: 2,000 feet (610 m).
Damage: 4D6 M.D. per single blast.
Rate of Fire: Each blast counts as one melee attack.
Bonus: +1 to strike via laser targeting.
Payload: Effectively unlimited.
2. Multi-Missile Launcher (1): This new and unique design allows the big gun to fire three different types of missiles, short-range, medium-range and mini-missiles of any variety. Mini-missile casings have an M.D.C. of 1, short-range missile casings have an M.D.C. of 5, and medium-range missile casings have an M.D.C. of 10.
Primary Purpose: Anti-Monster.
Range: As per missile type. Mini-missiles are typically half a mile (fragmentation) or 1 mile (plasma), short-range missiles are 3 miles, and medium-range missiles are 40 miles.
Blast Radius: As per missile type. Mini-missiles are typically 20 ft. (fragmentation) or 15 ft. (plasma), short-range missiles are 20 ft. (fragmentation) or 15 ft. (plasma), and both types of medium-range missiles (fragmentation and plasma) have a blast radius of 40 ft.
Damage: As per missile type. Mini-missiles are typically 1D4x10 M.D. (fragmentation) or 1D6x10 M.D. (plasma), short-range are 2D4x10 M.D. (fragmentation) or 2D6x10 M.D. (plasma), and medium-range Missiles are 3D6x10 M.D. (frag-mentation) or 4D6x10 M.D. (plasma).
Rate of Fire: Short- and medium-range missiles can be fired one at a time or in volleys of 2. Mini-missiles can be fired one at a time or in volleys of 2 or 4.
Payload: Short-range: 3, medium-range: 6 (three missiles in two different firing tubes), and mini-missiles: 64. An additional payload of all missiles can be kept in a cargo bay.
Sensor Systems: Same basic sensor features as a robot vehicle.
Other Notable Features:
When it was released in 100 P.A., Northern Gun's Big Bertha model was one of the first of what would be an increasingly diverse line of heavy cargo vehicles designed to transport crates of goods, big robots, tanks, trucks, tractors and massive loads of Mega-Damage construction materials. Hefty cargo hauling vehicles like the Big Bertha are designed to truck goods and big items to locations off the beaten path or nestled in remote and dangerous regions like the Pecos Empire, New West, Mexico, Canada, the Magic Zone and so on. Big Bertha is a powerful hover truck cab designed to pull 2-8 hover boxcars or wheeled trailers. For speed and safety, these cabs and the trailers they pull have a universal modular hitch unit enabling them to hook up with cargo trailers of many various sizes.
Golden Age Salvage, in partnership with Northern Gun, has converted an old, decommissioned Big Bertha unit into an exploratory/salvage vehicle. Extensive modifications include additional armor, weapon systems, waterproofing and amphibious upgrades. Big Bertha is the engine, tractor and rig that pulls the cargo trailers. Most of the power and locomotion is in the rig. Big Bertha is as heavily armored as a Coalition tank, twice as big, and driven by a powerful dual engine system and powerful hover and thruster jets. The entire lower half of the rig is the hover platform with 12 big hover jets visible only from underneath. In fact, when the vehicle parks, aircraft-like landing gear extends from the undercarriage to prop the cab up.
The pair of large, long appendages extending from the front of the truck and beyond where the cab ends are massive, side-mounted thruster units. These 70 foot (21.3 m) long rocket thrusters are what give the truck the power to pull incredibly heavy loads. The thruster arms are attached to a hydraulic system that enables them to extend from the sides to adjust and accommodate extra wide cargo trailers. Once hooked up, the undercarriage hover jets lift the rig, and the side thrusters engage to push it forward, cargo in tow. The noise they make sounds like the roar of jet engines, requiring the cab to be made soundproof.
The size of the main vehicle and its trailers, however, is a considerable problem. Big Bertha, and her attending trailers, measures at approximately 725 feet in length, which presents certain challenges when trying to find a large enough landing space in the middle of the wilderness or ruins. If advance teams are unable to locate a secure landing spot close to a salvage site, one solution is to clear away vegetation and debris ahead of time to create a landing area that can accommodate the convoy's size. Unfortunately, the tactic is only feasible directly within ruins. Given how the Shemarrians feel about needless deforestation and environmental destruction, cutting down trees to create a landing area isn't likely to go over well. Still, this solution can be employed liberally in the southern half of the Swamp (Georgia and Florida), which is beyond the territory of the Shemarrians.
Model Type: Tractor Hover Truck
Class: Heavy Cargo Hauler Hover Tractor Truck.
Crew: Two: pilot and co-pilot or communications engineer.
Transport Capabilities: The cab includes the pilot's compartment and seats for two passengers, a sleeping area for four, a bathroom (similar in size, style and function to those you find on a train or airplane), gun rack, and a storage locker the size of a medium-sized walk-in closet! Can pull many varieties of cargo containers, wheeled, treaded, and hover.
M.D.C. by Location:
* Retractable Searchlights (6; each side) 18
* Winch & Crane (1; rear, bottom) - 90
* Forward Headlights (8; front of cab, small) - 5 each
* Forward Headlights (3; front of each thruster, small) 5 each
* Railing (l; front stairs) - 12
* Stairs to Main Hatch 120
Main Airlock-Style Hatch/Door (1) - 200
* Small Hatch (1; top of cab) 100
Undercarriage Hover Jets (12; large) - 100 each
Side Thrusters (2) - 320 each
Reinforced Crew Compartment- 80
** Main Body - 540 per 10 square feet
* Every item marked by a single asterisk is small and/or difficult to strike. An attacker must make a Called Shot to hit and even then he is -3 to strike.
** Depleting the M.D.C. of the main body shuts the vehicle down completely, rendering it useless. Depleting the M.D.C. of one side thruster cuts speed in half and inflicts a -10% penalty to the piloting skill. To hit the undercarriage hover jets the attacker must be able to see them, which probably means laying under the vehicle as it passes, but the force of the air thrust, sound and dust inflict a penalty of -8 to strike on a Called Shot.
Speed:
Hover Truck/Cab only (no cargo): 375 mph (600 km) maximum for the truck and cab portion without any cargo container attached, but maximum altitude is 1,000 feet (305 m). Typically hovers 2-5 feet (0.6 to 1.5 m) above the ground, especially when hauling heavy cargo or a wheeled cargo container. Can skim atop the surface of water up to 187 mph (299.2 km1l62.4 knots) and underwater at 90 mph (144 km/78 knots). Maximum depth tolerance is 1.5 miles (2.4 km).
Hauling cargo under 450 tons: 125 mph (200 km) maximum. Half that speed on water, one third that speed underwater.
Hauling cargo over 450 and up to 850 tons: 60 mph (96 km) maximum. Half that speed on water, one third that speed underwater.
Statistical Data:
Height: 44 feet, 5 inches (13.5 m).
Width: 52 feet (15.8 m), but can expand to 68 feet (20.7 m) wide to accommodate extra wide cargo containers.
Length: 90 feet, 8 inches (27.6 m) from the front of the cab to the tip of the two thruster rockets.
Weight: 53.7 tons, plus cargo.
Cargo Hauling Capacity: Up to 850 tons.
Pilot Penalties: -10% to piloting skill right off the bat, -10% to make a quick stop, -30% to make an evasive maneuver/dodge or stunt driving.
Power System: Nuclear, average 12 years life.
Cost: 69 million credits for a new vehicle, 40-52 million for a used or rebuilt vehicle though it is likely to have 20% less M.D.C. and a 10% lower speed. Good availability at Northern Gun, fair at other places that sell their goods.
Weapon Systems:
1. Forward-Mounted Laser Turret (1): This weapon turret is mainly for defense and scaring away large animals. The turret can turn 120 degrees side to side and has a 25 degree up and down arc of fire. It can be fired by a dedicated gunner (with the bonus noted below) or by the driver (no bonus applicable).
Primary Purpose: Defense.
Range: 2,000 feet (610 m).
Damage: 4D6 M.D. per single blast.
Rate of Fire: Each blast counts as one melee attack.
Bonus: +1 to strike via laser targeting.
Payload: Effectively unlimited.
2. Multi-Missile Launcher (1): This new and unique design allows the big gun to fire three different types of missiles, short-range, medium-range and mini-missiles of any variety. Mini-missile casings have an M.D.C. of 1, short-range missile casings have an M.D.C. of 5, and medium-range missile casings have an M.D.C. of 10.
Primary Purpose: Anti-Monster.
Range: As per missile type. Mini-missiles are typically half a mile (fragmentation) or 1 mile (plasma), short-range missiles are 3 miles, and medium-range missiles are 40 miles.
Blast Radius: As per missile type. Mini-missiles are typically 20 ft. (fragmentation) or 15 ft. (plasma), short-range missiles are 20 ft. (fragmentation) or 15 ft. (plasma), and both types of medium-range missiles (fragmentation and plasma) have a blast radius of 40 ft.
Damage: As per missile type. Mini-missiles are typically 1D4x10 M.D. (fragmentation) or 1D6x10 M.D. (plasma), short-range are 2D4x10 M.D. (fragmentation) or 2D6x10 M.D. (plasma), and medium-range Missiles are 3D6x10 M.D. (frag-mentation) or 4D6x10 M.D. (plasma).
Rate of Fire: Short- and medium-range missiles can be fired one at a time or in volleys of 2. Mini-missiles can be fired one at a time or in volleys of 2 or 4.
Payload: Short-range: 3, medium-range: 6 (three missiles in two different firing tubes), and mini-missiles: 64. An additional payload of all missiles can be kept in a cargo bay.
Sensor Systems: Same basic sensor features as a robot vehicle.
Other Notable Features:
- Concealed video cameras at numerous locations on all sides so that the driver can see (windows are limited on the Big Bertha), and all the usual basic features of a robot vehicle.
- Retractable Searchlights (6): A bank of three searchlights can extend from either side of Big Bertha. The three can be trained on the same area or target, or aimed separately and pointed at three (six total) different targets or areas. The searchlights can be positioned to light up a large area.
All-Purpose Hover (APH) Cargo Trailers
The Bostock Expedition's "Big Bertha" pulls a series of EIGHT hover-trailers called All-Purpose Hover (APH) Cargo Trailers. Each trailer is an independent hover platform with its own hover systems, but reliant on a powerful cargo hauler (in this case, "Big Bertha") to provide forward propulsion. The individual trailers are linked together by high-strength connections that include electrical outlets. When the entire arrangement gets moving, it becomes a modular transportation setup that can float over rough terrain, shallow bodies of water (ponds, marshland and streams), obstacles, debris, crashed vehicles and even scrub and small trees that would stop conventional land-based trucks.
With roughly the capacity of 3-5 pre-Rifts semi-trailers, these cargo trailers are large enough to accommodate full-sized combat robots, armored vehicles like tanks, light aircraft and mountains of ore or grain. In the case of the expedition, these trailers carry Golden Age Salvage's immense quantity of equipment, along with space for crew quarters and salvage hauls. These trailers are designed for versatility and can serve a number of uses beyond basic transport. The insides of APH cargo trailers can accommodate temporary partitions, which allows for areas of the trailer to be sectioned off for use as sleep quarters, a med bay, command area, secured storage areas, and more. A typical APH trailer can carry more than one hundred passengers, depending on the comfort of the sleeping or seating arrangements. Each trailer is accessible by several entrances, including four human-sized doors, a large sliding cargo door on one of the sides (for use by power armor and vehicles), a cargo door (with ramp) at the back end, and two airlock-style hatches at the top.
The APH cargo trailers used by the Bostock Expedition were converted from high-tech boxcars meant for use with NG hovertrains. These trailers are slightly triangular in shape, as well as massive: 28 feet high, by 36 feet wide, by 80 feet long. They are easily capable of transporting gigantic robot vehicles such as the EX-20 Bulldog, large armored hovercraft such as the Sky Bunker, or an entire fleet of power armor and smaller vehicles. To make the trailer better suited for the dangers of Dinosaur Swamp, they've each been given weapon systems, life support systems, radiation shielding, and security features to prevent theft or tampering. So long as the hull isn't breached and all entrances are closed, each trailer can enter full environmental mode, hermetically sealing itself to protect from airborne contaminants, biological agents, radiation, and other potential environmental threats. Furthermore, in anticipation of possible attacks by dinosaurs and other mega-fauna, the trailers are heavily armored and can withstand quite a bit of punishment. For offensive capabilities, each trailer is equipped with three heavy weapon turrets (laser, rail gun, and mini-missiles) controlled from a command alcove located in the fore of every trailer.
Features Common to all APH Cargo Trailers
Model Type: NG-SCC-APH
Class: All-Purpose Hover Cargo Trailer.
Crew: One gunner for each of the weapon systems, plus a communications officer.
M.D.C. by Location:
* Sensor Array (1) – 35
* Top Hatches (2) – 50 each
* Man-Sized Doors (4) – 100 each
* Window Slits (8; four on each side) – 10 each
Large Cargo Side Door (1) - 200
Large Cargo Back Door (1) - 200
Weapon Turrets (3) – 220
** Hover Fans (4; two on each side) – 180 each
*** Main Body – 450 per 10 square feet
* A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a “Called Shot,” but even then the attacker is -4 to strike (double when moving at 100 mph/160 km or faster).
** Destroying one or two of the hover fans reduces the locomotive’s speed by 5%. Destroying three or four fans reduces speed by 10% and adds -2% penalty to the Piloting skill.
*** Depleting the M.D.C. of the main body knocks out the hover fans (see above) and all weapons and sensor systems, and any cargo or troops contained within go spilling out and take 2D6 M.D. from the fall.
Speed:
Land: Towed by the locomotive. When detached, the trailer can be made to hover and can be pushed or pulled by one giant robot with a P.S. of at least 32, or by a heavy construction vehicle, tank or APC at a speed of 10 mph (16 km). Maximum hover altitude is equal to Big Bertha's.
Water: None.
Flying: None.
Statistical Data:
Height: 28 feet (8.5 m).
Width: 36 feet (11 m).
Length: 80 feet (24.4 m).
Weight: 30-40 tons fully loaded.
Cargo: Up to 200 tons of cargo.
Power System: Nuclear with a 15 year life.
Cost: 15-22 million credits depending on the number and types of weapon systems.
Weapon Systems: Each turret can be controlled from a command console within the trailer, or can be manned directly by climbing up onto the top of the trailer itself.
1. Heavy Laser Cannon Turret
Primary Purpose: Defense.
Secondary Purpose: Anti-Armor.
Range: 4,000 feet (1,219 m).
Damage: 1D6x10 M.D. per blast.
Rate of Fire: Each blast counts as one attack/action.
Payload: Effectively unlimited.
Cost: 15 million credits.
2. Mini-Missile Launcher Turret
Primary Purpose: Anti-Armor.
Secondary Purpose: Anti-Personnel.
Range: One mile (1.6 km).
Damage: Varies with missile type. Plasma (1D6x10 M.D.) and Armor Piercing (1D4x10 M.D.) are standard.
Rate of Fire: One at a time or in volleys of two, four or six.
Payload: 48 missiles.
Cost: 2 million credits, with one payload of missiles.
3. Rail Gun Turret
Primary Purpose: Assault and Anti-Armor.
Secondary Purpose: Anti-Aircraft and Defense.
Range: 4,000 feet (1,219 m).
Damage: 1D4x10+10 M.D. per 40 round burst.
Rate of Fire: Each burst counts as one melee attack.
Payload: 6,000 rounds which provide 150 single bursts.
Cost: 1.4 million credits plus ammo at around two credits per round.
With roughly the capacity of 3-5 pre-Rifts semi-trailers, these cargo trailers are large enough to accommodate full-sized combat robots, armored vehicles like tanks, light aircraft and mountains of ore or grain. In the case of the expedition, these trailers carry Golden Age Salvage's immense quantity of equipment, along with space for crew quarters and salvage hauls. These trailers are designed for versatility and can serve a number of uses beyond basic transport. The insides of APH cargo trailers can accommodate temporary partitions, which allows for areas of the trailer to be sectioned off for use as sleep quarters, a med bay, command area, secured storage areas, and more. A typical APH trailer can carry more than one hundred passengers, depending on the comfort of the sleeping or seating arrangements. Each trailer is accessible by several entrances, including four human-sized doors, a large sliding cargo door on one of the sides (for use by power armor and vehicles), a cargo door (with ramp) at the back end, and two airlock-style hatches at the top.
The APH cargo trailers used by the Bostock Expedition were converted from high-tech boxcars meant for use with NG hovertrains. These trailers are slightly triangular in shape, as well as massive: 28 feet high, by 36 feet wide, by 80 feet long. They are easily capable of transporting gigantic robot vehicles such as the EX-20 Bulldog, large armored hovercraft such as the Sky Bunker, or an entire fleet of power armor and smaller vehicles. To make the trailer better suited for the dangers of Dinosaur Swamp, they've each been given weapon systems, life support systems, radiation shielding, and security features to prevent theft or tampering. So long as the hull isn't breached and all entrances are closed, each trailer can enter full environmental mode, hermetically sealing itself to protect from airborne contaminants, biological agents, radiation, and other potential environmental threats. Furthermore, in anticipation of possible attacks by dinosaurs and other mega-fauna, the trailers are heavily armored and can withstand quite a bit of punishment. For offensive capabilities, each trailer is equipped with three heavy weapon turrets (laser, rail gun, and mini-missiles) controlled from a command alcove located in the fore of every trailer.
Features Common to all APH Cargo Trailers
Model Type: NG-SCC-APH
Class: All-Purpose Hover Cargo Trailer.
Crew: One gunner for each of the weapon systems, plus a communications officer.
M.D.C. by Location:
* Sensor Array (1) – 35
* Top Hatches (2) – 50 each
* Man-Sized Doors (4) – 100 each
* Window Slits (8; four on each side) – 10 each
Large Cargo Side Door (1) - 200
Large Cargo Back Door (1) - 200
Weapon Turrets (3) – 220
** Hover Fans (4; two on each side) – 180 each
*** Main Body – 450 per 10 square feet
* A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a “Called Shot,” but even then the attacker is -4 to strike (double when moving at 100 mph/160 km or faster).
** Destroying one or two of the hover fans reduces the locomotive’s speed by 5%. Destroying three or four fans reduces speed by 10% and adds -2% penalty to the Piloting skill.
*** Depleting the M.D.C. of the main body knocks out the hover fans (see above) and all weapons and sensor systems, and any cargo or troops contained within go spilling out and take 2D6 M.D. from the fall.
Speed:
Land: Towed by the locomotive. When detached, the trailer can be made to hover and can be pushed or pulled by one giant robot with a P.S. of at least 32, or by a heavy construction vehicle, tank or APC at a speed of 10 mph (16 km). Maximum hover altitude is equal to Big Bertha's.
Water: None.
Flying: None.
Statistical Data:
Height: 28 feet (8.5 m).
Width: 36 feet (11 m).
Length: 80 feet (24.4 m).
Weight: 30-40 tons fully loaded.
Cargo: Up to 200 tons of cargo.
Power System: Nuclear with a 15 year life.
Cost: 15-22 million credits depending on the number and types of weapon systems.
Weapon Systems: Each turret can be controlled from a command console within the trailer, or can be manned directly by climbing up onto the top of the trailer itself.
1. Heavy Laser Cannon Turret
Primary Purpose: Defense.
Secondary Purpose: Anti-Armor.
Range: 4,000 feet (1,219 m).
Damage: 1D6x10 M.D. per blast.
Rate of Fire: Each blast counts as one attack/action.
Payload: Effectively unlimited.
Cost: 15 million credits.
2. Mini-Missile Launcher Turret
Primary Purpose: Anti-Armor.
Secondary Purpose: Anti-Personnel.
Range: One mile (1.6 km).
Damage: Varies with missile type. Plasma (1D6x10 M.D.) and Armor Piercing (1D4x10 M.D.) are standard.
Rate of Fire: One at a time or in volleys of two, four or six.
Payload: 48 missiles.
Cost: 2 million credits, with one payload of missiles.
3. Rail Gun Turret
Primary Purpose: Assault and Anti-Armor.
Secondary Purpose: Anti-Aircraft and Defense.
Range: 4,000 feet (1,219 m).
Damage: 1D4x10+10 M.D. per 40 round burst.
Rate of Fire: Each burst counts as one melee attack.
Payload: 6,000 rounds which provide 150 single bursts.
Cost: 1.4 million credits plus ammo at around two credits per round.
Cargo Trailers of the Expedition
Each of the expedition's eight hover cargo trailers serves one or more specific functions. Specialized sections, such as a command center, med bay, comm center, etc., have been created inside some of the trailers using M.D.C. partitions magnetically attached to the floor, walls and ceiling. The trailers are numbered from 1 to 8, #1 being the trailer closest to Big Bertha, and #8 being the trailer at the end of the train. Each has also been given a military designation for ease of reference.
APH Cargo Trailer #1 (a.k.a. Alpha Trailer)
APH Cargo Trailer #2 (a.k.a. Bravo Trailer)
APH Cargo Trailer #3 (a.k.a. Charlie Trailer)
APH Cargo Trailer #4 (a.k.a. Delta Trailer)
APH Cargo Trailer #5 (a.k.a. Echo Trailer)
APH Cargo Trailer #6 (a.k.a. Foxtrot Trailer)
APH Cargo Trailer #7 (a.k.a. Sierra Trailer)
APH Cargo Trailer #8 (a.k.a. Tango Trailer)
APH Cargo Trailer #1 (a.k.a. Alpha Trailer)
- Command & Control (C&C): This is the room from which the activities of the expedition are coordinated and planned. Like a mobile military bunker, Ingram Bostock and Lionel Hudson can provide direction and assistance to their salvage teams operating in the vicinity. It's here where the data from various vehicles, power armors, radios, sensors, and reports all converge. The room is equipped with a 52 inch wall monitor, several smaller monitors, and holographic projectors, all designed to display maps, images, and other tactical information. There is also a conference table (seats twelve) for the briefing and debriefing of crew members.
- Comm Center: Directly adjacent to the C&C room is a small communications area that contains all of the expedition's important communications and sensory equipment. At the top of the trailer, directly above the comm center, a retractable, telescoping communications and sensor tower (100 M.D.C.) facilitates most of the expedition's long distance transmissions and sensory capabilities. The comm center is equipped with a powerful, long range military-grade radio (500 mile range), as well as a number of smaller radios set to secured channels for communication with each salvage team and security unit. For privacy and security, there is a dedicated comm station for encrypting and unscrambling transmissions. In addition, the room is equipped with a sophisticated sensor array (provided by the tower), which includes advanced radar, sonar, and seismic sensors, among other features. At all times, the area is manned by one or two communications officers, and all information gathered in the comm center is fed directly to the Command & Control room.
- Bostock's Quarters: This is the private sleeping quarters for the expedition's commanding officer, Ingram Bostock. This small room, sparingly furnished, is where he sleeps, eats his meals, and keeps his personal affects. It is only accessible through the Command & Control section and is always securely locked while Bostock is out.
- Equipment Storage: A storage area containing crates of electronics, clothes, and survival gear.
APH Cargo Trailer #2 (a.k.a. Bravo Trailer)
- Medical Bay: A large portion of Bravo Trailer has been sectioned off for medical needs. This area is a small mobile hospital that contains a bullpen style operating room with four surgical tables, a small lab, eight beds, supply storage area, and equipment to perform x-rays, MRIs, cat scans, EKGs and numerous other scanners. There are also dozens of stored away collapsible cots that can be set up for additional patients. When needed, the partition between the med bay and decontamination area can be removed to provide more room for patients.
If equipped with enough medical staff, Bravo Trailer provides treatment equivalent of any advanced hospital. The trailer has a variety of compartments for medical instruments, medicines and cybernetic devices. Some compartments are refrigerated while others are heated depending on the contents. The med bay has ample storage for hundreds of small pieces of medical equipment and other supplies. Compartments containing sensitive materials, such as drugs and medical samples, can be electronically locked to restrict access. All equipment and supplies of a medical nature (including the MAU-500) are stored in the med bay. - Water Storage & Purification: This section contains two large water tanks, each of which holds 2,000 gallons of water. The tanks are fitted with heater coils that quickly heat the water to 150° F (all bacterial pathogens quickly die above 140° F). A water pumping system, connected to 2,500 feet of hose, can be used to pump clean water to other trailers, or to draw water from available water sources. There is also storage for extra hoses and smaller water containers, as well as alternate methods for purification such as filters, chemical additives (iodine, chlorine tablets, etc.), UV lamps, and solar stills.
- Hazardous Materials Storage: This area is designated for the storage of potentially hazardous materials, such as recovered nuclear batteries, contaminated salvage, dangerous chemicals, and more. It can also double as a quarantine area for potentially contagious patients. The room is a fully sealed, fitted with extra radiation shielding, and has its own separate environmental system. Environmental controls allow the crew to maintain atmospheric pressure, and adjust temperature and humidity. Sensors monitor the room for gases, radiation, and anomalous energies. Power armor and vehicles with damaged nuclear cores can also be kept in here until repairs are completed.
- Decontamination Area: This sealed portion of Bravo Trailer provides full decontamination for nuclear, biological, and chemical exposure. The decon area is located at the end of the trailer, and the rear cargo door opens directly into it. The room is large enough to decontaminate a dozen people at a time, or a few small vehicles, or a single large vehicle. It carries a wide range of soaps and disinfectants, as well as heavy hoses, scrubbers, and a crane-mounted water cannon for cleaning/decontaminating power armor and tall vehicles. Personnel who enter the room must first pass between a series of sprinkler heads where they are showered and scrubbed down to wash away contaminants. Once scrubbed down, personnel remove any body armor or clothing and proceed to the individual shower stalls. There are 4 showers total, with dividers to provide basic privacy. They then move to the other side of the room where they can dry off and don new clothing or armor.
APH Cargo Trailer #3 (a.k.a. Charlie Trailer)
- Kitchen: A full third of Charlie Trailer contains a restaurant-grade cooking area consisting of two large ovens/grills, several microwaves, prep area, one high capacity/high speed dish washer, and storage for cookware, utensils, spices, and ingredients. The ovens use a combination of microwaves and infrared heat to fast-cook food. With these ovens, a 20 lbs. turkey can be cooked in less than ten minutes. When adequately supplied and operating at peak capacity, the kitchen in Charlie Trailer can supply 100 hot meals per hour. The kitchen also has two cafeteria-style serving booths that can be set up in front of the sliding cargo door on the side of the trailer. Once the door is opened, personnel can come up and serve themselves.
- Water Storage & Purification: This is another water storage and purification system identical to the one in Bravo Trailer, but with water dedicated to cooking and drinking. Consists of two large 2,000 gallon tanks.
- Refrigeration Storage Area: A small area of the trailer housing five refrigeration units. These freezers contain the expedition's perishables such as meats, vegetables, and fruits. Only designed to hold food.
- Equipment & Vehicle Storage: This area is storage for various supplies, particularly crates of consumables such as field rations and canned goods. This is also where the "chow wagon" is stored when not in use.
APH Cargo Trailer #4 (a.k.a. Delta Trailer)
- Armory: This sizeable room takes up roughly half of Delta Trailer. The armory is used to store the expedition's many weapons, ammunition, explosives, and body armor. It's perhaps the most high security section in the convoy. The room is under constant surveillance, always staffed by 3 to 6 armed guards, and only authorized personnel can access it without supervision. There are two entrances to the armory, both of which are inside the trailer; the armory cannot be accessed from outside. Everything in the armory is securely strapped down, particularly ammunition and ordnance, to prevent accidents during transport. All weapons are safely stored in locked gun racks or within locked crates. Explosive materials, ammo, and dangerous chemicals are kept inside impact-resistant protective cases. Body armor is held in a series of lockers. Getting a piece of equipment from the armory involves requisitioning it from the quartermaster and signing it out; particularly dangerous items (such as explosives) may require prior approval from Bostock, Hudson, or one of the section heads. The armory also has a recharging station for E-Clips and electric batteries.
- Equipment Storage: A storage area containing construction equipment, excavation equipment and other salvage gear.
- Vehicle Storage: A storage bay for various robot vehicles and conventional vehicles.
APH Cargo Trailer #5 (a.k.a. Echo Trailer)
- Maintenance & Repair Bay: This cargo bay is essentially a garage on hover jets, designed for servicing and repairing the expedition's power armor, robot vehicles, conventional vehicles, and salvage machinery, among other things. The room contains large tool cabinets, diagnostic equipment, an oversized air compressor, tool chests, tool racks, a ceiling mounted crane, and storage for tools, spare parts, components, technical journals, and raw materials. The walls of the maintenance bay are fitted with adjustable scaffolds and support pylons for securing a power armor suit or vehicle in place. There are several work stations for various types of maintenance and repair, including electronics, computers, energy weapons, body armor, and cybernetics/bionics. When not being actively used to fix things, the M&R Bay also serves as a storage area for vehicles and power armor.
- Equipment Storage: A portion of Echo Trailer serves to hold masses of crates with equipment, most of which is tools, parts, raw materials, survival gear, and miscellaneous equipment.
APH Cargo Trailer #6 (a.k.a. Foxtrot Trailer)
- Main Crew Sleeping Quarters: This large room takes up three-quarters of Foxtrot Trailer and serves as a barracks for nearly all of the expedition's crew. It contains 45 bunk beds, organized into three rows of fifteen (for a total of 90 individual beds). The walls are equipped with dozens of storage lockers with electronic locks for holding clothing and personal affects, as well as miscellaneous drawers, compartments, and weapon racks. There are also folding tables, folding chairs, spare cots, and other furniture scattered about.
- Water Storage & Purification: Another water storage and purification system identical to the ones in Bravo Trailer and Charlie Trailer, but with water dedicated to showering and laundry. Consists of two large 2,000 gallon tanks.
- Shower Area: Across from the latrine area is a room for showering. The room contains 12 shower stalls, a changing area, and storage for soaps, shampoos, and towels. The shower heads have pull chains that provide one minute of water with each pull. This is meant to promote short showers and conserve water. Water is always low pressure and tepid (105° F).
- Latrine Area: Although each trailer is equipped with a small, single occupancy bathroom, only Foxtrot Trailer has a large communal latrine area. This room has eight individual latrine stalls, and can be accessed directly from outside or from within the trailer. Each stall is equipped with a small sink and a toilet. The toilet is built over a mini-incinerator capable of breaking down solid and liquid waste. The resulting ash is sterile and is removed daily, deposited somewhere away from the convoy.
- Laundry Area: The laundry facility contains six high capacity washer and dryer units, along with storage for towels, spare fatigues, and jumpsuits. There is also storage for detergents, chemical cleaners, and bleach, as well as spare drive motors and dryer heater coils to keep the overworked laundry functioning. The area is directly accessible from outside or from within the trailer, and when the trailer is parked, the doors are usually left open (weather permitting) to allow better air circulation in the often humid room.
APH Cargo Trailer #7 (a.k.a. Sierra Trailer)
- Vehicle Storage: A storage bay for various robot vehicles and conventional vehicles.
- Storage Area for Salvage: An empty bay for storing any salvage discovered during the expedition.
APH Cargo Trailer #8 (a.k.a. Tango Trailer)
- Vehicle Storage: A storage bay for various robot vehicles and conventional vehicles.
- Storage Area for Salvage: An empty bay for storing any salvage discovered during the expedition.
NG-HC2000 Sky Bunker Hover Carrier
The Northern Gun Skybunker is a flying armored personnel carrier (APC) that is inspired by the Coalition’s Death Bringer and SkyLifter APCs. Like the Coalition’s flying APCs, the Skybunker is far more agile, maneuverable and mobile than conventional ground vehicle designs. The hover carrier is capable of flying over the most rugged terrain features, including forests, hills, water and even man-made obstacles. In many ways, the design is a mating of the best features of both a helicopter and an Infantry Fighting Vehicle (IFV). It has the heavy armor plating of a tank coupled with the mobility of an aircraft. Northern Gun’s Skybunker uses a large, powerful hover propulsion system that provides good lift and speed. Although it has been a part of the Ishpeming military for several years, the Skybunker is being offered to the mass market for the first time due to high demand, with numerous kingdoms and large mercenary companies snatching them up. The vehicle is ideal for troop transport, cargo hauling, vehicle transport and deployment of rapid reaction forces and can be modified to serve as a mobile field base or mobile hospital.
Model Type: NG-HC2000 Skybunker.
Class: Armored Hover Personnel Carrier.
Crew: Four; pilot, co-pilot, communications/sensor operator and gunner.
Troop Transport: The troop compartment can hold 30 fully equipped human-sized troops dressed in regular M.D.C. body armor, plus 18 paratroopers or nine troops in flight capable power armor like the Blue Hawk, Red Hawk, Ironwing, Samson, and others. In the alternative, the Skybunker can transport supplies or building materials, or 12-18 troops plus 4-8 small vehicles depending on their size, such as hovercycles, rocket bikes, jeeps, and so on.
M.D.C. by Location:
Main Jet Thrusters (4; rear) – 90 each
* Hover Jets (10; undercarriage) – 15 each
* Laser Turrets (3) – 65 each
Main Cargo Door (1; rear) – 110
Extendable Cargo Ramp (1; rear) – 80
Side Cabin Doors (2) – 80 each
* Searchlight (1; mounted on top; optional) – 30
* Headlights (4) – 10 each
* Other Lights (4; top and bottom) – 5 each
* Window Slit (1; forward) – 22
Reinforced Crew Compartment – 120
** Main Body – 410
* All items marked with a single asterisk are small and difficult targets to hit, and even a character making a “Called Shot” is -4 to strike.
** Depleting the M.D.C. of the main body will knock the bird out of the sky! Roll under piloting skill at -45% for the pilot to manage a crash-landing from which he and the crew don’t take any damage (the aircraft is scrap, but they survive inside the shattered reinforced crew compartment). Likewise, a successful crash-landing means troops or cargo inside suffer only 1D4x10 M.D. each (otherwise they each take 3D4x10+30 M.D. from a crash).
Speed:
Driving on the Ground: Not possible, but can hug the ground at maximum flying speed.
Flying: Hover stationary, VTOL or fly at a maximum speed of 280 mph (448 km). Cruising speed is considered to be 50-80 mph (80 to 128 km).
Maximum Altitude: Limited to about 4,000 feet (1,219 m).
Flying Range: Its nuclear (12 year service life) or Solid Oxide power supply provided unlimited range, however the hover jets require cooling after 6-8 hours of continuous use.
Statistical Data:
Height: 17 feet (5.2 m).
Width: 23 feet (7 m) wingspan.
Length: 44 feet (13.4 m).
Weight: 34 tons.
Cargo: Up to 10 tons. Designed as a troop transport, cargo is usually soldiers; troops and their basic gear: pack, weapons and equipment, or crates of supplies. Additional cargo, weighing as much as an extra 6 tons, may be strapped to the outside of the APC and troops may also ride on top of it, but maximum speed is 40 mph (64 km). Going any faster will knock soldiers off the roof and has a 01-30% chance of tearing away cargo strapped to the vehicle (roll for every 15 minutes).
Power System: Nuclear, average energy life is 12 years. Also available with a Solid Oxide power supply. Not available for the electric battery.
Cost: 28.5 million credits nuclear. 24 million credits Solid Oxide.
Sensors and Features of Note: Basically the same as robot vehicles.
Weapon Systems:
1. Laser Turrets (3): Three double-barreled laser turrets are mounted on the top of the vehicle. There are two in the forward section, behind the cockpit, and one at the rear. These are defensive weapon systems operated by the gunner and/or co-pilot (or, in a pinch, a passenger) to engage enemy aircraft. Each turret is capable of rotating 360 degrees and has a 45 degree arc of fire up and down.
Primary Purpose: Defense.
Secondary Purpose: Anti-Aircraft/Flyers.
Range: 2,000 feet (610 m).
Damage: 4D6 M.D. per simultaneous dual blast.
Rate of Fire: Each blast counts as one of the gunner’s melee attacks.
Payload: Effectively unlimited.
2. Door Gunner: There is a strap and harness at the two side doors (one on each side of the vessel) and three at the rear cargo door in which a soldier in M.D.C. body armor or power armor can “strap in,” open the door and fire at enemy targets in the air or on the ground using any type of handheld weapon (laser rifle, rail gun,
grenade launcher, etc.).
3. Troops: As a troop transport, one of the vehicle’s potential, optional weapons is the very troops it carries. Infantry troops can be “dropped” at a landing zone while those on rocket bikes, hovercycles, or clad in flying power armor can disembark in midair while the vehicle is in full flight.
NG-HC46 Sentinel Patrol Car
The Sentinel is an armored sentry vehicle used as an officer’s car, border patrol, perimeter patrol and escort vehicle. It serves as a fast, well armored, hover patrol car suitable for a wide range of agencies, from miltias and law enforcement, to mercenaries and officers in standing armies, to wealthy businessmen and public figures who feel they need the security. The Sentinel has found acceptance from all of them and more, including Body Fixers, scientists and merchants operating in hostile regions, but based in a village or town. It also appeals to those looking for a bit of sporty style in their combat vehicle, including Crazies, Juicers, Gunfighters, Headhunters, Sheriffs and some agents of the Black Market. Some highwaymen, raiders, Cyber-Snatchers, and bandits also find the vehicle appealing for its combination of armor, firepower and speed.
The Sentinel is an increasingly common sight within wilderness communities. And as a hovercar, the Sentinel can handle most environments well, other than woodlands and sandy deserts (of which there are few).
Model Type: NG-HC46
Class: Hover Capable Armored Patrol Car.
Crew: 1 driver with room for up to 3 passengers; one in the front and two in the back seat.
M.D.C. by Location:
* Roof Mounted Ion Cannon – 100
* Forward Laser Turret (1, nose) – 25
* Headlights (6) – 5 each
Reinforced Front Bumper – 100
* Windshield – 40
* Side Windows (6) – 24 each
* Doors (2) – 45 each
* Concealed Directional Jets (8, tiny) – 8 each
* Rear Thruster Jets (2) – 50 each
** Hover Jets (8, undercarriage) – 30 each
*** Main Body – 200
* A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a “Called Shot,” and even then the attacker is -4 to strike.
** Each time a hover jet is destroyed it reduces the vehicle’s speed by 10% and impose a driving penalty of -5%. Requires a Called Shot to hit, and the shooter is -8 to strike, as they are under the car and difficult to see, especially when the car is moving fast.
*** Depleting the M.D.C. of the main body destroys the vehicle beyond repair.
Speed:
Land: Hover stationary to 140 mph (224 km) maximum. Hovers above the ground 1-10 feet (0.3 to 3 m).
Flying: The hovercraft does not have enough power to actually attain flight, but can hover up to 10 feet (3 m) off the ground.
Water: None.
Statistical Data:
Height: 6.7 feet (2 m).
Width: 8 feet (2.4 m).
Length: 20 feet (6.1 m).
Weight: 2.5 tons.Cargo: There is room inside the driver’s compartment, behind the back seat, for 4 energy rifles, six backpacks, water containers and a few other odds and ends.
Power System: Nuclear with an average energy life of 12 years. Solid Oxide is also available.
Cost: 2.1 million credits nuclear, 1.7 million for Solid Oxide.
Sensor System Note: Same as a robot vehicle.
Weapon Systems:
1. NG-SI46 Ion Cannon Turret: The heavy ion turret can rotate 180 degrees and has a 30 degree up and down arc of fire.
Primary Purpose: Anti-Armor and Anti-Monster.
Secondary Purpose: Defense.
Range: 2,000 feet (610 m).
Damage: 5D6 M.D. per shot.
Rate of Fire: Each blast counts as one melee attack.
Payload: Effectively unlimited.
2. NG-SL146 Laser Turret: This is a medium laser built into the nose of the hovercar. It can rotate 45 degrees and has a 30 degree up and down arc of fire. The laser generally lays flush with the front hood, but can rise up about a foot (0.3 m) when extra elevation is desired.
Primary Purpose: Anti-Armor and Anti-Monster.
Secondary Purpose: Defense.
Range: 2,000 feet (610 m).
Damage: 3D6 M.D. per shot.
Rate of Fire: Each blast counts as one melee attack.
Payload: Effectively unlimited.
ALTERNATIVE WEAPON SYSTEM: Rail Gun: The laser is sometimes replaced with a light rail gun: 6D6 M.D. per burst of 20 rounds, range is 3,000 feet (914 m), payload is 2,400 rounds (120 bursts). The rail gun has 30 M.D.C. and fits in the same housing as the laser.
The Sentinel is an increasingly common sight within wilderness communities. And as a hovercar, the Sentinel can handle most environments well, other than woodlands and sandy deserts (of which there are few).
Model Type: NG-HC46
Class: Hover Capable Armored Patrol Car.
Crew: 1 driver with room for up to 3 passengers; one in the front and two in the back seat.
M.D.C. by Location:
* Roof Mounted Ion Cannon – 100
* Forward Laser Turret (1, nose) – 25
* Headlights (6) – 5 each
Reinforced Front Bumper – 100
* Windshield – 40
* Side Windows (6) – 24 each
* Doors (2) – 45 each
* Concealed Directional Jets (8, tiny) – 8 each
* Rear Thruster Jets (2) – 50 each
** Hover Jets (8, undercarriage) – 30 each
*** Main Body – 200
* A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a “Called Shot,” and even then the attacker is -4 to strike.
** Each time a hover jet is destroyed it reduces the vehicle’s speed by 10% and impose a driving penalty of -5%. Requires a Called Shot to hit, and the shooter is -8 to strike, as they are under the car and difficult to see, especially when the car is moving fast.
*** Depleting the M.D.C. of the main body destroys the vehicle beyond repair.
Speed:
Land: Hover stationary to 140 mph (224 km) maximum. Hovers above the ground 1-10 feet (0.3 to 3 m).
Flying: The hovercraft does not have enough power to actually attain flight, but can hover up to 10 feet (3 m) off the ground.
Water: None.
Statistical Data:
Height: 6.7 feet (2 m).
Width: 8 feet (2.4 m).
Length: 20 feet (6.1 m).
Weight: 2.5 tons.Cargo: There is room inside the driver’s compartment, behind the back seat, for 4 energy rifles, six backpacks, water containers and a few other odds and ends.
Power System: Nuclear with an average energy life of 12 years. Solid Oxide is also available.
Cost: 2.1 million credits nuclear, 1.7 million for Solid Oxide.
Sensor System Note: Same as a robot vehicle.
Weapon Systems:
1. NG-SI46 Ion Cannon Turret: The heavy ion turret can rotate 180 degrees and has a 30 degree up and down arc of fire.
Primary Purpose: Anti-Armor and Anti-Monster.
Secondary Purpose: Defense.
Range: 2,000 feet (610 m).
Damage: 5D6 M.D. per shot.
Rate of Fire: Each blast counts as one melee attack.
Payload: Effectively unlimited.
2. NG-SL146 Laser Turret: This is a medium laser built into the nose of the hovercar. It can rotate 45 degrees and has a 30 degree up and down arc of fire. The laser generally lays flush with the front hood, but can rise up about a foot (0.3 m) when extra elevation is desired.
Primary Purpose: Anti-Armor and Anti-Monster.
Secondary Purpose: Defense.
Range: 2,000 feet (610 m).
Damage: 3D6 M.D. per shot.
Rate of Fire: Each blast counts as one melee attack.
Payload: Effectively unlimited.
ALTERNATIVE WEAPON SYSTEM: Rail Gun: The laser is sometimes replaced with a light rail gun: 6D6 M.D. per burst of 20 rounds, range is 3,000 feet (914 m), payload is 2,400 rounds (120 bursts). The rail gun has 30 M.D.C. and fits in the same housing as the laser.
NG-480 Turbo - Light Hovercycle
The 480 Turbo sacrifices speed for handling and maneuverability nearly the equal of the NG-300 Speedster. Although it does not offer the Prowl ability, the Turbo runs quietly, and performs Vertical Take-Offs and Landings (VTOL), hovers in mid-air, and handles like a dream. It comes standard with a double-barrel ball laser turret that can turn side to side 180 degrees and up and down in a 45 degree arc of fire. Like the MI-3000 Firefly, the Turbo features a pair of ballaction hoverjets in the rear. The two ball-action hoverjets provide excellent handling and mobility, while the two jets above it can be kicked in at any time to provide maximum speed. If there is a design flaw, it’s that the Turbo tends to be nose heavy, making stunts and jumps a bit tricky (add an additional -5% penalty on top of the usual).
Vehicle Type: Hovercycle.
Crew: One rider, and one passenger can sit behind the driver, but it makes for a cramped ride and is not comfortable even on short trips and imposes a -5% piloting skill penalty.
M.D.C. by Location:
* Rear Hover Ball Jet Housings (2) – 40 each
* Rear Jet Boosters (2) – 35 each
* Undercarriage Directional Jets (8) – 4 each
* Forward Headlight (1) – 5
* Forward Laser Turret (1) – 32
Reinforced Windshield (1) – 20
** Main Body – 92 (110 with deluxe armor)
* A single asterisk indicates small and/or difficult targets to hit and requires the attacker to make a “Called Shot,” and even then the attacker is -4 to strike. The rider, hunched down, low to the body of the hovercycle, is equally difficult to hit.
** Depleting the M.D.C. of the main body shuts the vehicle down completely, making it useless.
Special Bonuses & Penalties: The Turbo handles well and the driver gets a +1 to dodge at speeds under 100 mph (160 km) and +2 to dodge at greater speeds. It also gets a +5% bonus to the piloting skill for basic driving and maneuvers, but -10% when executing jumps and special stunts.
Speed:
Maximum Speed: 220 mph (352 km).
Maximum Altitude: 400 feet (122 m) and can handle drops of up to 400 feet (122 m).
Maximum Range: 800 miles (1,280 km).
Statistical Data:
Engine: Combustion or electric engine.
Height: 3.6 feet (1.1 m).
Width: 3.5 feet (1.07 m).
Length: 11 feet (3.4 m).
Weight: 1,000 1bs (450 kg).
Cost: 199,000 credits for gasoline combustion engine or 230,000 for electric, or 850,000 credits for nuclear with a 10 year life. Add 30% to the M.D.C. of the main body for the deluxe, armored model, but also add 30% to the cost and reduce speed by 10%. Note: This vehicle is frequently purchased and used by the CS military, with a few hundred thousand in service.
Weapon Systems:
1. Double-Barrel HL20 Long-Range Medium Laser in a Ball Turret: Automatically comes equipped with the nose-gun and fire-link capabilities. The turret has two small spotlights that can be turned on as desired to better see what you are shooting at.
Primary Purpose: Assault, Anti-Personnel.
Secondary Purpose: Defense.
Range: 2,000 feet (610 m).
Damage: 2D6 M.D. per single blast or 4D6 per simultaneous dual blast.
Rate of Fire: Each single or double blast counts as one melee attack.
Payload: 40 dual blasts (each is powered by two E-Clips).
2. Additional Weapon Systems: Optional. Any. One additional weapon can be added to each side for an additional cost. However, this diminishes the aerodynamics and reduces speed by 5% per each extra weapon. Additional weapons are never part of any special discount offers, and the full price applies even during sales.
Vehicle Type: Hovercycle.
Crew: One rider, and one passenger can sit behind the driver, but it makes for a cramped ride and is not comfortable even on short trips and imposes a -5% piloting skill penalty.
M.D.C. by Location:
* Rear Hover Ball Jet Housings (2) – 40 each
* Rear Jet Boosters (2) – 35 each
* Undercarriage Directional Jets (8) – 4 each
* Forward Headlight (1) – 5
* Forward Laser Turret (1) – 32
Reinforced Windshield (1) – 20
** Main Body – 92 (110 with deluxe armor)
* A single asterisk indicates small and/or difficult targets to hit and requires the attacker to make a “Called Shot,” and even then the attacker is -4 to strike. The rider, hunched down, low to the body of the hovercycle, is equally difficult to hit.
** Depleting the M.D.C. of the main body shuts the vehicle down completely, making it useless.
Special Bonuses & Penalties: The Turbo handles well and the driver gets a +1 to dodge at speeds under 100 mph (160 km) and +2 to dodge at greater speeds. It also gets a +5% bonus to the piloting skill for basic driving and maneuvers, but -10% when executing jumps and special stunts.
Speed:
Maximum Speed: 220 mph (352 km).
Maximum Altitude: 400 feet (122 m) and can handle drops of up to 400 feet (122 m).
Maximum Range: 800 miles (1,280 km).
Statistical Data:
Engine: Combustion or electric engine.
Height: 3.6 feet (1.1 m).
Width: 3.5 feet (1.07 m).
Length: 11 feet (3.4 m).
Weight: 1,000 1bs (450 kg).
Cost: 199,000 credits for gasoline combustion engine or 230,000 for electric, or 850,000 credits for nuclear with a 10 year life. Add 30% to the M.D.C. of the main body for the deluxe, armored model, but also add 30% to the cost and reduce speed by 10%. Note: This vehicle is frequently purchased and used by the CS military, with a few hundred thousand in service.
Weapon Systems:
1. Double-Barrel HL20 Long-Range Medium Laser in a Ball Turret: Automatically comes equipped with the nose-gun and fire-link capabilities. The turret has two small spotlights that can be turned on as desired to better see what you are shooting at.
Primary Purpose: Assault, Anti-Personnel.
Secondary Purpose: Defense.
Range: 2,000 feet (610 m).
Damage: 2D6 M.D. per single blast or 4D6 per simultaneous dual blast.
Rate of Fire: Each single or double blast counts as one melee attack.
Payload: 40 dual blasts (each is powered by two E-Clips).
2. Additional Weapon Systems: Optional. Any. One additional weapon can be added to each side for an additional cost. However, this diminishes the aerodynamics and reduces speed by 5% per each extra weapon. Additional weapons are never part of any special discount offers, and the full price applies even during sales.
NG-488 Cobra Turbo - Heavy Combat Hovercycle
The Cobra Turbo is not your typical street hovercycle. In fact, it is banned from most civilized communities, including the Coalition States. It is a big, powerful-looking machine with an obvious nose gun that says, “don’t mess with me,” and a long, sleek body that ends in jet thrusters built for speed and power. The Cobra Turbo is heavily armored for a hovercycle and has excellent speed and good handling, making it perfect for adventuring and combat. It, like its cousin, the Magnum-Turbo, is a well armored beast – loud, showy and arrogant in its design. It is also extremely reliable and is able to take a pounding and requires very little maintenance to keep it working at peak efficiency. The Cobra Turbo has Vertical Take-Off and Landing (VTOL) capabilities, can hover in mid-air and handle dead drops and leapfrogging like a dream. Its size, M.D.C. and dynamic design have made it attractive to Combat Cyborgs, Crazies, Juicers, Headhunters, Robot Pilots, Mercenary Soldiers and anybody looking for a true combat hovercycle that can handle some heat.
Vehicle Type: Hovercycle.
Crew: One rider; one passenger can sit behind the driver, but will not be comfortable on long trips.
M.D.C. by Location:
Nose Gun Turret – 65
* Jet Thrusters (2, rear) – 35 each
* Rear Pivoting Thruster (1 in tail, large) – 140
* Undercarriage Hover Jets (5) – 25 each
* Concealed Directional Jets (8) – 6 each
* Landing Skis (2) – 15 each
* Forward Headlights (2) – 5 each
* Radar Dish (rear, right side) – 15
* Optional Weapons – 2D6+20 M.D.C. each (a side laser is shown in the art).
Windshield – 18
** Main Body – 150
* A single asterisk indicates a small and/or difficult target to hit and requires the attacker to make a Called Shot, and even then the attacker is -5 to strike. The rider(s), hunched down, low to the body of the hovercycle, is equally difficult to hit.
** Depleting the M.D.C. of the main body shuts the vehicle down completely, making it useless. Note: No additional M.D.C. can be added.
Special Bonuses: Its unique feature is a large rear thruster jet that can be angled up and down to perform better jumps, leapfrogging, wheelies (drive forward with the nose pointing up at a 45 degree angle), sudden bursts of speed that City Rats call “rocket launch,” and VTOL up to 200 feet (61 m) in the air. It can also do a “tornado donut spin” by positioning the thruster straight down while keeping the brakes on. This enables the pilot to spin the vehicle 360 degrees while stationary to change direction or turn around in two seconds at any speed! +1 on initiative, +1 to dodge, and reduce penalties for sudden stops, jumps, leapfrogging, and dead drops by half.
Penalties: -10% on piloting skill under the best of conditions due to its nose gun, weight, size and power. Apply an additional -10% penalty when taking evasive action or performing tricks and elaborate stunts. Reduce the speed and altitude of the Cobra Turbo by 5% for EACH additional optional weapon that may be added to it.
Speed:
Maximum Speed: 235 mph (376 km).
Maximum Altitude: 100 feet (30.5 m) and can handle drops from heights up to 800 feet (244 m).
Maximum Range: 850 miles (1,360 km) with a fuel engine or electric battery. Unlimited with nuclear.
Statistical Data:
Engine: Typically a combustion or electric engine, but nuclear is also available.
Height: 4 feet (1.2 m).
Length: 12 feet (3.6 m).
Width: 3 feet (0.9 m).
Weight: 1,350 pounds (607.5 kg).
Cost: Gasoline Engine: 255,000 credits. Electric: 375,000. Nuclear with a 10 year life: 1.3 million credits. Additional weapons cost extra. Note: This vehicle is never purchased or used by the CS.
Weapon Systems:
1. NG-424 Stinger, Triple Barrel Nose Gun; Medium Laser (Exclusive to the Cobra Turbo): New with the release of the Cobra Turbo hovercycle. The nose is replaced with a somewhat experimental three-barrel laser built into a ball turret that can rotate 45 degrees forward, up, down and to the sides. This is a big departure
from the standard “fixed” forward weapons of most hovercycles.
Range: 2,000 feet (610 m).
Damage: 2D6 M.D. per single shot, 4D6 M.D. per double blast and 6D6 M.D. per simultaneous triple blast at the same target.
Rate of Fire: Single, double or triple blast counts as one melee attack.
Payload: 40 triple beam blasts. Each laser has its own E-Clip. Unlimited if tied to a nuclear power supply.
2. Additional Weapon Systems: Optional. Any. As many as one in the back and one on each side can be added to the Cobra Turbo. Each additional weapon reduces speed by -5%. Additional weapons are never part of any special discount offers, the full price applies even during sales.
3. Radar Tracker: A radar dish and simple communications array is built into the Cobra Turbo. Radar can track 42 airborne targets such as incoming missiles, aircraft, power armor, Xiticix and other flyers up to 40 miles (64 km) away. The communications array can pick up commercial radio signals and police band transmissions, as well as function as a short-range (5 mile/8 km) two-way radio. All can be linked to helmets with radio and HUD systems (Heads-Up Displays).
Vehicle Type: Hovercycle.
Crew: One rider; one passenger can sit behind the driver, but will not be comfortable on long trips.
M.D.C. by Location:
Nose Gun Turret – 65
* Jet Thrusters (2, rear) – 35 each
* Rear Pivoting Thruster (1 in tail, large) – 140
* Undercarriage Hover Jets (5) – 25 each
* Concealed Directional Jets (8) – 6 each
* Landing Skis (2) – 15 each
* Forward Headlights (2) – 5 each
* Radar Dish (rear, right side) – 15
* Optional Weapons – 2D6+20 M.D.C. each (a side laser is shown in the art).
Windshield – 18
** Main Body – 150
* A single asterisk indicates a small and/or difficult target to hit and requires the attacker to make a Called Shot, and even then the attacker is -5 to strike. The rider(s), hunched down, low to the body of the hovercycle, is equally difficult to hit.
** Depleting the M.D.C. of the main body shuts the vehicle down completely, making it useless. Note: No additional M.D.C. can be added.
Special Bonuses: Its unique feature is a large rear thruster jet that can be angled up and down to perform better jumps, leapfrogging, wheelies (drive forward with the nose pointing up at a 45 degree angle), sudden bursts of speed that City Rats call “rocket launch,” and VTOL up to 200 feet (61 m) in the air. It can also do a “tornado donut spin” by positioning the thruster straight down while keeping the brakes on. This enables the pilot to spin the vehicle 360 degrees while stationary to change direction or turn around in two seconds at any speed! +1 on initiative, +1 to dodge, and reduce penalties for sudden stops, jumps, leapfrogging, and dead drops by half.
Penalties: -10% on piloting skill under the best of conditions due to its nose gun, weight, size and power. Apply an additional -10% penalty when taking evasive action or performing tricks and elaborate stunts. Reduce the speed and altitude of the Cobra Turbo by 5% for EACH additional optional weapon that may be added to it.
Speed:
Maximum Speed: 235 mph (376 km).
Maximum Altitude: 100 feet (30.5 m) and can handle drops from heights up to 800 feet (244 m).
Maximum Range: 850 miles (1,360 km) with a fuel engine or electric battery. Unlimited with nuclear.
Statistical Data:
Engine: Typically a combustion or electric engine, but nuclear is also available.
Height: 4 feet (1.2 m).
Length: 12 feet (3.6 m).
Width: 3 feet (0.9 m).
Weight: 1,350 pounds (607.5 kg).
Cost: Gasoline Engine: 255,000 credits. Electric: 375,000. Nuclear with a 10 year life: 1.3 million credits. Additional weapons cost extra. Note: This vehicle is never purchased or used by the CS.
Weapon Systems:
1. NG-424 Stinger, Triple Barrel Nose Gun; Medium Laser (Exclusive to the Cobra Turbo): New with the release of the Cobra Turbo hovercycle. The nose is replaced with a somewhat experimental three-barrel laser built into a ball turret that can rotate 45 degrees forward, up, down and to the sides. This is a big departure
from the standard “fixed” forward weapons of most hovercycles.
Range: 2,000 feet (610 m).
Damage: 2D6 M.D. per single shot, 4D6 M.D. per double blast and 6D6 M.D. per simultaneous triple blast at the same target.
Rate of Fire: Single, double or triple blast counts as one melee attack.
Payload: 40 triple beam blasts. Each laser has its own E-Clip. Unlimited if tied to a nuclear power supply.
2. Additional Weapon Systems: Optional. Any. As many as one in the back and one on each side can be added to the Cobra Turbo. Each additional weapon reduces speed by -5%. Additional weapons are never part of any special discount offers, the full price applies even during sales.
3. Radar Tracker: A radar dish and simple communications array is built into the Cobra Turbo. Radar can track 42 airborne targets such as incoming missiles, aircraft, power armor, Xiticix and other flyers up to 40 miles (64 km) away. The communications array can pick up commercial radio signals and police band transmissions, as well as function as a short-range (5 mile/8 km) two-way radio. All can be linked to helmets with radio and HUD systems (Heads-Up Displays).