The new and improved(and much better),
the long awaited(by some of you),
Design a Vehicle Contest(V2)
The format ,rules, etc.
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AIR VEHICLE RULES
Heres the beginning.
Air rules:
1. State What faction it is associated with and what type of vehicle it is
(UNSC/Covenant ; Ground/Air)
2 State its name
(EX. Shrike)
3. State its Use
(EX. Air Superiority )
4. Give a description and/or picture
5.List the stats
A. Chassis size
B. Armor
C. Weapons
D.Components
A.Chassis Size
UNSC - Human air vehicles are generally medium to medium-large, and are designed to serve a number of functions, from troop transport to assault fighter.
Movement Methods
VTOL/Hover- 25 base speed
Jet- 50 base speed
Small - 10 Space +10 to base speed
Medium - 15 Space 2 Power +5 to base speed
Large - 20 Space 3 Power +0 to base speed
Heavy- 30 Space 4 Power +5 to base speed
*for size comparisons. Small is like a Banshee, medium a Sparrowhawk, large a Pelican and heavy is an Albatross.
Covenant - The Covenant seem to have less developed roles and tactics for their aircraft. However, this is not to say that their aircraft aren't useful or dangerous.
All covenant air vehicles have a base speed of 50
Small - 5 Space 2 power +5 to base speed
Medium - 10 Space 4 Power +0 to base speed
Large - 15 Space 6 Power -10 to base speed
Heavy- 20 Space 8 Power -15 to base speed
*for size comparison. Small is Banshee, Medium is Phantom, Large is a Seraph, and Heavy is a Covenant Air artillery.
B. Armor
UNSC - ever since the invention of AA guns, the humans have seen the value of armoring their planes.
Five areas must be designated -
Top, Bottom, Sides, Cockpit, Engine
None - Right. Do you REALLY want your plane to be shot down by small arms fire?
Light - 1 Space Similar to that of a Hornet
Medium - 2 Space Like a Pelican's armor
Heavy - 3 Space Like an Albatross's armor
Covenant - With their superior alloys you would think that their vehicles would withstand more hits. Unfortunately, that just means that they get by with thinner armor.
Five areas must be designated -
Top, Bottom, Sides, Cockpit, Engine
None - This just begs to be shot down with AA.
Light - 1 Space Equal to that of a Banshee's
Medium - 2 Space Like a Spirit's Armor
Heavy - 3 Space Like a Covenant Air Artillery's Armor
C. Weapons
First off, there are several modifications that can be added to weapon systems
Heavy(Hvy) - The weapon is twice as large and thus does twice the damage. It uses up twice the amount of space and power however.
Dual - The Weapon system may be dual linked with another weapon of the same kind, firing faster. Uses up twice the space and power.
Long Range (LR) - This weapon has been specially modified to be effective at long ranges. Takes up twice the space
Turret - This normally fixed weapon is placed on a large turret. Adds one space. Two if Heavy mod is used.
*Only weapons that are designated may have these modifications*
Human - Almost all Human weapons are chemically or electromagnetically propelled projectiles. While they have tremendous kinetic energy their effectiveness against energy based defenses is severely limited.
Machine Gun - A .40 cal. machine gun is relatively accurate, although its firing rate is a bit slow compared to a chain gun. Best against infantry
Mods - Dual, Hvy, Turret. Costs - 1 space
Autocannon - A .50 cal. machine gun is relatively accurate, with a moderate rate of fire. Effective against infantry and air vehicles.
Mods - Dual, Hvy, Turret Costs - 2 space
Chain Gun - A 50 cal. Chain gun trades accuracy for rate of fire. Its more powerful against large groups of infantry and ground vehicles than a machine gun.
Mods - Hvy. Costs - 2 Space
Gauss Cannon - A mini MAC of sorts, like that on the back of a warthog.
Mods - Hvy. , LR Costs - 2 Space, 1 Power
ATS Missile Launcher - Launches missiles. Can only attack ground.
Mods - Dual, LR Costs - 2 Space
ATA Missile Launcher - Launches missiles. Can only attack air vehicles.
Mods - Dual, LR Costs - 2 Space
Spartan Laser - Possibly the most powerful weapon in the UNSC Arsenal, the only problem is the 5 second charge time on the vehicle version (no battery limit)
Mods - Dual, Hvy. Costs - 2 space, 2 power
Covenant -
Plasma Cannon - Very similar to a plasma rifle, but is larger. Basically the thingamajigger on a Banshee.
Mods - Hvy., (dual by default) Costs - 1 Space, 1 Power
Fuel Rod Cannon- The Fuel Rod Cannon that the Banshee is equipped with. Great against ground, hopeless against air.
Mods - Hvy., dual Costs - 2 Space, 1 Power
Needler turret - A very big Needler. It is a perfect anti air/infantry turret.
Mods - Hvy. , dual Costs - 2 Space
Shade Turret - Doing considerable damage to both vehicles and aircraft alike it is a good all-around turret.
Mods - (turret by default) Costs - 2 Space, 1 Power
Plasma Mortar - The thing that a Wraith is equipped with. (fixed weapon by default) Attacks ground only
Mods - Hvy., dual Costs - 4 space, 2 Power
Plasma Beam - A precise beam of plasma.
Mods - Hvy., dual Costs - 2 space, 1 power
D.Components
It may be weapons and armor that make the vehicle, but it's the components that define the vehicle.
UNSC
Ordinance Bay- For bombers. Used to contain generic bombs, as well as bunkerbusters, 'smart', etc.
Costs - 5 space
Transport Bay- For Transports. Used for transporting troops, cannot contain vehicles.
Costs - 5 space
Large Transport Bay- For larger transports. Used to haul vehicles, but can also contain troops.
Costs - 12 space
Magnetic Clamp- Allows vehicle to pick up a ground vehicle, like the Pelican.
Costs - 3 space, 2 power
Sensor Package- Not neccessary, but useful. Allows the vehicle to track enemies, friends, basic detection abilities, radar, and infra-red.
Costs - 1 space, 2 power
TecCom- Communications package. Allows for seamless communication between vehicles and troops.
Costs - 1 space 2 power
Weapons computer- Makes weapons more accurate
Costs - 1 space 1 power
Dynamo- Increases power by 2.
Costs - 4 space
Afterburners- Increases speed by 10
Costs - 2 space 2 power
Covenant
Transport Bay- For Transports. Used for transporting troops, cannot contain vehicles.
Costs - 5 space
Large Transport Bay- For larger transports. Used to haul vehicles, but can also contain troops.
Costs - 12 space
Cargo Clamp- Allows vehicle to pick up a ground vehicle, like the Spirit.
Costs - 2 space, 3 power
Shield Charger- Allows shield to recharge faster, increases health to 150%
Costs - 4 space, 3 power
Booster- Redirects all weapons power to the engines. Boosts speed to 200%
Costs - 2 space, 2 power
Communications Network- Just like a radio. Comes in handy.
Costs - 1 space, 2 power
Antigrav Pods- Uses antigravity so the vehicle can support more weight. Adds 3 space, including the 1 occupied by the generator itself.
Costs - 1 space, 4 power
Targeting computer- Makes weapons more accurate.
Costs - 2 space, 3 power
Fusion Core- Increases power by 4
Costs - 3 space
Gravimetic sensors- Extended sensors for the vehicle, used to detect other vehicles and infantry.
Costs - 1 space, 1 power
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GROUND VEHICLE RULES
1. State what faction it is associated with and what type of vehicle it is.
(UNSC/Covenant ; Ground/Air)
2 State its name
(EX. Sabre)
3. State its use
(EX. Battlefield Superiority )
4. Give a description and/or picture
5.List the stats
A. Chassis size
B. Armor/Shielding
C. Weapons
D.Components
A.Chassis Size
UNSC - Human vehicles are often designed as heavy vehicles and are able to take heavy punishment. However, some light and fast vehicles are able to be produced as well as 'Super Heavies', which could be the UNSC's counter to the Scarab
Movement Methods
Wheels - 40 base speed
Treads - 20 base speed
Very Small - 5 Space +15 to base speed
Small - 10 Space +10 to base speed
Medium - 15 Space 2 Power +5 to base speed
Large - 20 Space 3 Power +0 to base speed
Heavy- 30 Space 4 Power -5 to base speed
Super Heavy- 40 Space 5 Power -10 to base speed
*for size comparisons. Very small is like a Mongoose, medium is a Warthog, heavy a scorpion and Super Heavy an Elephant*
Covenant - The Covenant , while donning superior armor and weapons seem to be focused on speed and stealth sometimes rather than brute force. Their options however, are much greater than the UNSC's.
All covenant vehicles have a base speed of 50
Small - 5 Space 2 power +15 to base speed
Medium - 10 Space 4 Power +10 to base speed
Large - 15 Space 6 Power +5 to base speed
Heavy- 20 Space 8 Power +0 to base speed
Small Walker - 20 Space 10 Power -5 to base speed
Large Walker - 25 Space 15 Power -10 to base speed
*for size comparison. Small is ghost size, Heavy Wraith size, Large walker scarab size*
B. Armor
UNSC - Humans always have, and always will be hardware junkies, and this is just part of their hardware arsenal equipped on their vehicles
Three areas must be designated -
The Top, Front, Sides, and Turret (use only if you have turreted weapons)
None - Ouch, vehicle will be destroyed VERY easily
Light - 1 Space Similar to that of a mongoose
Medium - 2 Space Like a Warthogs armor
Heavy - 3 Space Like a Scorpions armor
Very Heavy - 4 space Like an elephants armor (if your wondering, they are nearly indestructible)
Super Heavy - 5 Space The only things capable of denting this armor is the Scarab's main weapon or an orbital bombardment.
Covenant - With their superior alloys you would think that their vehicles would withstand more hits. I guess not.
*Please note that their are three different parts that must be covered for covenant Armor*
Three areas must be designated for armor -
Top, Sides, Front, and Propulsion system (use only if you have engine add-ons)
None - What are you thinking?
Light - 1 Space Equal to that of a Ghost
Medium - 2 Space Like a Specter's Armor
Heavy - 3 Space Like a Wraith's Armor
Shields - The Covenant have shield technology and they do put it to good use
Weak - -2 power Equal to an Elites Shields
Medium - -4 Power Equal to a Jackal's Shield + a few
Strong - -6 Power Generally reserved for the Very Big stuff (near indestructible)
C. Weapons
First off, there are several modifications that can be added to weapon systems
Heavy(Hvy) - The weapon is twice as large and thus does twice the damage. It uses up twice the amount of space and power however.
Dual - The weapon system may be dual linked with another weapon of the same kind. Uses up twice the space and power.
Long Range (LR) - This weapon has been specially modified to be effective at long ranges. Takes up twice the space
Turret - This normally fixed weapon is placed on a large turret. Doubles space and power usage.
*Only weapons that are designated may have these modifications*
Human - Almost all Human weapons are chemically or electromagnetically propelled projectiles. While they have tremendous kinetic energy their effectiveness against energy based defenses is severely limited.
Machine Gun - A .40 cal. machine gun is relatively accurate, although its firing rate is a bit slow compared to a chain gun. Best against infantry
Mods - Dual, Hvy, Turret. Costs - 1 space
Autocannon - A .50 cal. machine gun is relatively accurate, with a moderate rate of fire. Effective against infantry and air vehicles.
Mods - Dual, Hvy, Turret Costs - 2 space
Chain Gun - A 50 cal. Chain gun trades accuracy for rate of fire. Its more powerful against large groups of infantry and ground vehicles than a machine gun.
Mods - Hvy. Costs - 2 Space
Gauss Cannon - A mini MAC of sorts, like that on the back of a warthog.
Mods - Hvy. , LR Costs - 1 Space, 1 Power
Missile Launcher - Similar to the missile pod support weapon.
Mods - Dual, LR Costs - 2 Space
90 MM Cannon - This is what a scorpiopn has. A good firepower/space ratio(fixed weapon by default)
Mods - Dual, Turreting Costs - 2 Space
120 MM Cannon - A large cannon, similar to ones used today.(Fixed weapon by Default)
Mods - Turreting, LR Costs - 3 Space
150 MM Cannon - Continuing the 30 MM increase, this is one big gun.(Fixed weapon by default)
Mods - Turreting, LR Costs - 4 Space
Spartan Laser - Possibly the most powerful weapon in the UNSC Arsenal, the only problem is the 5 second charge time on the vehicle version(no battery limit)
Mods - Dual, Hvy. Costs - 2 space, 2 power
Siege Mortar - A huge Mortar/Cannon of sorts. Capable of toppleing even the strudiest structures(Fixed weapon by default)
Mods - Hvy., Turreting Costs - 6 space
Covenant -
*list*
Plasma Cannon - Very similar to a plasma rifle, but is larger. Basically the gun on a Ghost.
Mods - Hvy., dual Costs - 1 Space, 1 Power
Needler turret - A very big Needler. It is a perfect anti air/infantry turret.
Mods - Hvy. , dual Costs - 2 Space
Shade Turret - Doing considerable damage to both vehicles and aircraft alike it is a good all-around turret.
Mods - Costs - 2 Space, 1 Power
Plasma Mortar - The thing that a wraith is equipped with.(fixed weapon by default)
Mods - Hvy. , Turreted Costs - 3 space, 2 Power
Beam plasma - A precise beam of plasma, it is utilized mainly by the Specter.
Mods - Hvy., dual Costs - 1 space, 1 power
Excavator beam - duh Duh DUH DUH DUH! The scarabs main weapon(Fixed weapon by default)
Mods - Heavy Costs - 6 space 10 Power
Disabler Plasma Discharger (like a big plasma pistol) - A bit odd weapon, it discharges a massive bolt of green plasma, disabling any vehicle it hits for a short period of time
Mods - Costs 2 space, 2 Power
D.Components
It may be weapons and armor that make the vehicle, but it's the components that define the vehicle.
UNSC
Transport Bay- For Transports. Used for transporting troops, cannot contain vehicles.
Costs - 5 space
Large Transport Bay- For larger transports. Used to haul vehicles, but can also contain troops.
Costs - 12 space
Crane- Allows vehicle to pick up another vehicle for repair and maintenance.
Costs - 3 space, 2 power
Sensor Package- Not neccessary, but useful. Allows the vehicle to track enemies, friends, basic detection abilities, radar, and infra-red.
Costs - 1 space, 2 power
TecCom- Communications package. Allows for seamless communication between vehicles and troops.
Costs - 1 space 2 power
Weapons computer- Makes weapons more accurate
Costs - 1 space 1 power
Dynamo- Increases power by 2.
Costs - 4 space
Nitrus- Increases speed by 10 *only for Wheeled Vehicles*
Costs - 2 space 2 power
Launch Pad - Allows the vehicle to carry launch a medium sized aircraft or smaller. Costs - 3 space 1 power
Covenant
Transport Bay- For Transports. Used for transporting troops, cannot contain vehicles.
Costs - 5 space
Large Transport Bay- For larger transports. Used to haul vehicles, but can also contain troops.
Costs - 12 space
Magnetic Containment Field- Allows vehicle to pick up a ground vehicle for repair and maintenance.
Costs - 2 space, 3 power
Shield Charger- Allows shield to recharge faster, increases health to 150%
Costs - 4 space, 3 power
Communications Network- Just like a radio. Comes in handy.
Costs - 1 space, 2 power
Antigrav Pods- Uses antigravity so the vehicle can support more weight. Adds 3 space, including the 1 occupied by the generator itself.
Costs - 1 space, 4 power
Targeting computer- Makes weapons more accurate.
Costs - 2 space, 3 power
Fusion Core- Increases power by 4
Costs - 3 space
Gravimetic sensors- Extended sensors for the vehicle, used to detect other vehicles and infantry.
Costs - 1 space, 1 power
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Now, before you start asking questions, be sure to direct them to this thread
http://www.halowars.com/forums/23/106877/ShowThread.aspx#106877
"The pain of war cannot exceed the woe of aftermath"-Led Zeppelin