As I'm basing my game on the recent Dredd movie, with it's lower tech level than the comics, I've had to come up with a few vehicles that I think would fit in with this Dredd reality. There is no sign of hover tech in the movie; I've replaced these with real world equivalents such as gunships instead of H-Wagons and normal Tanks instead of Manta and Omni-Tanks.
If you want more of the fantastic tech of the comics check out the D20 materials from Mongoose and do some quick conversions.
Lawmaster Motorcycle
The Judge's primary patrol vehicle.
1 Driver, 1 Passenger
AC: 15 HP: 40 Move: 150mph
Weapons:
Targeting and Fire Control (+2 to Attack)
Twin Auto-Bike Cannon (3d12 dmg, 200' increment, 3 attacks, 10 bursts)
Flare Round (Only one burst carried, illuminates a 90' diameter area out to 200')
Computer: Int- 13. Capable of taking voice commands and giving pre-programmed commands such as crowd control over a loud-speaker linked to the communications system.
Comms: Linked to the command center at the Grand Hall of Justice and the Central computer.
Anti-Theft: The Lawmaster can emit an electrical shock doing 1d6 damage to the would be Perp. A Saving Throw (Parayzation) at -8 is also made to avoid being stunned for 1d6+6 minutes. An explosive is also present. If the electrical shock is disengaged or over-ridden the bike can blow itself up for 6d6 damage in a 30' Blast Zone.
Firerock Tires: They are all terrain and heavily puncture resistant. (AC: 15, HP: 20)
Storage: The storage pods contain extra ammunition, binoculars, and other equipment the Judge may need up to 50 lbs.
Banshee Patrol Interceptor
The Justice Department's newest vehicle. Used for vehicle control on the massive highway system and occasionally called into the blocks for support.
1 Driver, 1 Gunner, 2 Passengers
AC: 15 HP: 60 Move: 180mph
Weapons:
Targeting and Fire Control (+2 to Attack)
Twin Auto Cannon (3d12 dmg, 200' increment, 3 attacks, 15 bursts)
Computer: Int- 13. Capable of taking voice commands and giving preprogrammed commands such as crowd control over a loud-speaker linked to the communications system.
Comms: Linked to the command center at the Grand Hall of Justice and the Central computer.
Anti-Theft: The Banshee can emit an electrical shock doing 1d6 damage to the would be Perp. A Saving Throw (Parayzation) at -8 is also made to avoid being stunned for 1d6+6 minutes. An explosive is also present. If the electrical shock is disengaged or over-ridden the car can blow itself up for 6d6 damage in a 50' Blast Zone.
Firerock Tires: They are all terrain and heavily puncture resistant. (AC: 15, HP: 30)
Storage: The banshee has a large cargo are for extra ammunition, binoculars, and other equipment the Judge may need up to 100 lbs.
Catch Wagon/Med Wagon/Meat Wagon
AC: 15 HP: 60 Move: 70mph
All are equipped with a ramming bar which lowers front ramming damage by 1d6.
Catch Wagon: Collects perps from holding posts and delivers them to the nearest Sector House for processing. Also called a Pat Wagon.
1 Driver, 1 Warden.
Meat Wagon: Collects corpses for delivery to Forensic Div, or Resyk if the cause of death is not treated as suspicious.
1 Driver, 2 Orderlies
Med Wagon: Comprehensively stocked mobile field-unit with a patient capacity of four.
1 Driver, 2 Medics.
Tank
Currently the heaviest ground vehicle in the Justice Dept arsenal. Called out for heavy threats to the city such as military ordinance in the hands of perps and halting riots.
1 Commander, 1 Driver, 3 Gunners
AC: 14 (HA) HP: 200 Move: 60mph
Armor:
Heavy Armor (Requires a Heavy Weapon to damage)
Weapons:
Targeting and Fire Control (+2 to Attack)
Twin Auto Cannon (3d12 dmg, 200' increment, 3 attacks, 30 bursts)
Main Laser Cannon (6d6, Heavy Weapon, 300' increment, 1 round recharge)
HE Rocket Pods (4d6, Heavy Weapon, 50' Blast Zone, 200' increment, 10 rockets)
Riot Foam Sprayer (Area Attack, 50' Blast Zone, 100' range. Those caught in the foam are immobilized)
Gas Launcher (Area Attack (hit AC 10), bursts 50' diameter cloud. Those caught in the cloud must make a Saving Throw (Breath Weapon) with a -6 penalty or be stunned for 1d6+6 rounds.
200' range increment, 20 rounds)
Gunship
Used for quick transport, backup, and long range needs of the Justice Department.
1 Pilot, 1 Co-Pilot, 2 Gunner, 8 Passengers
AC: 14 (HA) HP: 150 Move: 300mph
Armor:
Heavy Armor (Requires a Heavy Weapon to damag)
Weapons:
Targetting and Fire Control (+2 to Attack)
Twin Laser Cannon (3d12 dmg, Heavy Weapon, 500' increment)
HE Rocket Pods (4d6, Heavy Weapon, 50' Blast Zone, 200' increment, 20 rockets)
Air to Air Missile Launcher (6d6, Heavy Weapon, 50' Blast Zone, 300', 10 Missiles)
Riot Foam Sprayer (Area Attack, 50' Blast Zone, 100' range. Those caught in the foam are immobilized)
Stumm Gas Launcher (Area Attack (hit AC 10), bursts 50' diameter cloud. Those caught in the cloud must make a Saving Throw (Breath Weapon) with a -6 penalty or be stunned for 1d6+6 rounds.
200' range increment, 20 rounds)
Drone
Justice Department surveillance drone. Common site in the skies of MC1.
Unmanned.
AC: 16 HP: 30 Move: 300mph
Civilian Vehicles
Motorcycle
AC: 12 HP: 20 Move: 150mph
Small Car
AC: 12 HP: 40 Move: 90mph
Sedan
AC: 12 HP: 50 Move: 120mph
Muscle Car
AC: 12 HP: 50 Move: 140mph
Van
AC: 12 HP: 50 Move: 90mph
Truck
AC: 12 HP: 55 Move: 90mph
Delivery Truck
AC: 13 HP: 60 Move: 70mph
Semi-Trailer Truck
AC: 12 HP: 70 Move: 80mph
Bus
AC: 12 HP: 65 Move: 80mph
Very Basic Vehicle Rules
Combat
⦁ AC: Each Driver adds his Dex bonus to the vehicle's AC. For every 20mph of movement add a +1 to vehicle AC IF the vehicle is travelling across the attacker's path; not going towards or moving away.
⦁ Cover: Vehicles give passengers and driver a +6 bonus to AC for cover.
⦁ Combat Movement: Movement in feet equals 10' per every mph travelling. (ex: 25 mph euals 250 feet per round.)
⦁ Auto Tires: AC: 12, HP: 2 (can be popped with penetrating or slashing weapons)
⦁ Heavy Truck / Airplane Tires: AC: 12, HP: 4 (can be popped with penetrating or slashing weapons)
For each tire blown out the Driver must make a Drive (Dex) check at a -1 penalty per tire or wreck the vehicle. This must be rolled each round until the vehicle stops. Crash damage is 1d6 per 10 miles of speed the vehicle is travelling.
⦁ Ramming another Vehicle: If both vehicles are attempting to ram each Driver makes a normal ranged attack roll with a +4 bonus. Whomever makes the highest roll and hits has the advantage; the other Driver must make a drive check (Dex) or wreck his vehicle. If only one Driver is attempting to ram he must make a normal attack roll vs the other car's AC (+4 if that Driver is activally dodging.) If he hits the rammed Driver must make a Drive check or wreck. If he fails to hit and rolls a natural 1 or 2 on the d20 the attacking Driver must make a check of his own or wreck.
Grazing a vehicle as a sideswipe does 1d6 damage to each vehicle and none to the passengers
Ramming and wrecking follows the Collison damage below.
Head-on and T-Bone collisons are very lethal.
Vehicle Chase
⦁ Mark starting positions at beginning of combat.
⦁ IF there are obstacles (traffic, pedestrians, etc) the driver must make a Dex check. If failed the vehicle takes 1d6 damage from minor collisions. If the other driver makes his check he advances half a block. If both fail they are still the same distance from one another as they were at the beginning of the round.
Collision
⦁ Vehicles take 1d6 points of damage for each ten miles per hour they are travelling.
⦁ Passengers take half damage.
⦁ Objects hit take the same amount of damage as the vehicle, if two objects hit head on add the amount of d6 damage from BOTH vehicles mph and add them together for damage. Heavy armored vechicles such as tanks, etc may take no damage from a small vehicle at the DM's discretion.
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