Red wrecker supreme:
[3]: The racing car build gives no real advantages nor disadvantages.
[5]: The Red wrecker's engine is one of the fastest in the AFWRC. (Speed +5)
[5]: The Red wrecker's gas fueled and comes with is own compressor, which makes it's fuel cheaper and easier to find.(Very cheap fuel
[4]:Cargo hold Size 50
[2]: Your first fuel tanks aren't very big.Rerolled
[4]: Fueltanks: That's why you spent some extra time on them, seriously increasing their size(fuel 8 )
[-]Crew: Not rolled. Default to 1
[3] Machine guns:
-Range: 3(can shoot up too three tiles ahead)
-Accuracy: d6
-Damage: d4
-Ammo: Size 1
- Misc: Front mounted (can only shoot forward)
[2] Wrecking ball: Melee damage d3
[6] Battering Ram Melee damage d(8+1/2speed)(Speed bonus only applies when this is the 2 action) Halve the damage is returned to sender.
[6]: You add some heavy armor, sadly you overdid it a bit and your speed suffers slightly(d8 armor, -1 speed)
[2]: Unfortunatly the high traction tires are not properly calibrated for the increased weight(d4 dodge)
[2]: The jamming system isn't strong enough to detonate missiles, but it can confuses enemy targetting sensors(-1 to hit for enemies, activate able every 3 turns)
[1] 5 Rations(Takes up 5 cargo place, last 1 person 10 days, You don't need to take all of them with you)
[4]40 cargo size worth of ammo, divide it along your guns however You want.
[2]Still a d4 dodge(at least it didn't get any worse
[2]1000 moneys
[3] You get a reusable booster.
[3]d5 dodge roll
[5]d7 armor
[6]30 food( Food, money, ammo stacks)
[3]d5 dodge roll
Darkling Shadow:
[3] The Darklink shadow can traverse both land and sea, but requires 1 fuel and 1 action to switch. The ship also inquires some speed loss due to it's shape(-1speed)
[3] The Darklink shadow isn't very fast but it isn't slow either(+ 3 speed)
[1] Sadly the Darklink Shadow engine isn't very resilient and requires custom made high energy jet fuel.(Expensive, explosive fuel)
[3][Cargo]: You cargo's rather small, mainly because you wanted to increase speed.(30 cargo +1 speed)
[4][Crew]: You have space for 4 crew members, including yourself
[2] [Fuel Tanks]: Your fuel tanks are rather small (6/6 fuel)
[2]-Longbow laser
-Range: 2(front and backward)
-Accuracy: d3
-Damage: d4
-Ammo size:2
-Special:Can fire multiple shots at the same time for a +1 hit bonus per extra ammo
[6]-Hurricane missile launcher:
-Range: 5(Front and backward)
-Accuracy d10 +2
-Damage: d6
-Ammo size: 15
-Special: WMD
[2] The Punishing Repulsor: d3 melee weapon
[2]d4 armor
[2]The phase generator is not very good, but it can be temporary overcharged to dodge all attacks(d3 dodge, allows one turn of autododging every 10 turns)
[1]These nanorobots were delivered by Omni-tech free of charge. Which probably means they're defective(1 time use, 50% chance of gree goo, repairs one component for 4 levels)
[3]15 food, You don't have to take it all with you if you want to.
[1] You only get 10 cargo points worth of ammo(Don't worry, you can buy more in the Shoppe or reroll)
[1]You only find 1 extra crewmember. He doesn't look very smart either
[2] 1000 monies
[6] Very cheap, efficient fuel(+1 speed, still explosive)
[2] Your ammo generator requires quite a lot of raw materials to work with, you'll need to gather them to use it( Can search for ammo)
[3] Stats updated
[6] Either 2 good crew or 1 veteran
[3] d5 dodge
Worldconq MK1:
[6] The Worldconq MK 1 is a heavily armored tank, perhaps a little bit to much.(-1 speed,+1 armor)
[4] Despite it's heavy armor, the Worldconq is still quite fast.(+4 speed)
[5]The worldconq MK1 's uranium reactor can burn almost any type of nuclear fuel. And luckly for you Omni-Tech products have been powered by nuclear batteries since 2021.(Very cheap fuel)
[1] The cargo space is in fact definitly to small(20 cargo space)
[2] There isn't much fuel storage either(6/6 fuel)
[1] Your robotic pincers are a big disappointement, it seems you can't get further then a rotating stick.( Robotic pincers, melee d2)
[2] Flamethrower( Note: I deautomated this one since you can fire it on your own just fine)
-Range 1
-Accuracy d4
-Damage d6
-Ammo size: 3
-Misc: Damage spread: damage automaticly spreads over different parts.
[3] Automated Rocket launcher :
- Range 4
- Accuracy d3
- damage d5
- Ammo size : 5
[4] Automated Robo hands defence system: Can be used every 3 turns for a 1 turn +2 dodge bonus. (Needs a weapon firing action to be activated, other weapons can be fired at the same time)
[6]You overengineer the robopincers. They are very strong,allowing you to grapple an opponent
[1]The armor is a failure(d3 armor)
[4]Your multiuse repairkit is very good. It'll allow you to repair 4*2 levels of damage)
[6] You knock out some some supports to make place for more cargo(70 cargo space, -1 dodge)
[3]You get 15 units of food. You don't need to take them all with you and you can sell them in the Shoppe
[5] You get 50 cargopoints worth of ammo. Divide them among your armor like you want.
[4] 2000 moneys
[6] Ridiculous EMP: Everyone needs to roll a d6. failure to roll above 3 results in a failure of all raceactions that turn( activated every 4 turns)
[6] d8 armor(-1 speed)
[6] Look at stats(Flamethower reroll)
[1]5/5 fuel tank(Yes, you made it worse)
[2] d4 dodge
The armadillo
[5]The Armadillo can easily switch between boat and tank modes.(Requires 1 fuel and 1 action)
[4]The armadillo's engine isn't very fast but will keep functioning until it's heavily damaged (+2 speed, functions normal until heavy damage)
[4] Hyper-DIESAL isn't as common as other fuels but at least it's clean and safe. Ok not very clean but it won't eat your neighbourhood like that self replenishing algea fuel.( Cheap fuel)
[3] 40 cargo storage
[2] The fuel tank turns out to be rather small.(6/6 fuel)
[3] There's space for 2 crewmembers, including you(+1 fuel, 1/2 crew)
[1] Heavy machine guns:
-Range: 1
-Damage: d2
-Accuracy: d3
-Ammo: 2
[6]Torpedos:
-Range: 5
-Damage: d10
-Accuracy: d10
-Ammo: 2
-Misc: Only useable in water
[5]Fuel tanks(9/9)
[2]d6 anti ground/ water armor
[1]Air defense system: d5anti air defense. Ammo size 4
[1]Sadly, the G.M doesn't let you get away with changing the rules when rolling a 1. However you get a Percusive maintenance kit, which doubles your repair values when the repair roll succeeds, but deals damage(damage=2*repair roll) when it fails.
[4]You get 20 cargo space worth of food
[2]You get 20 points worth of ammo
[1]You get one bad crewmember(Crewmembers can be sold or bought, and they aren't cheap)
[6]3000
[3] Round the clock discipline (every 3 turns you can make a third racing action with a d3(fuel use and engine damage still aply))
[2]There are some new safety precautions(Repair stuff reroll)
[6] d10 armor: Hard to repair: -1 repair rolls
[2] You rerolled this one immediatly
[4]Look at new stats( AIr defense reroll)
The Valkyrie
[1] The Valkyrie is hybrid transport, which means that it fails to be effective both on land as in the air.( Requires 2 fuel and 1 action to switch). (-2 speed)
[1] Sadly the engine is barely strong enough to keep it in the air. On top of that, the solar panels make the engines extra fragile. (+1speed, fragile engines)
[4] At least the Gasoline fuel is quite easy to find, and not remarkably explosive.(cheap fuel)
[6] Your cargo hold turns out to be larger then expected. While you did decrease the size for increased mobility and speed, it comes at cost fuel storage.(50 cargo storage, +1 speed, +1 dodging, -1 fuel storage)
[1] Sadly, you doubt you'll be able to fit more than one person in here.(1/1 crew quarters)
[3]You get 7/7 fuel tanks)
[2]Twin automated solar cannons:
-Range:3
-Damage:d4
-Accuracy d4
-Misc: Fires fuel(1 per use)
[3] Automated Miniguns:
-Range: 2(front and backward)
-Accuracy: d3
-Damage: d5
-Ammo size:2
[6]Tracking device : Can be used every other turn to get a +3 on hitting rolls and a +1 to range, sadly others can use it to track you to and get the same bonus.
[4]d6 armor
[4]Auto repair drone: Repairs the ship using leftover energy from the engines.(+1 health if speed roll(whitout speed modfiers) is higher or equal than 3)
[1]Armor shielding system: Can burn 1 fuel to halve damage.(Halving is applied after armor vs hit roll)
[1]5 rations
[6]You get 60 cargo points worth of ammo
[6]4 crew (+2 speed,-1armor)
[1] 500 cash
[2]2 bad crewmembers
[1] You can decide to race at half speed( or don't race at all) for a 50% chance of firing the Solar guns whitout requiring ammo. ( Note, only counts if guns are fired that turn)
[5]9/9 fuel
[3]You can now activate the SHielding system every 5 turns whitout needing to burn fuel
[3]1 fuel and action to switch (speed penalty reducted to -1)
Starrunner:
[5] The Starrunner is an agile stealth plane (+1 to dodge)
[1]Sadly it's seems that the delivered rocket engines are defective and very slow and unreliable(+1Speed)
[5]Luckly the starrunners Hydrogen fuel is both very cheap and very common(Very cheap fuel)
[3] You're already small cargobay is made even smaller by the need for speed(30 cargo bay, +1 speed
[5] You crew quarters are excellently designed, providing excellent lodgings for 4 crewmembers and extre cargo space(+10 cargo, 1/4 crew)
[5]Your fuel tanks are hypercooled, allowing them to store a lot of fuel.(9/9 fuel)
[3]Automated thermite misseles:
-Range: 4
-Accuracy: d3
-damage: d6
-ammo size: 5
[1]Automated Massive shotgun:
- Range:1
- Accuracy: d4
- Damage: d6
-Ammo size: 5
-Does 2 damage to self every shot( armor isn't counted)
[2]Auto turrets:
-Range: 3
-Accuracy: d3
-damage: d3
-ammo size: 2
[4]d6 dodging
[6]Point defense turrets: 1 ammo size, when activates: counts as an extra d6 dodge roll. Can use 1 extra ammo for a +1 to dodge(stackable).Deals damage back to sender if dodge is succesfull(damage= (dodge roll - Acc roll)/2
[5]Working Nanobots: 5 uses, repairs 3 component levels. Safeties can be overriden(50% chance of revolution) for double healing.
[6] You get 30 food.
[6]You get 60 cargospace worth of ammo.
[3]You get 3 bad crew( You can sell them if you don't like them)
[2] 1000 moneys
[6] Advanced nitrosystem. Uses 1 fuel( and can be used every 2 turns) doubles the d6 roll in racing
[1] Orbital laser: cost 1000 moneys to use( you're hiring this thing) can be used every 5 turns. Counts as a certain hit with a d6 for damage
[4] 4 Speed
[1] 500 moneys
[1] Nothing happens(shotgun reroll)
The Zyphyr cathedral:
[1] Sadly Zeppelins aren't know to be the most aerodynamic vehicles built in human history( -1 speed)
[3] The jet engines turn out to be mediocre at best.(+3 speed)
[6] You're airship runs on UltraKerosin, which is very cheap since it has been discredited in an international safety report three months ago.(+1 speed, very cheap fuel, explosive fuel)
[1] Your cargo bay is indeed quite large, sadly it's littered with supports, resulting in very few usable space(20 cargo bay)
[2]You can only hope to get 2 crewmembers in here)
[2] 6/6 fuel)
[5]Kamikaze Drones:
-range: 6
-Accuracy: d8
-Damage d8
-Ammo size: 3
-Special: Autotargetting: In case the target's missed(dodge roll fail) and Acc roll is more then 2 , acquire new target.
[3]SUV artillery:
-Range: 3
-Accuracy: d2
-Damage: d8
-Ammo size: d5
[2] Machine gun turrets
-range 2
- accuracy d4
- damage: d3
-Ammo size: 1
[5]d7 armor
[3]Point defense turrets: 4 ammo size, when activates: counts as an extra d6 dodge roll. Can use 1 extra ammo for a +1 to dodge(stackable).Deals damage back to sender if dodge is succesfull(damage= (dodge roll - Acc roll)/2
[5]Doubles repair results and ensures a minimum repair of 1 per repair action
[1]You get 5 rations
[3]You get 30 cargo worth of ammo.
[6] You manage to get an AFWRC veteran to join you. Not only is he very good at his job, he gives a +1acc at whatever gun he is firing
[3] 1500
[1] You can buy things for twice the price + 500 moneys at any time. Normal shop prices when at shops.
[6] Goober guns:
-range: 6
- acc: d10
-damage: none
- Ammo size: 1
-Special: Can target components: correct hit results in a -1 for all associated actions: stacks
[3] 30 cargo space
[6] You can buy things for the normal price + 500 delivery fee. You can chose not to pay the fee, but then your crate might not be correctly dropped( ak onto another player)
[6] 10/10 fuel -1 armor
Average rolls:
Red Wrecker supreme: 3.47
Darkling shadow: 2.76
Worldconq MK1: 3.71
Armadillo: 3.19
The valkyrie: 3.04
STarrunner: 3.57
The Zephyr Cathedral: 3.47