Gargamel's Sky Rider (Ley Line Skiff)

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Gargamel
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Joined: Sat Apr 01, 2017 12:43 am
Location: The Black Company

Gargamel's Sky Rider (Ley Line Skiff)

Post by Gargamel »

Gargamel's Sky Rider (Ley Line Skiff)

Type: Sky Boat
Size: 6
Acc/ts: 4/20
Toughness: 15 (4)
Crew: 2+12
Features: VTOL, LL
  • Weapon Mod 1: TW P-Beam Cannon (2 mods, 150,000cr)
  • Range: 150/300/600
  • Damage: 3d10
  • ROF 1
  • AP: 4
  • Shots/Payload: 20 (Reload on Ley Line must be done by AB Magic/Psi but pulls PP from the Line. Off Line cost 10 PP to reload.
  • Weapon Mod 2: Light Missile Launcher (2 mods, 100,000cr)
  • Range: 150/300/600
  • Damage: 6d6
  • ROF 1
  • AP: 8
  • Shots/Payload: 8 [ ][ ][ ][ ][ ][ ][ ][ ] (place an x in box if used)
  • MBT. Full reload $24,000 (3,000/missile)
  • Currently own 8 loaded missiles and 4 Anti-Vehicle missiles [ ][ ][ ][ ] (see below).
Minor TW upgrade: +2 armor = 15 (4)
Additions: A Hook and Carry system of straps and chains is attached to the underside of the Air Ship. It is specifically designed to carry a Mk2 APC. Attaching or disembarking the APC from underside of Air Ship takes 60 seconds.

Notes:
  • TW Vehicle Weapons: Similar in every way to their conventional counterparts, these weapons tie directly into the arcane power system of whatever Techno-Wizard vehicle they’re mounted upon. They can be fired by someone if the vehicle is out of juice, but it requires 10 Power Points to fully load a TW Vehicle Weapon. Vehicles usually list how many Modifications they have for weapon mounts, and these weapons automatically do Mega Damage without the need for additional energy.

    Sky Boat (TW): Using a combination of wind, telekinesis, and pure ley line energy, this small yacht-sized craft (capable of comfortably bearing 10 –14 people) is capable of traveling ley lines in a very similar fashion to its seaborne counterpart. Depending on the design, either Boating or Piloting is the appropriate skill to manage it. For long distances where the ship is regularly crewed over time, it can cover an average 500 miles in a day. Sky Boats start grounded along a ley line, where they can be boarded and disembarked, and they are levitated to an altitude of 100 feet above the ground for travel. (30,000 credits)

    Crew: The first score is the number of crew required to operate the vehicle (or Robot Armor) with one, usually the best trained, serving as the primary driver/pilot. Having less than this number subtracts 2 from the primary’s Driving, Piloting, or Boating rolls, and having less than half the required number subtracts 4. Halve these penalties if crew exists but are untrained in the necessary skill. Any crew can fire weapons but suffer the normal multiple action penalty. The number after the plus is the number of passengers the vessel can easily accommodate. Passengers may serve as gunners for any available weapons.

    Missile Launchers: Launchers list their standard anti-personnel configuration. They can instead be loaded with anti-vehicle missiles, reducing damage dice by one but increasing AP by 5. For example, a Medium Missile does 8d6 with AP 15, while an anti-vehicle version does 7d6 at AP 20. These launchers roll a normal Shooting ranged attack, targets can roll Agility to dive for cover (no penalty for a SBT, −2 for a MBT, and −4 for a LBT).
OOC Comments
http://savagerifts.com/viewtopic.php?f=42&t=344

Parry 7, Toughness 14(7)
Armed with Battle Fury Blade, Shard Pistol and Wilk’s 320 Laser Pistol,

Also Conrad

http://savagerifts.com/viewtopic.php?f=29&t=82
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