Ground
Base i vehicles with wheeled, tracked or gradient traction systems.
Wheeled Vehicles
Scooter
400:1(cost), 12(CC)
Op: inactive, op(Vcl-Ground)
D|1|3(size), base{i}, 2(hardness), 2(HX), 3(EX), 0(FX), 1/8/32(wt)
Resources: 4(hp), 6(ep) ◊ Recovery: 0/day(hp), 0/day(ep)
Skills: 1(Health), 1(Energy), 0(Focus), 1/-2(Strength), 1/-2(Agility)
Challenges: 11(TC)
Speed: 8(roll) ◊ 126(roll,km/h) -> 1(ep/hr)
Cabin: 1(seats), 20(cargo)
s2a: 2/3(hp) 1/1(ep) in rnd
Description: Small, single-seat two-wheeled vehicle with limited carrying capacity, unless you are in South-East Asia.
Motorcycle, performance
1K:1(cost), 13(CC)
Op: inactive, op(Vcl-Ground)
D|1|3(size), base{i}, 2(hardness), 2(HX), 3(EX), 0(FX), 1/30/120(wt)
Resources: 4(hp), 12(ep) ◊ Recovery: 0/day(hp), 0/day(ep)
Skills: 1(Health), 2(Energy), 0(Focus), 2/-1(Strength), 1/-2(Agility)
Challenges: 11(TC)
Speed: 10(roll) ◊ 280(roll,km/h) -> 2(ep/hr)
Cabin: 2(seats), 40(cargo)
s2a: 9/12(hp) 1/1(ep) in min
Description: A larger two-wheeled vehicle, capable of high speeds.
Motorcycle, off-road
1K:1(cost), 13(CC)
Op: inactive, op(Vcl-Ground)
D|1|3(size), base{i}, 2(hardness), 2(HX), 3(EX), 0(FX), 1/30/120(wt)
Resources: 6(hp), 12(ep) ◊ Recovery: 0/day(hp), 0/day(ep)
Skills: 2(Health), 2(Energy), 0(Focus), 2/-1(Strength), 2/-1(Agility)
Challenges: 12(TC)
Speed: 10(roll) ◊ 180(roll,km/h) -> 2(ep/hr)
Cabin: 1(seats), 20(cargo)
s2a: 9/12(hp) 1/1(ep) in min
Description: Able to negotiate rough terrain.
Car, small
3K:1(cost), 13(CC)
Op: inactive, op(Vcl-Ground)
T|2|2(size), base{i}, 2(hardness), 4(HX), 3(EX), 0(FX), 1/100/400(wt)
Resources: 12(hp), 12(ep) ◊ Recovery: 0/day(hp), 0/day(ep)
Skills: 2(Health), 2(Energy), 0(Focus), 2/-1(Strength), 0/-3(Agility)
Challenges: 9(TC)
Speed: 8(roll) ◊ 180(roll,km/h) -> 2(ep/hr)
Cabin: 4(seats), 100(cargo)
s2a: 30/40(hp) 1/1(ep) in min
Description: Small, 4-wheeled ground vehicle.
Car, large
10K:1(cost), 14(CC)
Op: inactive, op(Vcl-Ground)
T|2|2(size), base{i}, 2(hardness), 4(HX), 3(EX), 0(FX), 1/150/600(wt)
Resources: 16(hp), 15(ep) ◊ Recovery: 0/day(hp), 0/day(ep)
Skills: 3(Health), 4(Energy), 0(Focus), 3/0(Strength), 0/-3(Agility)
Challenges: 9(TC)
Speed: 8(roll) ◊ 280(roll,km/h) -> 3(ep/hr)
Cabin: 5(seats), 300(cargo)
s2a: 45/60(hp) 1/1(ep) in min
Description: Large, 4-wheeled ground vehicle.
Car, performance
25K:1(cost), 14(CC)
Op: inactive, op(Vcl-Ground)
T|2|2(size), base{i}, 2(hardness), 4(HX), 4(EX), 0(FX), 1/115/460(wt)
Resources: 16(hp), 20(ep) ◊ Recovery: 0/day(hp), 0/day(ep)
Skills: 3(Health), 4(Energy), 0(Focus), 3/0(Strength), 0/-3(Agility)
Challenges: 9(TC)
Speed: 8(roll) ◊ 320(roll,km/h) -> 4(ep/hr)
Cabin: 4(seats), 300(cargo)
s2a: 35/46(hp) 1/1(ep) in min
Description: Fast, 4-wheeled ground vehicle.
Car, offroad
20K:1(cost), 14(CC)
Op: inactive, op(Vcl-Ground)
T|2|2(size), base{i}, 2(hardness), 4(HX), 4(EX), 0(FX), 1/150/600(wt)
Resources: 20(hp), 25(ep) ◊ Recovery: 0/day(hp), 0/day(ep)
Skills: 4(Health), 5(Energy), 0(Focus), 4/1(Strength), 1/-1(Agility)
Challenges: 11(TC)
Speed: 8(roll) ◊ 220(roll,km/h) -> 3(ep/hr)
Cabin: 5(seats), 300(cargo)
s2a: 45/60(hp) 1/1(ep) in min
Description: Hard, rough and agile 4-wheeled ground vehicle.
Minibus
10K:1(cost), 14(CC)
Op: inactive, op(Vcl-Ground)
T|2|2(size), base{i}, 2(hardness), 4(HX), 3(EX), 0(FX), 1/150/600(wt)
Resources: 16(hp), 15(ep) ◊ Recovery: 0/day(hp), 0/day(ep)
Skills: 3(Health), 4(Energy), 0(Focus), 3/0(Strength), 0/-3(Agility)
Challenges: 9(TC)
Speed: 8(roll) ◊ 250(roll,km/h) -> 3(ep/hr)
Cabin: 9(seats), 400(cargo)
s2a: 45/60(hp) 1/1(ep) in min
Description: A 4-wheeled ground vehicle in the form of a small bus.
Utility, small
10K:1(cost), 14(CC)
Op: inactive, op(Vcl-Ground)
T|2|2(size), base{i}, 2(hardness), 4(HX), 4(EX), 0(FX), 1/115/460(wt)
Resources: 20(hp), 16(ep) ◊ Recovery: 0/day(hp), 0/day(ep)
Skills: 4(Health), 3(Energy), 0(Focus), 4/1(Strength), 1/-1(Agility)
Challenges: 11(TC)
Speed: 8(roll) ◊ 200(roll,km/h) -> 3(ep/hr)
Cabin: 2(seats), 500(cargo)
s2a: 35/46(hp) 1/1(ep) in min
Description: Hard, rough and agile 4-wheeled ground vehicle.
Utility, large
20K:1(cost), 14(CC)
Op: inactive, op(Vcl-Ground)
T|2|2(size), base{i}, 2(hardness), 4(HX), 4(EX), 0(FX), 1/150/600(wt)
Resources: 24(hp), 24(ep) ◊ Recovery: 0/day(hp), 0/day(ep)
Skills: 5(Health), 5(Energy), 0(Focus), 5/2(Strength), 1/-1(Agility)
Challenges: 11(TC)
Speed: 8(roll) ◊ 220(roll,km/h) -> 4(ep/hr)
Cabin: 4(seats), 600(cargo)
s2a: 45/60(hp) 1/1(ep) in min
Description: Hard, rough and agile 4-wheeled ground vehicle.
Omnibus, small
15K:1(cost), 14(CC)
Op: inactive, op(Vcl-Ground)
T|2|2(size), base{i}, 2(hardness), 4(HX), 3(EX), 0(FX), 1/200/800(wt)
Resources: 20(hp), 15(ep) ◊ Recovery: 0/day(hp), 0/day(ep)
Skills: 4(Health), 4(Energy), 0(Focus), 3/0(Strength), 0/-3(Agility)
Challenges: 9(TC)
Speed: 8(roll) ◊ 200(roll,km/h) -> 3(ep/hr)
Cabin: 12(seats), 600(cargo)
s2a: 60/80(hp) 1/1(ep) in min
Description: Long-wheel based, 4-wheeled ground vehicle, for transporting a group of people.
Omnibus, large
60K:1(cost), 14(CC)
Op: inactive, op(Vcl-Ground)
S|3|1(size), base{i}, 2(hardness), 6(HX), 5(EX), 0(FX), 1/1.5T/6T(wt)
Resources: 30(hp), 25(ep) ◊ Recovery: 0/day(hp), 0/day(ep)
Skills: 4(Health), 4(Energy), 0(Focus), 6/3(Strength), 0/-3(Agility)
Challenges: 8(TC)
Speed: 8(roll) ◊ 200(roll,km/h) -> 5(ep/hr)
Cabin: 40(seats), 1.5T(cargo)
s2a: 450/600(hp) 1/1(ep) in scene
Description: Long-wheel based, 3-axle, 8-wheeled ground vehicle, for transporting a large group of people.
Truck, articulated
120K:1(cost), 15(CC)
Op: inactive, op(Vcl-Ground)
M|4|0(size), base{i}, 2(hardness), 8(HX), 8(EX), 0(FX), 1/5T/20T(wt)
Resources: 48(hp), 48(ep) ◊ Recovery: 0/day(hp), 0/day(ep)
Skills: 5(Health), 5(Energy), 0(Focus), 7/4(Strength), 0/-3(Agility)
Challenges: 7(TC)
Speed: 8(roll) ◊ 140(roll,km/h) -> 6(ep/hr)
Cabin: 3(seats), 30T(cargo)
s2a: 1.5K/2K(hp) 1/2(ep) in hr
Description: A semi-trailer.
Armoured Personnel Carrier (APC)
200K:1(cost), 15(CC)
Op: inactive, op(Vcl-Ground)
M|4|0(size), base{i}, 3(hardness), 12(HX), 8(EX), 0(FX), 1/5T/20T(wt)
Resources: 72(hp), 48(ep) ◊ Recovery: 0/day(hp), 0/day(ep)
Skills: 5(Health), 5(Energy), 0(Focus), 7/4(Strength), 1/-2(Agility)
Challenges: 8(TC)
Resistances (body): +1(rst,frc), +1(rst,prc), 1(rst,sls), 1(rst,heat), 1(rst,fire)
Speed: 6(roll) ◊ 120(roll,km/h) -> 6(ep/hr)
Cabin: 10(seats), 1.4T(cargo)
Hardpoints 1(mount{0}) -> Heavy Machinegun
s2a: 1.5K/2K(hp) 1/2(ep) in hr
Description: Armoured personnel carriers are designed to transport an infantry squad, capable of self-defence and be a mobile protective base.
Infantry Fighting Vehicle (IFV)
300K:1(cost), 15(CC)
Op: inactive, op(Vcl-Ground)
M|4|0(size), base{i}, 3(hardness), 12(HX), 8(EX), 0(FX), 1/6T/24T(wt)
Resources: 84(hp), 48(ep) ◊ Recovery: 0/day(hp), 0/day(ep)
Skills: 6(Health), 5(Energy), 0(Focus), 7/4(Strength), 1/-2(Agility), 1/-2(Perception)
Challenges: 8(TC)
Senses: 40:D(lightsense)
Resistances (body): +2(rst,frc), +1(rst,prc), 1(rst,sls), 1(rst,heat), 1(rst,fire)
Tools: Scan-Tools (kit)
Speed: 6(roll) ◊ 120(roll,km/h) -> 6(ep/hr)
Cabin: 12(seats), 1.4T(cargo)
Hardpoints 2(mount{0}), 4(set-down) -> Heavy Machinegun, Light Machinegun
s2a: 1.5K/2K(hp) 1/2(ep) in hr
Description: The infantry fighting vehicle is an armoured vehicle designed to be a weapons platform for mechanised infantry. Soldiers exit the vehicle only as a last resort.
Armoured Fighting Vehicle (AFV)
400K:1(cost), 15(CC)
Op: inactive, op(Vcl-Ground)
M|4|0(size), base{i}, 4(hardness), 16(HX), 10(EX), 0(FX), 1/9T/36T(wt)
Resources: 128(hp), 70(ep) ◊ Recovery: 0/day(hp), 0/day(ep)
Skills: 7(Health), 6(Energy), 0(Focus), 7/4(Strength), 1/-2(Agility), 1/-2(Perception)
Challenges: 8(TC)
Senses: 40:D(lightsense)
Resistances (body): +2(rst,frc), +2(rst,prc), 2(rst,sls), 1(rst,heat), 1(rst,fire)
Tools: Scan-Tools (kit)
Speed: 6(roll) ◊ 120(roll,km/h) -> 7(ep/hr)
Cabin: 6(seats), 1.4T(cargo)
Hardpoints 1(mount{i}), 2(mount{0}), 4(set-down) -> Railgun i/2, 2 Light Machinegun
s2a: 3K/4K(hp) 3/4(ep) in hr
Description: In other words, a tank or armour. These vehicles can carry a small tactical weapon
EM Ground Vehicles
Electromagnetic (EM) traction vehicles, hover over the ground, by pulling electrons from it and channeling them into regions of opposite polarity. Small, narrow regions join with the ground, giving it an overall positive charge, larger regions underneath the vehicle, have an overall positive charge as well, repelling the vehicle from the ground. This is a similar, through larger-scale, effect to that produced by EM boots.
EM vehicles have a similar agility to their high-tech gradient cousins (see below), and can even scale walls, although nowhere nearly as well. EM vehicles have a lower energy consumption than gradients.
EM-Bike, small
18K:2(cost), 14(CC)
Op: episodic (mishap(elec-2)), op(Vcl-Ground)
D|1|3(size), base{i}, 2(hardness), 2(HX), 4(EX), 0(FX), 1/10/40(wt)
Resources: 4(hp), 12(ep) ◊ Recovery: 0/day(hp), 0/day(ep)
Skills: 1(Health), 2(Energy), 0(Focus), 1/-2(Strength), 2/-1(Agility)
Challenges: 12(TC)
Speed: 12(hover) ◊ 300(hover,km/h) -> 2(ep/hr)
Cabin: 1(seats), 20(cargo)
s2a: 3/4(hp) 1/1(ep) in rnd
Description: Very small, single-seat EM vehicle with limited carrying capacity.
EM-Car, small
40K:2(cost), 14(CC)
Op: episodic (mishap(elec-2)), op(Vcl-Ground)
T|2|2(size), base{i}, 2(hardness), 4(HX), 4(EX), 0(FX), 1/100/400(wt)
Resources: 12(hp), 15(ep) ◊ Recovery: 0/day(hp), 0/day(ep)
Skills: 2(Health), 3(Energy), 0(Focus), 2/-1(Strength), 2/-1(Agility)
Challenges: 11(TC)
Speed: 12(hover) ◊ 300(hover,km/h) -> 3(ep/hr)
Cabin: 4(seats), 100(cargo)
s2a: 30/40(hp) 1/1(ep) in min
Description: Small, two-seat EM vehicle.
EM-Car, large
60K:2(cost), 14(CC)
Op: episodic (mishap(elec-2)), op(Vcl-Ground)
T|2|2(size), base{i}, 2(hardness), 4(HX), 4(EX), 0(FX), 1/150/600(wt)
Resources: 12(hp), 24(ep) ◊ Recovery: 0/day(hp), 0/day(ep)
Skills: 2(Health), 5(Energy), 0(Focus), 2/-1(Strength), 2/-1(Agility)
Challenges: 11(TC)
Speed: 12(hover) ◊ 300(hover,km/h) -> 4(ep/hr)
Cabin: 4(seats), 100(cargo)
s2a: 45/60(hp) 1/1(ep) in min
Description: Small, five-seat ground vehicle.
EM-Car, large, extra battery
90K:2(cost), 14(CC)
Op: episodic (mishap(elec-2)), op(Vcl-Ground)
T|2|2(size), base{i}, 2(hardness), 4(HX), 4(EX), 0(FX), 1/170/680(wt)
Resources: 12(hp), 24/24(ep) ◊ Recovery: 0/day(hp), 0/day(ep)
Skills: 2(Health), 5(Energy), 0(Focus), 2/-1(Strength), 2/-1(Agility)
Challenges: 11(TC)
Speed: 12(hover) ◊ 300(hover,km/h) -> 4(ep/hr)
Cabin: 4(seats), 100(cargo)
s2a: 51/68(hp) 1/1(ep) in min
Description: Small, five-seat ground vehicle. Demonstrates the effect of adding an ammonia cell, which shows up as a storage element on the Resources line above. With an extra battery, the range of the EM-Car is doubled, or, instead of operating for 6 hours, it will now operate for 12 hours.
EM-Car, large, self-repair
70K:2(cost), 14(CC)
Op: episodic (mishap(elec-2)), op(Vcl-Ground)
T|2|2(size), base{i}, 2(hardness), 4(HX), 4(EX), 0(FX), 1/170/680(wt)
Resources: 12(hp), 24(ep) ◊ Recovery: 2/day(hp), 0/day(ep)
Skills: 2(Health), 5(Energy), 0(Focus), 2/-1(Strength), 2/-1(Agility)
Challenges: 11(TC)
Speed: 12(hover) ◊ 300(hover,km/h) -> 4(ep/hr)
Cabin: 4(seats), 100(cargo)
s2a: 51/68(hp) 1/1(ep) in min
Description: Small, five-seat ground vehicle. Demonstrates the effect of adding the self-repair mod, which shows up as a Recovery element in the Resources line.
EM-APC
300K:1(cost), 15(CC)
Op: inactive, op(Vcl-Ground)
M|4|0(size), base{i}, 3(hardness), 12(HX), 10(EX), 0(FX), 1/5T/20T(wt)
Resources: 72(hp), 60(ep) ◊ Recovery: 0/day(hp), 0/day(ep)
Skills: 5(Health), 5(Energy), 0(Focus), 7/4(Strength), 2/-1(Agility)
Challenges: 9(TC)
Resistances (body): +1(rst,frc), +1(rst,prc), 1(rst,sls), 1(rst,heat), 1(rst,fire)
Speed: 10(hover) ◊ 180(hover,km/h) -> 10(ep/hr)
Cabin: 10(seats), 1.4T(cargo)
Hardpoints 1(mount{0}) -> Light Railgun
s2a: 1.5K/2K(hp) 2/3(ep) in hr
Description: Armoured personnel carriers are designed to transport an infantry squad, capable of self-defence and be a mobile protective base.
EM-IFV
400K:1(cost), 15(CC)
Op: inactive, op(Vcl-Ground)
M|4|0(size), base{i}, 3(hardness), 12(HX), 10(EX), 0(FX), 1/6T/24T(wt)
Resources: 84(hp), 60(ep) ◊ Recovery: 0/day(hp), 0/day(ep)
Skills: 6(Health), 5(Energy), 0(Focus), 7/4(Strength), 1/-2(Agility), 1/-2(Perception)
Challenges: 8(TC)
Senses: 40:D(lightsense)
Resistances (body): +2(rst,frc), +1(rst,prc), 1(rst,sls), 1(rst,heat), 1(rst,fire)
Tools: Scan-Tools (kit)
Speed: 10(hover) ◊ 180(hover,km/h) -> 10(ep/hr)
Cabin: 12(seats), 1.4T(cargo)
Hardpoints 2(mount{0}), 4(set-down) -> Heavy Railgun, Light Railgun
s2a: 1.5K/2K(hp) 3/4(ep) in hr
Description: The infantry fighting vehicle is an armoured vehicle designed to be a weapons platform for mechanised infantry. Soldiers exit the vehicle only as a last resort.
EM-AFV
500K:1(cost), 15(CC)
Op: inactive, op(Vcl-Ground)
M|4|0(size), base{i}, 4(hardness), 16(HX), 12(EX), 0(FX), 1/9T/36T(wt)
Resources: 128(hp), 96(ep) ◊ Recovery: 0/day(hp), 0/day(ep)
Skills: 7(Health), 7(Energy), 0(Focus), 7/4(Strength), 1/-2(Agility), 1/-2(Perception)
Challenges: 8(TC)
Senses: 40:D(lightsense)
Resistances (body): +2(rst,frc), +2(rst,prc), 2(rst,sls), 1(rst,heat), 1(rst,fire)
Tools: Scan-Tools (kit)
Speed: 10(hover) ◊ 160(hover,km/h) -> 12(ep/hr)
Cabin: 6(seats), 1.4T(cargo)
Hardpoints 1(mount{i}), 2(mount{0}), 4(set-down) -> Plasmagun i/3, 2 Light Railgun
s2a: 3K/4K(hp) 3/5(ep) in hr
Description: In other words, a tank or armour. These vehicles can carry a small tactical weapon
Gradient Ground Vehicles
Gradient driven vehicles use exotic stress-energy tensors to create gradients down which the vehicle travels. The vehicle sits on plate stands, until switched on, when it loses around 95% of its mass, and floats around a metre off the surface. Over the front of the vehicle, and directly in front of it, is relative high-gravity (the gradient). This, in turn, is surrounded by anti gravity (having the effect of pushing air - and anything else, for that matter - out of the way). The result is brilliantly streamlined, manoeuvrable, fast, has few moving parts, and which automatically bounces off solid objects, like walls etc. The restriction on gradients is that they can’t lift far off the ground, because it is the land/air (or sea/air) interface (and its relative high gradient, or difference in density) that the system exploits.
Gravbike, small
25K:2(cost), 14(CC)
Op: episodic (mishap(elec-2)), op(Vcl-Ground)
D|1|3(size), base{i}, 2(hardness), 2(HX), 5(EX), 0(FX), 1/10/40(wt)
Resources: 4(hp), 15(ep) ◊ Recovery: 0/day(hp), 0/day(ep)
Skills: 1(Health), 2(Energy), 0(Focus), 1/-2(Strength), 2/-1(Agility)
Challenges: 12(TC)
Speed: 12(hover) ◊ 300(hover,km/h) -> 3(ep/hr)
Cabin: 1(seats), 20(cargo)
s2a: 3/4(hp) 1/1(ep) in rnd
Description: Very small, single-seat gradient vehicle with limited carrying capacity.
Gravbike, large
30K:2(cost), 14(CC)
Op: episodic (mishap(elec-2)), op(Vcl-Ground)
D|1|3(size), base{i}, 2(hardness), 2(HX), 5(EX), 0(FX), 1/30/120(wt)
Resources: 6(hp), 20(ep) ◊ Recovery: 0/day(hp), 0/day(ep)
Skills: 2(Health), 3(Energy), 0(Focus), 2/-1(Strength), 2/-1(Agility)
Challenges: 12(TC)
Speed: 12(hover) ◊ 330(hover,km/h) -> 4(ep/hr)
Cabin: 2(seats), 40(cargo)
s2a: 9/12(hp) 1/1(ep) in rnd
Description: Small, two-seat gradient vehicle.
Gravcar, small
50K:2(cost), 14(CC)
Op: episodic (mishap(elec-2)), op(Vcl-Ground)
T|2|2(size), base{i}, 2(hardness), 4(HX), 6(EX), 0(FX), 1/100/400(wt)
Resources: 12(hp), 30(ep) ◊ Recovery: 0/day(hp), 0/day(ep)
Skills: 2(Health), 4(Energy), 0(Focus), 2/-1(Strength), 2/-1(Agility)
Challenges: 11(TC)
Speed: 12(hover) ◊ 300(hover,km/h) -> 5(ep/hr)
Cabin: 4(seats), 100(cargo)
s2a: 30/40(hp) 1/1(ep) in min
Description: Small, four-seat ground vehicle.
Gravcar, large
70K:2(cost), 14(CC)
Op: episodic (mishap(elec-2)), op(Vcl-Ground)
T|2|2(size), base{i}, 2(hardness), 4(HX), 6(EX), 0(FX), 1/150/600(wt)
Resources: 12(hp), 30(ep) ◊ Recovery: 0/day(hp), 0/day(ep)
Skills: 2(Health), 4(Energy), 0(Focus), 2/-1(Strength), 2/-1(Agility)
Challenges: 11(TC)
Speed: 12(hover) ◊ 300(hover,km/h) -> 5(ep/hr)
Cabin: 4(seats), 100(cargo)
s2a: 45/60(hp) 1/1(ep) in min
Description: Small, five-seat ground vehicle.
Grav-APC
420K:1(cost), 15(CC)
Op: inactive, op(Vcl-Ground)
M|4|0(size), base{i}, 3(hardness), 12(HX), 10(EX), 0(FX), 1/5T/20T(wt)
Resources: 72(hp), 60(ep) ◊ Recovery: 0/day(hp), 0/day(ep)
Skills: 5(Health), 5(Energy), 0(Focus), 7/4(Strength), 2/-1(Agility)
Challenges: 9(TC)
Resistances (body): +1(rst,frc), +1(rst,prc), 1(rst,sls), 1(rst,heat), 1(rst,fire)
Speed: 10(hover) ◊ 180(hover,km/h) -> 10(ep/hr)
Cabin: 10(seats), 1.4T(cargo)
Hardpoints 1(mount{0}) -> Light Machinegun
s2a: 1.5K/2K(hp) 3/5(ep) in hr
Description: Armoured personnel carriers are designed to transport an infantry squad, capable of self-defence and be a mobile protective base.
Grav-IFV
560K:1(cost), 15(CC)
Op: inactive, op(Vcl-Ground)
M|4|0(size), base{i}, 3(hardness), 12(HX), 10(EX), 0(FX), 1/6T/24T(wt)
Resources: 84(hp), 60(ep) ◊ Recovery: 0/day(hp), 0/day(ep)
Skills: 6(Health), 5(Energy), 0(Focus), 7/4(Strength), 1/-2(Agility), 1/-2(Perception)
Challenges: 8(TC)
Senses: 40:D(lightsense)
Resistances (body): +2(rst,frc), +1(rst,prc), 1(rst,sls), 1(rst,heat), 1(rst,fire)
Tools: Scan-Tools (kit)
Speed: 10(hover) ◊ 180(hover,km/h) -> 10(ep/hr)
Cabin: 12(seats), 1.4T(cargo)
Hardpoints 2(mount{0}), 4(set-down) -> Heavy Railgun, Light Railgun
s2a: 1.5K/2K(hp) 4/6(ep) in hr
Description: The infantry fighting vehicle is an armoured vehicle designed to be a weapons platform for mechanised infantry. Soldiers exit the vehicle only as a last resort.
Grav-AFV
650K:1(cost), 15(CC)
Op: inactive, op(Vcl-Ground)
M|4|0(size), base{i}, 4(hardness), 16(HX), 12(EX), 0(FX), 1/9T/36T(wt)
Resources: 128(hp), 96(ep) ◊ Recovery: 0/day(hp), 0/day(ep)
Skills: 7(Health), 7(Energy), 0(Focus), 7/4(Strength), 1/-2(Agility), 1/-2(Perception)
Challenges: 8(TC)
Senses: 40:D(lightsense)
Resistances (body): +2(rst,frc), +2(rst,prc), 2(rst,sls), 1(rst,heat), 1(rst,fire)
Tools: Scan-Tools (kit)
Speed: 10(hover) ◊ 160(hover,km/h) -> 12(ep/hr)
Cabin: 6(seats), 1.4T(cargo)
Hardpoints 1(mount{i}), 2(mount{0}), 4(set-down) -> Plasmagun i/3, 2 Light Railgun
s2a: 3K/4K(hp) 5/7(ep) in hr
Description: In other words, a tank or armour. These vehicles can carry a small tactical weapon