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Stock #: DOJHERO104
ISBN: 1-58366-009-7
236 pages, Trade Paperback, Perfect Bound
Author: Bob Greenwade and Steve Long
Artists: Nate Barnes(cover), various (interior)
Available Now! |
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Vehicles
play a major role in many MetaCyber campaigns.
GM's can always write up a futuristic vehicle
themselves, but might as well save a little
time and "borrow" from the resources
available. |
In addition to having a lot of content at
the beginning offering various options that
a GM can certainly make use of if designing
their own vehilces, there are also a number
of vehicle write ups that can be used as
is or modified to suit a MetaCyber campaign.
Below I make some effort to note the most
easily used with little or no modification. |
GROUND VEHICLES |
- Supercar (p46): usable as is, or easily
customized.
- Tractor Trailer Truck (p47): this write
up can provide a starting point for any
number of large vehicles.
- Armored Car (p48): good start for a Runner
van.
- M2 Bradley (p50): good basis for an urban
assault vehicle.
- Hovercraft (p52): Hover technology is the
cutting edge of automotives in MetaCyber;
but their most common form is the small
sedans and coupes called SkyCars. This writeup
is a good basis for a large Hover vehicle
however.
- Cybertank (p53): this writeup is a good
representation of a cutting edge military
vehicle. Very few exist and its unlikely
that PCs would ever encounter one, but they
are out there.
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AIR VEHICLES |
- Lockheed F-117A Nighthawk Stealth Fighter
(p78): this write up can be used to represent
low quality fighters jets. What is cutting
edge today is behind the times in the MetaCyber
setting.
- AH-64 Apache Longbow Attack Helicopter (p79):
this write up can represent low to mid range
attack helicopters.
- Superjet (p82): usable as is, or easily
customized.
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SPACE VEHICLES |
Space exploration hasn't moved very far
since the 60's; in the MegaCorps dominated
world of MetaCyber space technology is only
pursued when it is immediately profitable.
Thus it is pretty easy for MegaCorps that
want to to get a sattellite launched, but
other than that no one has put the money
into it. |
MECHA |
Mecha are a little too advanced for the
MetaCyber campaign. |
EQUIPMENT |
Most of the higher tech options provided
are well suited to MetaCyber campaigns.
Energy weapons are not very common, but
they do exist (usually with the generic
SFX of "PULSON").
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EMP GENERATORS |
Since many Cybernetics are bought Restrainable
by EMP or equivalent effects, weapons with
a EMP SFX can have a much more significant
effect than in some other genres. The write
up provided for the Anti-Sensor EMP Generator
(p125) can be used as the basis for smaller
scale devices, but allowing a 9 mile radius
EMP pulse would have devastating consequences
in most MetaCyber campaigns -- that level
of EMP Generation should be extremely rare
and insanely expensive.
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As a campaign groundrule, there is a special
Advantage that must be applied to all EMP
based abilities: |
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ELECTRO MAGNETIC PULSE |
EMP: +1 Advantage: Powers with this
Advantage produce Electro-Magnetic energy
which disrupts or damages many forms of
Cybernetics and advanced electronics. |
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FORCE SHIELDS |
Force technology is on the current bleeding
edge for the MetaCyber setting. Such devices
exist, but they are rare, experimental,
and not cost efficient as yet. If using
the Force Shield devices (p138) in play
then always use the "Weak" versions
of the devices specified. Such devices count
as Advanced Military Equipment (and thus
require a 10 point Talent in addition to
enough Resource Points to afford the item).
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PSYCHIC SCREENS |
With the advent of metahumans, research
into Psi effects exists but is definitely
a fringe science. However, such research
has been able to produce a technology capable
of interfering with Psi powers; the Weak
and Standard Psychic Screens (p142) are
appropriate for MetaCyber campaigns. |
STEALTH SYSTEMS |
Full blown invisibility such as the Cloaking
Device is beyond the tech available in the
MetaCyber setting, but the Stealth Hull
devices (p145) are perfectly appropriate. |
RECREATION AND ENTERTAINMENT |
Hologram technology, or "Tri-Vid"
as it is called, exists and is in wide use
as the standard form of image display technology
in the MetaCyber setting, but it is limited
to affecting the Sight and Hearing Groups
only. The success of the NET has lead to
this technology not being developed past
that.
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TELEPORTERS |
Teleport technology does not exist in the
MetaCyber setting, though some metahumans
have been demonstrated to have such abilities
and study of such might lead to breakthroughs
into the field. |
SENSORS AND COMMUNICATIONS |
All of the devices in this section are potentially
usable in a MetaCyber setting. Of particular
use are the Computers (p161) which can be
very handy in practically any vehicle. Nothing
screams scifi more than a car that talks
to you after all.
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Runners that specialize in vehicles, usually
called
Drivers, might have a custom Computer
with various useful skills built in that
they take from vehicle to vehicle to make
their job easier. Not every vehicle will
have all the features their Computer is
programmed to use, but its better to have
it and not need it than to need it and not
have it. |
VEHICLE COMBAT |
This chapter is assumed to be in use in
MetaCyber campaigns using vehicles, including
the Vehicle Hit Location charts. |