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DiasExMachina 4ED Update
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<blockquote data-quote="Dias Ex Machina" data-source="post: 4652990" data-attributes="member: 58907"><p>We have vehicles…yes we have vehicles. Vehicles take a backseat in Amethyst, something we decided early on. They are meant to punctuate a battle. They either drive in and ram something and the characters file out or you jump in and hit the accelerator for a quick getaway. They have stats and we have skills for their use (“Vehicle Operation”) but it was the least tested part of the entire process. I didn’t see a lot of opportunities for the vehicles to be active in combat. For one, they are fairly big and expensive and important to be put into harm’s way. </p><p></p><p>Our vehicles are not your standard cars and bikes. Most of them are ETVs. ETV stands for Echan Terrain Vehicle—insulated juggernauts that plough their way through fantasy, sealed off from the outside magic so the squishy humans and power system are safe inside. Some are not much larger than hummers, like the scrambler, while others are mammoth mobile bases, like the behemoth. Some have weapon mounts while others don’t. Some are designed for agility while many break and scar the environment as they thunder along. Some have wheels--four to eight--and some have tank treads. Some have rechargeable power packs with photovoltaic cells; some use a nuclear reactor. </p><p></p><p>We don’t have classes based around vehicles. We offer a variety of vehicle-based feats. A few offer additional bonuses while others include a new vehicle based utility or attack power. Vehicle Operation can be used for hard manoeuvres and stunt driving.</p><p></p><p>Here is a pair of driver power feats</p><p></p><p><strong>Hull-Down</strong></p><p><strong>Prerequisite:</strong> Paragon</p><p>Benefit: You gain Hull-Down as a feat power.</p><p><strong>Hull-Down Feat Power</strong></p><p>You find a spot in the terrain where your vehicle gains an advantage against incoming fire.</p><p><strong>Daily * Martial, Vehicle</strong></p><p><strong>Minor Action Personal</strong></p><p><strong>Requirement:</strong> Finish a move and stop the vehicle this round.</p><p><strong>Effect:</strong> The vehicle gains cover from ranged attacks and area and burst effects until the vehicle moves again.</p><p></p><p><strong>Jump the Crash</strong></p><p><strong>Benefit: </strong> You gain Jump the Crash as a feat power.</p><p><strong>Jump the Crash Feat Power</strong></p><p>Just before the end, you jump from a potential disaster. </p><p><strong>Daily * Martial, Vehicle, Weapon </strong></p><p><strong>No Action Personal</strong></p><p><strong>Trigger: </strong> You are in a vehicle that crashes.</p><p><strong>Effect:</strong> Shift 4 squares from point of impact and take no damage. You may pass through enemy occupied squares. You may then make a ranged basic attack at any point during the jump.</p><p></p><p>There are about six of these but, in the end, vehicle combat was not the priority in Amethyst so the rules may appear a little glossed over. NeuroSpasta will step from this baseline and include a slightly more complicated car-combat system…but, saying that, NeuroSpasta doesn’t have a nuke truck…</p><p></p><p><img src="http://www.diasexmachina.com/vehicle2.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Nuke Truck: In order to combat the EDF interference outside their walls, Angel R&D created a vehicle with its own shielded micro-nuclear fission power pack. The result is an extremely expensive and risky long-range carrier simply dubbed "the nuke truck." The reactor, though miniature, does supply a full 1-year lifespan of power until needing service. Because of the reduced degradation of Uranium-235 in EDF and its increased resistance to shedding neutrons, scientists switched to Radium 226 and Thorium 232, which accelerate their decay while in magic. Since these materials cannot be found easily in nature, the only way to service and re-supply a nuke truck involves taking it to one of only two breeder reactors in Canam, one in York and the other in Angel. The breeder reactors expel more fissionable materials than they receive, but the process is not cheap and a full service and re-supply of a nuke truck takes a week and costs 25000 UC. The advantages are plain to see. This makes the vehicle sustain itself indefinitely save for the service. The extensive radiation shielding virtually removes a chance of shorting out in EDF.</p></blockquote><p></p>
[QUOTE="Dias Ex Machina, post: 4652990, member: 58907"] We have vehicles…yes we have vehicles. Vehicles take a backseat in Amethyst, something we decided early on. They are meant to punctuate a battle. They either drive in and ram something and the characters file out or you jump in and hit the accelerator for a quick getaway. They have stats and we have skills for their use (“Vehicle Operation”) but it was the least tested part of the entire process. I didn’t see a lot of opportunities for the vehicles to be active in combat. For one, they are fairly big and expensive and important to be put into harm’s way. Our vehicles are not your standard cars and bikes. Most of them are ETVs. ETV stands for Echan Terrain Vehicle—insulated juggernauts that plough their way through fantasy, sealed off from the outside magic so the squishy humans and power system are safe inside. Some are not much larger than hummers, like the scrambler, while others are mammoth mobile bases, like the behemoth. Some have weapon mounts while others don’t. Some are designed for agility while many break and scar the environment as they thunder along. Some have wheels--four to eight--and some have tank treads. Some have rechargeable power packs with photovoltaic cells; some use a nuclear reactor. We don’t have classes based around vehicles. We offer a variety of vehicle-based feats. A few offer additional bonuses while others include a new vehicle based utility or attack power. Vehicle Operation can be used for hard manoeuvres and stunt driving. Here is a pair of driver power feats [B]Hull-Down Prerequisite:[/B] Paragon Benefit: You gain Hull-Down as a feat power. [B]Hull-Down Feat Power[/B] You find a spot in the terrain where your vehicle gains an advantage against incoming fire. [B]Daily * Martial, Vehicle Minor Action Personal Requirement:[/B] Finish a move and stop the vehicle this round. [B]Effect:[/B] The vehicle gains cover from ranged attacks and area and burst effects until the vehicle moves again. [B]Jump the Crash Benefit: [/B] You gain Jump the Crash as a feat power. [B]Jump the Crash Feat Power[/B] Just before the end, you jump from a potential disaster. [B]Daily * Martial, Vehicle, Weapon No Action Personal Trigger: [/B] You are in a vehicle that crashes. [B]Effect:[/B] Shift 4 squares from point of impact and take no damage. You may pass through enemy occupied squares. You may then make a ranged basic attack at any point during the jump. There are about six of these but, in the end, vehicle combat was not the priority in Amethyst so the rules may appear a little glossed over. NeuroSpasta will step from this baseline and include a slightly more complicated car-combat system…but, saying that, NeuroSpasta doesn’t have a nuke truck… [IMG]http://www.diasexmachina.com/vehicle2.jpg[/IMG] Nuke Truck: In order to combat the EDF interference outside their walls, Angel R&D created a vehicle with its own shielded micro-nuclear fission power pack. The result is an extremely expensive and risky long-range carrier simply dubbed "the nuke truck." The reactor, though miniature, does supply a full 1-year lifespan of power until needing service. Because of the reduced degradation of Uranium-235 in EDF and its increased resistance to shedding neutrons, scientists switched to Radium 226 and Thorium 232, which accelerate their decay while in magic. Since these materials cannot be found easily in nature, the only way to service and re-supply a nuke truck involves taking it to one of only two breeder reactors in Canam, one in York and the other in Angel. The breeder reactors expel more fissionable materials than they receive, but the process is not cheap and a full service and re-supply of a nuke truck takes a week and costs 25000 UC. The advantages are plain to see. This makes the vehicle sustain itself indefinitely save for the service. The extensive radiation shielding virtually removes a chance of shorting out in EDF. [/QUOTE]
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