Product Line: Spacemaster
Product Edition: SPAM
Product Name: Tech Law: Vehicle Manual
Product Type: Supplement
Author: Robert J. Defendi
Stock #: 4513
ISBN: 1-55806-565-2
Publisher: ICE
Page Count: 128
Release Date: 2000
Language: English
Format | Cover Price | Released |
Softcover | $25.00 | 2000 |
$12.50 | 24-Jun-04 | |
Hardcover | $35.00 | 11-May-07 |
Cloth Bound | $271.00 | 11-May-07 |
Softcover | $20.11 | 04-Jun-2012 |
$15.00 | 04-Jun-2012 |
Purchase:
Tech Law: Vehicle Manual at DriveThruRPG
Tech Law: Vehicle Manual at Noble Knight Games (Used)
Cover/Jacket Text:
Havagract reversed the polarity on his drive, rocking forward as the inertial dampers fought to keep up with a sudden blast from his foe. his control panel exploded in a shower of sparks. Not good. All his weapons were redlining, and damage control had failed to reroute power. He had to get far enough away from the planetary atmosphere to kick in the quantum drive.
He brought the craft into a tight orbit. His pursuers might be faster, but all objects orbit at the same rate, and only Havagract would be foolish enough to attemp a close forcedorbit around a gas giant. If he could come out with enough of a lead, he just might make it…
Inside you will find every type of vehicle a privateer could desire – marine ships, aircraft, ground conveyances, small spacecraft, and even decommissioned gunboats. Take a test drive in a Death Howl II Heavy Fighter, or perhaps in a “Light Horse” Class FAV, or even in a suit of APE Orbital Drop Armor.
Bored with the standard, assembly line models? Try customizing your own state of the art vehicle using complete construction & design guidelines with comprehensive sets of features, quirks, and flaws.
Also included are complete combat rules, 10 attack tables, and 6 critical tables focusing on vehicles, ordnance, and infantry untis.
Pilot the best & blast the rest!
Tech Law – 3 volumes, the perfect tool for customizing technology in your science fiction game. Look for Equipment Manual and Robotics Manual to add even more tech to your game!
Table of Contents:
Part I Introduction 1.0 Welcome. ............................. 4 2.0 Tech Levels. ...........................4 2.1 Tech Level Concepts .................4 2.2 Using Tech Levels .....................4 2.3 Time Travel ...............................5 2.4 Tech Levels & Skill Use .............5 2.5 Raising the Local Tech Level .....5 2.6 Fitting Technology To Your Campaign..............................5 Part II Technological Development 3.0 Tech Level Benchmarks. ... 6 3.1 General .....................................6 3.2 Agriculture ................................7 3.3 Arms and Armor .......................8 3.4 Communications Technology ....9 3.5 Computers and Data Storage...10 3.6 Energy Sources .......................10 3.7 Engineering .............................11 3.8 General Science ......................12 3.9 Sociology ................................13 3.10 Travel ...................................14 4.0 Levels of Development. .... 15 4.1 Racial Considerations ..............15 4.2 Culture Considerations ............17 5.0 Specific Advancements. .. 18 5.1 Energy Sources .......................18 5.2 Star Travel ..............................19 5.3 Communications 5.4 Computers ..............................21 Part III Starships & Vehicles 6.0 Vehicles. ............................ 23 6.1 Ground Conveyance Vehicles ..24 Ape Orbital Drop Armor, Ground Car, Ground Bike, Ground Van, Ground Truck 6.2 Marine Ships ...........................26 Hovercraft, Speedboat, Hydrofoil, Hydroskimmer, Submersibles 6.3 Aircraft & Small Spacecraft .....27 Courier Shuttle, FAV, FTL Shuttle, Gravcar, Gravitic Assault Craft, Gravprop Planes, Gravvan, Heavy Assault Fighter, Heavy Defense Fighter, Heavy Fighter, Heavy Freighter, Heavy Weapons Platform, Life Pod, Light Fighter, Light Freighter, Long Range Interceptor, Maintenance Pod, Medium Fighter, Medium Freighter, Military Packet, Orbital Shuttles, Superiority Fighter, Tiltrotors, VT Vehicles 6.4 Decommissioned Gunboats .....38 7.0 Vehicular Combat. ............ 40 7.1 Detection and Detection Avoidance ............40 7.2 Movement ...............................40 7.2.1 Vacuum ............................40 7.2.2 Atmospheric .....................41 7.2.3 Fluid .................................41 7.2.4 Ground .............................41 7.3 Flight ......................................42 7.4 Fighting ...................................43 7.5 Attack Resolution ....................46 7.6 Vehicular Attack Tables ...........47 8.0 Mixing Types of Combat. . 49 8.1 Personal Arms vs. Construction Armor Types ...49 8.2 Mounted Weapons vs. Personal Armor Types .........50 8.3 Weapons vs. Structures ...........50 8.4 Infantry Units ...........................52 8.5 Large-Scale Combat ................52 9.0 Vehicular Maneuvers and Operations. ........... 52 9.1 Using the Vehicular Maneuver/ Astrogation Table ................52 9.2 General Modifications ..............53 9.3 AFV Modifications ...................53 9.4 Aircraft Modifications ...............53 9.5 Astrogation Modifications ........56 9.6 Ground Craft Modifications ......56 9.7 Navigation Modifications .........56 9.8 Spacecraft Modifications ..........56 9.9 Damage Modifications .............56 10.0 Ordnance. ........................ 57 10.1 Vehicle Weapons ...................57 10.2 Mines and Demolitions ..........57 10.3 Support Weapons ..................59 10.4 Other Weapons .....................60 10.5 Price Chart ............................60 Part IV Applied Technology 11.0 Using Equipment. ........... 61 11.1 Ship Sensors .........................61 11.2 Stealth/Electronic Warfare .....64 12.0 Construction & Design. . 66 12.1 Construction/Design Chart ....66 12.2 Machines...............................67 12.3 Larger Constructs ..................67 13.0 Malfunction & Repair. .... 70 13.1 When Malfunctions Occur ......70 13.2 Vehicle Malfunctions & Damage ...........................70 13.3 Weapon Malfunctions ............71 13.4 Repairs .................................71 PART V The Appendicies A-1.0 Transit Times. .............. 76 A-1.1 The Privateers .....................76 A-1.2 Other ..................................76 A-2.0 Vehicle Creation Rules. 80 A-2.1 The Quick & Dirty Method ...80 A-2.2 Biological Element Construction ........................86 A-2.3 Heavy Ordnance Construction ........................92 A-2.4 Complete Vehicle Construction Rules ...............96 A-3.0 Attack Tables. ............ 123 Autocannon/Projectile Attack Table A-VM-3.1 ......124 Blaster/Laser Cannon Attack Table A-VM-3.2 ......125 Disruptor Cannon Attack Table A-VM-3.3 ......126 Ion Cannon Attack Table A-VM-3.4 ......127 Plasma Cannon Attack Table A-VM-3.5 ......128 Warhead Attack Table A-VM-3.6 . 129 Apocalyptic Weapon Attack Table A-VM-3.7 ......130 Infantry vs. Vehicles Attack Table A-VM-3.8 ......131 Vehicles vs. Infantry Attack Table A-VM-3.9 ......132 Infantry vs. Infantry Attack Table A-VM-3.10 ....133 A-4.0 Critical Tables. ........ 123 Morale Checks ............................123 Blast (Against Infantry) Critical Strike Table VM-A-4.1 ....... 134 Blast (Against Vehicles) Critical Strike Table VM-A-4.2 ....... 135 Pierce (Against Infantry) Critical Strike Table VM-A-4.3 ....... 136 Pierce (Against Vehicles) Critical Strike Table VM-A-4.4 ....... 137 Small Arms vs. Infantry Critical Strike Table VM-A-4.5 ....... 138 Large & Super Large Vehicle Critical Strike Table VM-A-4.6 ....... 139
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