Utility vehicles, from ambulances to ammo

EDIT: The stats in this thread are rough drafts – please use the final versions on the wiki: Anvil Utility Vehicles and Combat Support Systems.

You’d be surprised by all the little necessities a mechanized unit needs to carry around with it – and which are very handy to have on mobile, armored platforms in case you need to use them under fire.

Since the cost of Tools for particular skills isn’t always clear, and since I’ve tried some oddball things with the Device: Skill Advantage rules, I’m eager for any outright corrections as well as suggestions and general comments.

Grav Armored Utility Sled – Basic (GAUS-B)
Type: Atmospheric Vehicle (Pilot)
Tech Index: Low index and higher
Capacity: 2 crew (driver and gunner), 8+ passengers, cargo
Tech Resources: Ob 10
Profile: 2
Integrity: 6
Control: —
Signals: Automation 3
Sensors: Automation 3
Ordnance: Squad Support (1)
Vehicular Speed: Atmospheric 6
Security: none
Structural Tolerances: Surface, H8. Breach, V1. Damaged, V7. Destroyed, V14.

(Based on Anvil Assault Sled)

Remove one ordnance mount entirely (-2 pt)
downgrade the other from Vehicular to Squad Support (-1 pt)

Variants (only stats and traits that differ from the GAUS-B are listed):

GAUS-C (Command)
Capacity: 8 crew (pilot, gunner, 4 command staff, 2 signals specialists), 2 passengers (usually security personnel)
Tech Resources: Ob 16
Signals: Automation 5

Battle Command System (6 pts total):
+2D to Tactics for initial disposition roll only (Device: Skill Advantage, 2D, +5 pts)
Increase Signals Automation by two (+2 pts)
Categorical Limitation: If enemy forces jam this unit’s communications with a Signals Warfare specialist action (see pp. 499-500), any extra successes the Battle Command System added to friendly Disposition are lost until communications are restored (-1 pt)
IMPORTANT: If the GAUS-Command vehicle is destroyed, immediately subtract its added successes from Disposition, just as with any other technology, position, or cover that is the source of a Disposition advantage and then lost.

GAUS-S (Surveillance)
Capacity: 5 crew (pilot, gunner, signals specialist, sensors specialist, drone specialist)
Tech Resources: Ob 16
Signals: Automation 4
Sensors: Automation 8

Surveillance Drone Launch, Recovery, and Control Vehicle (+6 pts total):
Increase Signals Automation by 1 (+1 pt)
Increase Sensors Automation by 5 (+5 pts)

GAUS-M (Medical)
Capacity: 4 crew (driver, gunner, surgeon, medic), 4 casualties (lying down in flight-stabilized litters), medical supplies
Tech Resources: Ob 16

Aeromedical Evacuation Vehicle (6 pts total):
Tools for Surgery (+5 pts) and Pharmacology (1/2 of 2 points = +1 pt)

GAUS-R (Recovery)
Capacity: 4 crew (driver, gunner, 2 mechanics), 2 passengers (usually a disabled vehicle’s crew), spare parts
Tech Resources: Ob 16

Flying Tow Truck (+6 pts total):
Enhancement: Can carry a disabled vehicle as large as a Self-Propelled Artillery (Gravitic) sled (+8 pts)
+2 Ob to Control (-3 pts) and -2 to Vehicular Speed (-4 pts), when carrying another vehicle only (mitigating Obscure Circumstances, +3 pts)
Tools for Repair (+2 pts)

GAUS-W (Workshop)
Capacity: 6 crew (driver, gunner, 4 mechanics), spare parts
Tech Resources: Ob 16

Mobile Maintenance Workshop (+6 pts total):
Tools for Repair (+2 pts) and Armorer (1/2 of 2 points = +1 pt))
+2D to Repair skill (Device: Skill Advantage, 1D, +5 pts)
Categorical Limitation: lengthy set-up time. If the GAUS-W moves, it cannot be used for Repair or Armorer tests for the rest of the scene; and if the GAUS-W is used for Repair or Armorer tests, it cannot move for the rest of the scene (-1 pt)
Categorical Limitation: limited spare parts supply. If a total failure (no successes) is rolled on Repair, the GAUS-W does not give its +2D bonus to Repair again until a successful Logistics roll is made against Ob 2 in a subsequent building scene. (-1 pt)

GAUS-A (Ammunition)
Capacity: 4 crew (driver, gunner, munitions specialist, EOD specialist)
Tech Resources: Ob 18

Ammunition Resupply Vehicle (8 pts total):
+1D to Ammo checks (Device: Skill Advantage, +1D, 3 pts)
Enhancement: Ammo Check bonus affects everyone on the GAUS-A’s side (+6 pts)
Categorical Limitation: Blows Up Good: If the GAUS-A is destroyed, every vehicle and character that used its +1D for an Ammo Check at the end of the previous exchange takes Mark damage for the most powerful weapon whose ammo the GAUS-A is carrying. (-1 pt)

GAUS-E (Engineer)
Capacity: 10 crew (pilot, gunner, 6 combat engineers, 2 EOD specialists), cargo
Tech Resources: Ob 20

Combat Engineer Vehicle (+10 pts total):
Tools for Fortifications (+8 pts) and EOD (half of 4 points = +2 pts)

While I am exceptionally eager for you to get to the business of actually playing Burning Empires, I confess that I’m impressed with these. They are cool and could add some nice color to an intense Invasion phase game.

-Luke

Same here, man, believe me.

…I confess that I’m impressed with these. They are cool and could add some nice color to an intense Invasion phase game.

Thanks! As a practical matter of using the Resources rules wisely, I think a lot of time people would “buy” (i.e. roll vs. Resources to obtain) the special mission packages first, i.e. the Surgery tools or the Flying Tow Truck capability or whatever, and only, when the survivability of the asset is potentially at stake, go ahead and say, “Oh, yeah, did I mention that’s on an armored, mobile platform with a squad support-scale weapon on it? Because this Ob 10 Resources test says it is.”

Remember also that these variants can be useful in earlier phases than Invasion, especially the Surveillance one. And, especially for Infiltration and Usurpation, allow me to offer:

GAUS-P (Military Police)
Capacity: 2 crew (driver and gunner), 8 passengers, 3 prisoners in restraints
Tech Resources: Ob 20

Prisoner Restraints (10 pts total)
The GAUS-P has room to strap down and lock down three prisoners in special chairs in the back of the passenger compartment. Getting free of the restraints is not impossible, but requires the character to successfully test first Agility and then Power, both against an Obstacle of 3.
(Base cost, +1 pt; 3 Ob, +3 pts; tests an additional stat, +2 pts; Enhancement: two additional characters, +4 pts)

Since this approach actually makes the most sense, and since it allows mounting special equipment on either a GAUS, a fully-armed Assault Sled, an unarmed GUS, a Hammer vessel, or a fortress, I’ve gone ahead and split out the systems. Note I’ve only explained what I mean by “Jammable,” “Bulky” and “Limited Supplies” once, though on the wiki I’ll repeat the full rules for each entry.

Battle Command System (BCS)
Resources Obstacle: 4 pts
Low Index and higher

+2D to Tactics for initial disposition roll only (Device: Skill Advantage, 2D, +5 pts)
More Powerful (+1 pt)
The Battle Command System displays the locations, strengths, and current mission of both friendly forces, automatically updated by the troops’ coms systems, and of the enemy, estimated from computerized synthesis of reconaissance data. Commanders and staffs use the BCS to get a clear sense of the battle without having to harangue subordinates for situation reports in the middle of the fight.
The Low Index version of the BCS gives +2D to the initial Tactics roll to determine a force’s disposition. (It gives no bonus if Command is rolled instead). Roll these bonus dice separately and record how many points they added to disposition (none, one, or two): If the individual or vehicle equipped with the BCS is disabled or destroyed, these bonus disposition points are immediately lost.

Categorical Limitation: Vulnerable to jamming (-1 pt)
If enemy forces jam this unit’s communications with a Signals Warfare specialist action (see pp. 499-500), any bonus disposition points granted by the Battle Command System are lost until communications are restored.

Categorical Limitation: Bulky (-1 pt)
The BCS is too big for soldiers to carry. It must be either stationary – which means the unit possessing it cannot Advance, Flank, or Withdraw – or carried by a vehicle of Grav Sled size or larger.

Availability in character burning: Characters with the Anvil Lord, Hammer Lord, Forged Lord, or Clan Leader trait may buy a BCS for 1 rp. All other characters may buy it for 2 rps with GM approval as AIR (advanced/illegal/restricted) equipment.

Surveillance Drone Array
Resources Obstacle: 4 pts
Low Index or higher

+2D to either Sensors or Signals (Skill Advantage, +5 pts)
Categorical Limitation: Vulnerable to jamming (-1 pt)

Modular Field Surgery
Resources Obstacle: 8 pts
Low Index or higher

Tools for Surgery (+5 pts)
Tools for Pharmacology (half cost for second skill, +2 pts)

+1D to Surgery (Skill Advantage, +3 pts)
Categorical Limitation: Limited Supplies (-1 pt)
If a character makes a Surgery test using the Modular Field Surgery’s +1D and rolls no successes at all (total failure), some critical supply is exhausted: The +1D bonus is lost until the end of the maneuver or until a successful Logistics roll against Ob 2 is made in a subsequent building scene.

Categorical Limitation: Bulky (-1 pt)

Availability in character burning: Characters with the Surgery skill and any Anvil, Hammer, or Ksatriyen lifepaths may buy a Modular Field Surgery for 1 rp. All other characters may buy it for 2 rps with GM approval as AIR (advanced/illegal/restricted) equipment.

Modular Perimeter Security System
Resources Obstacle: 12 pts
Low Index or Higher

Security Skill: Automation 6 (base 8 pts; +5 to skill, +5 pts)
Categorical Limitation: Bulky (-1 pt)

Availability in character burning: Characters may buy a Modular Perimeter Security System for 1 rp if they have any one of the following lifepaths: Anvil Lord, Hammer Lord, Forged Lord, or Clan Leader; Man-at-Arms, Constable, Justiciar, or Lord Steward (Stewardship & Court); Discipline Officer or Hammer Captain (Hammer); Military Police or Anvil Captain (Anvil); Cotar Fomas or Adjutant Inquisitor (Theocracy); Security Officer (Merchant League); Law Enforcement (Commune); Philosopher King or Queen (Vaylen Human); Kerrn Offisah or Sguridee. Any other character with the Security or Security Rigging skills may buy it for 2 rps with GM approval as AIR (advanced/illegal/restricted) equipment.

Modular Armorer’s Workshop
Resources Obstacle: 8 pts
Low Index or higher

Tools for Armorer (4 pts)
Tools for Fabrication (half cost, 2 pts)
Tools for Repair (half cost, 1 pt)

+1D to Repair (Skill Advantage, +3 pts)
Categorical Limitation: Limited Supplies (-1 pt)

Categorical Limitation: Bulky (-1 pt)

Availability in character burning: Characters with the Armorer skill and any Anvil, Hammer or Ksatriyen lifepaths may buy a Modular Field Workshop for 1 rp. All other characters may buy it for 2 rps with GM approval as AIR (advanced/illegal/restricted) equipment.

Ammunition Resupply System
Resources Obstacle: 6 pts
Sub Index or higher

+1D to Ammo Checks (Skill Advantage, +3 pts)
Enhancement: affects everyone on same side (+6 pts) in the same Position (Categorical Limitation, -1 pt)
Categorical Limitation: Bulky (-1 pt)
Categorical Limitation: Projectile Weapons only (-1 pt)

Availability in character burning: Characters with the Anvil Lord, Hammer Lord, Forged Lord, or Clan Leader traits may buy an Ammunition Resupply System for 1 rp. All other characters may buy it for 2 rps with GM approval as AIR (advanced/illegal/restricted) equipment.

Tow cradle
Resources Obstacle: 4 pts
Low Index and higher

A tow cradle system consists of an extensible support frame equipped with a set of grav/pressor pods. A grav vehicle with a working tow cradle can tow a disabled grav sled as large as an assault sled or self-propelled artillery sled. The towing vehicle suffers a +1 Ob to control rolls, and -1 to speed, until it drops off the towed vehicle or performs an emergency disconnect – which usually leaves the abandoned cradle and the disabled vehicle several hundred meters above ground with nothing to keep them there.
A tow cradle can extend itself to carry the disabled vehicle, but they inevitably come with a toolkit to allow manual adjustments and, most important, to try repairing the disabled vehicle on the spot without having to tow it anywhere.

Enhancement: can tow a disabled vehicle (+8 pts)
Tools for Repair (+2 pts)
Trait Limitation: tow vehicle required (-3 pts)
+1 Ob to Control (Obstacle Limitation, -2 pts) and -2 to Vehicular Speed (-4 pts), only when towing (Obscure Circumstances, +3 pts)

Availability in character burning: Characters who have already bought a grav vehicle may add a Tow Cradle to it for 1 rp.

Revised versions are now on the wiki.

Well, he’s prolly only an hour away, but if I start up a game in the Northern Virginia area and suck him in, what’ll happen to all the crazy, blue-balls driven outpouring of creativity he’s got going on?

I’m thinking we should hold out at least until the GAUS-F (Fire truck/sled) has been properly field tested. :wink:

Admittedly, my local gaming group is on hiatus for the holiday season – three of the four of us have kids, so Thanksgiving-Christmas is no-go time – and you’re getting the (dubious) benefit of my gaming cabin fever.

But. This is a totally different part of my brain working than the part that actually roleplays with real human beings. This is the part that outlines my articles for work and then sketches out alternative US Army division organizations in my spare time and engages in other sorts of “lonely fun.” When I’m in an active campaign (most of the time), this is the part that manifests in plotting what my character will do next, working up sheets of generic NPCs and setting information, and, if I’m the GM, planning out horrible stuff to throw at the players next time. When I actually start a BE campaign – and, Heaven help me, I’ve pledged to GM for my group – I’ll just turn this energy into generating stuff more specifically geared to the world and figures of note we end up with.

Also, what’s wrong with fire trucks? Fire trucks are important! What if your Usurpation phase involves a terrorist bombing campaign in major cities? Dammit, don’t make me stat some up! You know I’ll do it! Don’t push me!