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May 24th, 2018
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  1. Templates:
  2. All vehicles are immune to poisons, mind-affecting conditions, positive and negative energy, electricity, and death-effects.
  3. Bicycle:
  4. Base HP: 10.
  5. Base AC: 14
  6. Hardnesss: 5/-
  7. Cover: None/None
  8. Base Engine: none
  9. Mass Penalty: -0
  10. Base Move: +1
  11. Attacks: none
  12.  
  13. Motorbike:
  14. Seats: 2
  15. Base HP: 15
  16. Base AC: 14
  17. Hardness: 5/-
  18. Cover: None/None
  19. Base Engine: V6
  20. Mass Penalty: -0
  21. Base Move: +3
  22. Fuel Cap: 4
  23. Gas Mileage: 50MPG.
  24. Attacks: None
  25.  
  26.  
  27.  
  28. Small Car:
  29. Seats: 2
  30. Base HP: 35
  31. Base AC: 12
  32. Hardness: 5/-
  33. Cover: +2/+1
  34. Base Engine Dice: V6
  35. Mass Penalty: -0
  36. Base Move: +3
  37. Fuel Cap: 15gal
  38. Gas Mileage: 20 MPG.
  39. Attacks: Ram: 2d6+Engine Dice.
  40.  
  41.  
  42. Mid-Sized Car:
  43. Seats: 4
  44. Base HP: 50
  45. Base AC: 11
  46. Hardness: 5/-
  47. Cover: +4/+2
  48. Base Engine Dice: V8
  49. Mass Penalty: -1
  50. Base Move: +3
  51. Fuel Cap: 15gal
  52. Gas Mileage: 15MPG.
  53. Attacks: Ram: 3d6+Engine Dice.
  54.  
  55.  
  56. Large Car:
  57. Seats: 6
  58. Base HP: 75
  59. Base AC: 11
  60. Hardness: 10/-
  61. Cover: +4/+2
  62. Base Engine Dice: V8
  63. Mass Penalty: -2
  64. Base Move: +3
  65. Fuel Cap: 25gal
  66. Gas Mileage: 15 MPG.
  67. Attacks: Ram: 4d6+Engine Dice.
  68.  
  69.  
  70. War Rig:
  71. Seats: 8 (give or take)
  72. Base HP: 120
  73. Base AC: 10
  74. Hardness: 5/-
  75. Cover: +7/+3
  76. Base Engine Dice: V8
  77. Mass Penalty: -3
  78. Base Move: +1
  79. Fuel Cap: 300gal
  80. Gas Mileage: 5MPG.
  81. Attacks: Ram: 5d6+Engine Dice.
  82.  
  83. EXPLANATION OF STATS:
  84. War Rig: Class of the vehicle. Moterbikes are ATVs, Motorcycles, and dirt bikes. Small cars are Dune Buggies, Coupes, and other smallish cars. Medium cars are sedans, station wagons, and SUVs. Large cars are monster trucks, vans, and other large vehicles. War Rigs are large ‘big rig’ trucks.
  85. Base HP: the hit points granted to the car based on size.
  86. Base AC: the basic AC of the car, modified with armor.
  87. Cover: The AC bonus and Reflex save bonus provided to character inside the car. Note that this does not count for characters clinging to the outside or in a perch.
  88. Base Engine Dice: the “engine die” of a car. Engine die are added to a car’s attack damage and opposing Drive checks.
  89. Mass Penalty: the penalty to Drive rolls to prefor stunts, based on the size of a car.
  90. Base Move: the basic move speed of a vehicle (in squares).
  91. Attacks: Any attacks that a character driving a vehicle can perform.
  92.  
  93.  
  94. ATTACHMENTS AND UPGRADES:
  95.  
  96. Air Launcher: Compressed air is used to fire projectiles at a target. Can be loaded with arrows, spears, gas canisters, or pipe bombs (AoE 10 ft, Dam 4d6, Agility save for half damage DC 15).
  97. Airless Tires: Tires cannot be shot out.
  98. Armor Plating, Light: This vehicle has armor plates over its critical areas. Add +2 to AC.
  99. Armor Plating, Medium: This vehicle has been reinforced with armor plates to a much greater degree. It gains +4 Armor, but -2 MPG.
  100. Armor Plating, Heavy: This vehicle is covered in thick armor plates scavenged from disabled military vehicles. It gains a whopping +8 AC, an additional +5 Hardness, and +20 Health. However, it loses 5MPG, 2 Speed, and gains an additional -1 Mass Penalty.
  101. Autopilot: The vehicle has some sort of autopilot function, which could mean anything from a crude mechanical system to a functioning self driving car AI. An autopilot cannot take over driving completely, nor can it attempt stunts. What it can do is temporarily take over driving by keeping a consistent speed and keeping in a straight line. This allows the driver to make any other roll without being distracted by driving. For example, turning on the autopilot so they can lean out and shoot the raiders climbing onto their car.
  102. Battering Ram: The vehicle has a reinforced plow at the front, which can be used to ram vehicles or objects with a successful Drive check (DC is AC of rammed vehicle). Success deals ram damage in addition to causing the rammed vehicle to spin out of control for 1 round. The ramming vehicle takes half damage (which is further reduced by hardness).
  103. Bed: The trunk of this car has been removed, and fashioned into a crude truck bed. One medium-sized creature (2 if it’s a Medium car) can stand in the back and fight as normal. They gain 1/4th cover (+2/+1)
  104. Booby Trap: This modification sets up a booby trap in the vehicle. Unless it’s disabled, the vehicle will not start. A booby trap can also be connected to an explosive charge.
  105. Breaker Configuration: A reinforced plow and towing line is added to the truck, allowing it to clear wrecks and open roadways.
  106. Ethanol Conversion:
  107. Ethanol Conversion, Switchable:
  108. Extra Fuel Tank: +20 Fuel capacity.
  109. Firing Turret: The vehicle has a turret or firing port on it, designed to allow a person to fire a weapon from behind cover. A person in a turret has 9/ths cover (+10/+4).
  110. Flails: A system of chains, originally intended for minesweeping, is attached to the front of the vehicle. Anything caught by this suffers 4d6 damage unless a Reflex Save (DC 14) is made. It also sets off any landmines in front of it.
  111. Flamethrower: A flamethrower is mounted to the vehicle. Does 2d6 damage, and lights targets on fire. Requires an attack roll to use.
  112. Grappling Hook: The vehicle possesses a grappling hook launcher, which can be used to snag other vehicles or objects with an attack roll. A grappled car has disadvantage on Vehicle Handling rolls.
  113. Hillbilly Armor: The vehicle’s armor is reinforced with scrap metal, granting +20 HP and +1 AC.
  114. Hydraulic Arm: The vehicle has a hydraulic arm, such as from a construction vehicle, mounted to it. With a Handle Vehicle roll, the arm can latch onto a vehicle, dealing ram damage and creating a bridge to the other vehicle.
  115. Lift Kit: Lifts the suspension and tires of a vehicle, in a manner similar to a monster truck. Negates disadvantage on rough terrain, and allows a vehicle to drive over large obstacles, such as crashed cars or rock walls.
  116. Mounted Weapon: A firearm is mounted on the vehicle, and can be used freely.
  117. Nitro Capable: Nitrous oxide can be utilized to increase the power of an engine, by injecting more oxygen into the chamber than normal air can provide. While this provides a significant boost, it can also rip an engine into bits. When engaging a nitrous system, a character makes a DC 10 Drive check. If successful, they double their vehicles speed while retaining control. If unsuccessful, the vehicle starts to veer wildly as the drive loses control. Every round afterwords, the drive makes a Drive check, with the DC increasing by 5 for each round that the nitro has been active. Success allows them to continue at their normal speed. Failure means that they are pushing their car to the limits, and damaging the engine, dealing 2d8 damage for each successive round the nitrous is active. A tank of nitrous oxide contains enough for about 10 uses.
  118. Perch: This vehicle has some kind of seat on the top, allowing a character to safely fire at attackers. They count as having half-cover while in the seat.
  119. Ratrod Configuration: Most of the armor is stripped off, and the vehicle is reduced to its bare components. AC reduced by 4, HP reduced by 20 (10 for bikes), but speed is increased by +3 and Gas Mileage is increased by 10.
  120. Remote Turret: A rig that allows a mounted weapon to be aimed and fired remotely. Includes a video camera to allow the user to see what he’s shooting at. Requires an attack roll to use.
  121. Roll Cage: All characters automatically take half damage in a crash.
  122. Secondary engine: Adds an additional engine to the vehicle. Only large and War Rig cars can obtain this. This adds a second engine die to the vehicle's stats, and increased the speed by 2.
  123. Sirens/PA System: This vehicle has sirens and a loudspeaker installed, most likely cannibalized from the wreck of a law enforcement vehicle. This has no use other than issuing orders, and will likely be found in a gang leader’s car.
  124. Spikes: The vehicle is covered with large metal spikes, shards of glass, barbed wire, and other things that would be rather uncomfortable to land on. Any attempt to leap onto this car is made with a -6 penalty. Collision with the spikes does 3d6 damage.
  125. Sunroof: This car has a sunroof on the top, allowing easy access in and out of the cab.
  126. Supercharger: A supercharger raises a vehicle's speed by 1, and gives a +2 bonus attempting the Dash stunt.
  127. Tire Spikes: Tire spikes can be used to attempt to slash another vehicle's tires with a Drive check at -4. Successfully slashing an opponent's ties reduces speed by 1 for each tire slashed. If all four are slashed, the vehicle automatically crashes.
  128. Tracks: A vehicle possesses tracks similar to a tank. This gives it advantage while driving on rough terrain.This is not compatible with a Lift Kit.
  129. Upsized Engine: increase the engine die by one type. For example, a V8 becomes a V10.
  130.  
  131. Odds and End:
  132. Attachments that don’t serve any real function, other than decoration.
  133. 3d6
  134.  
  135.  
  136. 3
  137. Severed Heads
  138. 4
  139. Prisoner Pole
  140. 5
  141. Odd Horn
  142. 6
  143. Bobble Heads
  144. 7
  145. Fancy Interior
  146. 8
  147. War Paint
  148. 9
  149. Fire Launchers
  150. 10
  151. Hood Ornaments
  152. 11
  153. Noise Makers
  154. 12
  155. Bullet Holes
  156. 13
  157. Cameo Paint
  158. 14
  159. Exhaust Tubes
  160. 15
  161. Metal Fangs
  162. 16
  163. Heavily Decorated
  164. 17
  165. Skeletons in the Closet
  166. 18
  167. Shiney and Chrome
  168.  
  169. Bobble Heads: The vehicle has a collection of improvised bobbleheads or ornaments on the dashboard or mirrors.
  170. Bullet Holes: The vehicle has a number of bullet holes in it, scars from previous battles.
  171. Cameo Paint: The vehicle has the remains of a cameo paint scheme on it.
  172. Exhaust Tubes: The vehicle has greatly exaggerated exhaust tubes, which often run along the length of the vehicle.
  173. Fancy Interior: The vehicle has fur carpeting, nice leather or fur seats, and accessories such as battered coolers or religious icons. On motorcycles and ATVs, this may mean something like “the owner has bolted an old office chair in place of the usual seat.”
  174. Fire Launchers: In a blatant disregard for safety, the vehicle has an assortment of pipes that can spew fire on command. Although this lacks the functionality of a flame thrower, it looks cool as hell.
  175. Heavily Decorated: The vehicle is covered with painted murals, mosaics made from bits of trash, and assorted works of art.
  176. Hood Ornaments: The vehicle has an assortment of objects attached to his hood, such as old trophies, broken guns, metal spikes, and skulls.
  177. Metal Fangs: The owner of the car has attached twisted hunks of metal to it, to create fangs, spikes, or other intimidating features.
  178. Noise Makers: The vehicle has chains, tin cans, bits of scrap metal, and bones tied to the rear bumper, which drag along and create a racket.
  179. Odd Horn: The horn of this vehicle functions, and has been customized to play a musical tune.
  180. Prisoner Pole: The vehicle has a large pole intended to be used to tie captives to. May or may not be occupied.
  181. Severed Heads: The vehicle has an assortment of severed heads and skulls attached to it in various positions.
  182. Shiney and Chrome: The vehicle is heavily polished and covered in chrome paint. Bits of gold and jewelry may be attached to it in various places.
  183. Skeletons in the Closet: The vehicle has bits of skeletons from various creatures mounted on it. For example, a cow skull attached to the front grill, or a set of ribs from something mounted on the hood.
  184. War Paint: The vehicle has an assortment of flashy patterns painted on it, such as fanged, grinning faces, iron crosses, and checkerboard patterns.
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