Ron Stratton's Wiki O' Mild Discomfort

 

MAV Design

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Mobile Assault Vehicles – An Overview

 

                The MAV is the fighting machine of choice on Bellerephon.  It’s versatile, maneuverable, and relatively easy to repair.  It also looks really cool, and holds down loose papers with ability unmatched.

 

Construction:

 

                MAVs are built from modular components, with a framework built from a ceramic/titanium alloy, servomotors of varying size, strength, and response, and armor plating made from sandwiched layers of titanium and high-tension steel alloy.  The vehicle is powered by a small fusion-cell power plant, and an optical-matrix computer controls the various systems.  The primary sensors and communication equipment are located in the units ‘head’.  Decapitating the unit will not render it blind, but most pilots find operating a MAV using only backup cameras and ‘guncams’ to be disconcerting.

 

                MAV weaponry is designed to be equally modular and interchangeable.  Feeds for data and power are built into the unit’s hands; when the unit takes hold of a weapon’s handle the weapon becomes linked to the unit’s systems and immediately become controllable.  When not in use, the weapons are attached to magnetic stripping on the unit’s back known as ‘slings’.  While it is possible to ‘lock’ a weapon to only be usable by a particular unit, most pilots don’t bother with this option.

 

Statistics:

 

                The relative abilities of each MAV are described with the following stats.  Most of them will be ranked 1 through 5, though other values (including 0) are possible.  The various stats are added up into the Point Value of the MAV, which may or may not be helpful.  Other vehicles can be described using these stats.

 

Speed (Ground): The basic movement speed of the unit.  Each point of Speed (Ground) is equal to 50 kph.  For MAVs, moving faster than 50 kph requires high-speed treads built into the unit’s feet.  Rough terrain or steep grades may restrict the use of treads.

 

Speed (Air): The use of flight requires either Flight-Thrusters or Flight-Repulsors under Equipment.  Each point of Speed (Air) is equal to 100 kph.  For more aerodynamic vehicles (not MAVs, in others words), it equals 150 kph.

 

Maneuverability: Maneuverability is an approximation of how responsive the unit’s control systems and servos are.  While a Maneuverability of 0 hardly renders it immobile, a higher value will aid greatly in acrobatic maneuvers, dodging, fancy piloting, etc.

 

Strength: The lifting strength of humanoid units, not to be confused with cargo capacity (see Equipment).  A value of 1 reflects half a ton of lifting strength, each point higher doubles that figure (2 = 1 ton, 3 = 2 tons, and so on).  Strength is also usually added to the damage of melee weapons, due to the extra force exerted.

 

Armor: Resistance to damage from weapons, collisions, and other forms or harm.  See Armor vs. Weapons for all the picky details.

 

Durability: An approximate measurement of how much punishment a MAV can take before it suffers complete failure.  Each point of this stat provides 3 Structure Points for MAVs or 2 Structure Points for other vehicles.  See Armor vs. Weapons for all the pit-nicky details.

 

Weapons: This is the carrying capacity for the MAV’s weapon loadout.  The stat dictates the amount of ‘space’ on the unit’s weapon slings, each weapon occupies an amount of space equal to its Type rating with a minimum of 1/2 (Type 0 = 1/2 space, Type 1 = 1 space, Type 2 = 2 spaces, etc).  A MAV can only use one hand-held weapon (or two Type-0 weapons) at a time in most cases.  The maximum Type rating of weapon usable is half the Weapons rating rounded down, indicating the tolerances of the power feeds and control links.

 

Equipment: This stat covers all the extra gear that is not individually ranked.  For each point of Equipment, the MAV may carry one of the listed devices.  The Standard package is free.

 

Tolerances: The Power and Mass ratings reflect the ability of the frame to accept modifications, and are rated in numbers of plusses.  Plusses in Power reflect unused capacity of the power plant, while plusses in Mass reflect how much additional weight and stress the frame can handle without structural reinforcements and/or stonger servos.  Each modification or alteration to the frame will either change or lessen the frame's tolerance ratings.  Ideally these should only reduce them to a neutral state (a lack of plusses), but if a frame is overburdened minuses may appear.  Pushing a frame past its tolerances is dangerous!  Don't do it lightly, and don't be surprised if the over-stressed MAV breaks down when you need it most.

 

The Equipment List:

 

Standard – Equipment so basic and ubiquitous that every vehicle would come standard with it.  Under most circumstances this will include the pilot’s seat and controls, basic navigation and communications equipment, a low-end REM (Radar/Electromagnetic/Motion) sensor package, and a survival kit containing food, water, flares, a utility knife, and a collapsible tent.  Military-issue survival kits also include a basic pistol.

 

Jump Pack – The Jump Pack is a pulsed repulsor unit that adds extra ‘bounce’ to a MAV’s servo-powered jump, doubling or sometimes tripling its jumping distance.  The Pack normally draws only a small amount of power, taking several seconds to recharge its capacitors between jumps; constant usage can lead to power management problems.

 

Enhanced Sensors – Common on scout vehicles, this is a higher-end RET (Radar/Electromagnetic/Thermal) sensor package, capable of scanning up to ten to fifteen miles unless blocked.  Aside from thermal and motion readings, there is no practical “life sign” detection equipment on Bellerephon.

 

Flight – Repulsors – Repulsor units provide a broad ‘downforce’ that raises the unit into the air.  Repulsors are quiet and reasonably efficient, but they cannot hold a vehicle more than ten feet off the ground on average.  Repulsors are commonly used for long-distance transportation due to their ability to cross rough terrain as easily as a groomed road.

 

Flight – Thrusters – Thrusters are fusion-powered turbines that lift a unit into the air in much the same manner as a VTOL craft.  They’re loud and produce a significant heat signature, but they can fly a great deal higher than repulsors.  Most thruster-equipped MAVS also have ‘wings’ of varying shapes to provide extra steering control.

 

Storage – An armored compartment inside the unit’s structure designed for storing ammunition, small vehicles, or other cargo.  The compartment measures 5’ by 2’ by 2’, and can hold up to a quarter ton of whatever will fit in that space.  The Hippogriff Collapsible Hoverbike is a popular cargo for long-range recon missions.  On vehicles other than a MAV, the compartment is double the size and capacity.

 

Cargo – Cargo capacity can be of any size or shape.  Each compartment’s worth holds half a ton of material on a MAV or a full ton on other vehicles.  Unfortunately, this kind of storage is not protected by the unit’s armor.

 

Magazine – This is essentially a Storage space, but designed specifically to hold munitions.  The compartment holds a quarter ton of ammo clips, missile pods, and/or demolition charges, protecting them from enemy fire and accidental detonation.  If a unit also has an Integrated Weapon slot, the Magazine includes feeding mechanisms to automatically load the mounted weapon.  For conventional vehicles, a Magazine can reload weapons on Hardpoints in the same manner.

 

Repair Pack – Not usually found on combat frames, the Repair Pack is a specialized Storage space filled with diagnostic equipment, basic repair parts, and an Omni-Tool(see the Weapons section).  Most of the time you won’t be able to make full repairs with the contents of this kit, but you can at least restore basic functionality to your typical broken machine so you can get it somewhere with a real repair bay.

 

Hardpoint – Hardpoints are dedicated structural mounts on which weapons can be mounted.  Mounting a weapon makes it no longer necessary to hold it in a hand to use it, though it still counts against the unit’s weapon capacity and must be reloaded manually(unless mounted on a conventional vehicle with a Magazine).  A mounted weapon is not protected by the unit’s armor, but it can be unmounted and replaced while in the field with only slight difficulty.  A point invested in this equipment gives two Hardpoints.

 

Integrated Weapon – An Integrated Weapon is a space within the unit’s structure specifically designed to hold a single Type-1 or two Type-0 weapons.  The mounting includes automatic ammo feeds from any Magazine space, more or less eliminating any limited ammo penalties of the mounted weapon.  The weapon(s) so mounted do not count against the unit’s capacity, and they are protected by its armor.

 

Shield – A large section of armor plating, mounted on a MAV’s arm and used as extra protection.  It counts as 1 extra point of armor if successfully blocking an attack.  A shield can be destroyed if repeatedly hit by superior firepower or a melee weapon.

 

Psychic Enhancement Packages:

 

                Psychic Enhancement Packages are expensive and hard to come by without serious black market connections.  Installing one on anything but a Delphine requires a complete and expensive reworking of the unit’s control systems.  These devices channel and enhance a psychic’s natural abilities, focusing them into specific effects.  To use a Psychic Enhancement Package requires at least Rank 2 in the prerequisite Psychic Talent.

 

Psychic Scanner (Telepathy) – The Psychic Scanner makes a pilot sensitive to the thought patterns of living creatures, up to a range of thirty miles (fifty miles at Rank 3).  While the Scanner does not grant fine enough focus to read the thoughts of detected creatures, the user can get a general feeling for the type of creature (humanoid, Typhon, animal, etc).  Less intelligent creatures such as animals and the lower Typhon castes harder to detect at range, while other active psychics practically shine like beacons.

 

Perceptual Disruption Generator (Telepathy) – Better known as the Delusion Device, the PDG allows the user to project figments of their imagination into the minds around them to distract, conceal, or confuse.  At Rank 2, the PDG produces illusions that can be reasoned away given time and thought.  At Rank 3, the victim’s senses are completely hijacked, rendering them unable to tell reality from delusion.  The dangers of this device are many.  First of all, it is not selective.  Unless they are protected, every mind within fifty feet will suffer from its effects.  Secondly, overuse can cause the user’s mind to develop hallucinations of its own.  Thirdly, while the user can dictate what the victim’s mind perceives, they cannot dictate how they react to it.  A victim who pulls a trigger while panicked or confused has opened fire regardless of what they think they are doing.

 

Flight Booster (Telekinesis) – When installed on a MAV with any form of Flight, this device boosts its Speed(Air) and Maneuverability 1 rank (or 2 ranks if Rank 3 Telekinesis) through added kinetic control and thrust.  Prolonged use (more than a few minutes each hour) will tire the user.

 

Kinetic Shield (Telekinesis) – This arm-mounted device creates a circular barrier of psychic energy that provides 2 extra points of protection against blocked attacks.  With Rank 3 Telekinesis the shield becomes a true force field, protecting from all directions.  Some level of concentration must be maintained to generate the shield and the more hits the shield takes in a short span, the more tiring it becomes to maintain it.

 

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