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Lackland Station herself.
LRV-707 Shadow
Veritech Car.

Lackland Station herself.
LRV-707 Shadow Veritech Car.
Model Type:LRV-707
Crew:1
Passengers:1
Top Speed:
  • Ground: 20 MPH;
  • Hovering: 200 MPH;
  • Water: 10 knots;
  • Space: Mach 12 cruising speed.
  • Height:
  • Vehicle: 4 ft;
  • Robot: 15 ft.
  • Width:8 ft.
    Length:Vehicle: 10 ft.;
  • Robot: 4 ft.
  • Weight:5,221 lbs.
    Cargo (of vehicle):382.5 square inches.
    Power System:
  • Dual-phase aeration RRT-41 Hydro-cell jet engines;
  • RRT-58 Fusion Reactor;
  • Solar Panel Array.
  • Flight SystemStandard Grav pods.
    The GIB had a need for cars that they could use when an agent needed to make a quick, QUIET, permanent transfer to a new duty station (one step ahead of the lynch mob, or a rescue team after kidnapping an enemy). Using the discoveries made on XXT-5K, the GIB developed the LRV-707 Shadow Veritech Car, a collection of components to convert an ordinary locally-produced car into a hovercar with GREAT speed and range; Nevertheless, the driver is operating what, heretofore, APPEARED to be a normal car. The grav pods are kept shut down until critically needed. The Mach-speed jet engines, grav pods, and other hidden components are kept in an inert (off) position until REALLY needed; Then all are activated at the same time to convert the vehicle to a faster-than sound, radar invisible, grav-pod flying car capable of serving as a mini-submarine or short-range space shuttle!
    In addition, the cars are fitted with one of the most advanced AI systems available, developed from the Knight Industries 2,000. "KITT" was used by a shadowy group called "FLAG," a criminal organization that targeted criminals in ways legal means couldn't touch. Not much is known about FLAG's activities, but there was never a conviction- Not even a parking ticket.
    Now the KITT system (the 10,000 system specifically) makes the LRV-707 semi-autonomous; the weapons systems will not engage on KITT's command, but they driver doesn't have to be in the car for them to work, only order a shot to be taken. The same for other systems; The grav pods are the only component of the LRV-707 that KITT can use on their own initiative (indeed, the use of wheel is the rarity; Many LRV-707's don't have wheels, since they are now relatively rare, though this is changing now due to the effect of Appropriation 21 on the civilian markets).
    This system is so top secret that only the field agents who actually use the cars know about it; Even the managers don't (unless they were a field agent, many never were). After the disaster of Terra's CIA Redstone Project new restrictions were placed on who can know what and when (Jason BORNE is thought to have acquired a prototype Veritech at some point, though this has never been definitely determined).
    Not that the unit shown here is not anything resembling the norm, there is no "normal" for the LRV-707; In fact, no two are alike. The field agents obtain the vehicles on their own (with their ample expense accounts) and supervise the conversion themselves (they do use GIB technicians, even through the technicians don't know about the KITT system). As a result, no two can be alike.
    With everything else the LRV can do, some agents have remarked they should be equipped with FTL capabilities (a light FTL system could fit into the space available). However, the GIB continues to refuse to do so; Instead, they send ships to recover the agents.
    The most common use of the car is the one that voids the warranty; Recovering would-be defectors. Agents use them for routine activities, but the cars aren't deployed if there's not an expectation of needing them- An expectation the GIB anticipates. As a result, no agent's request for recovery has ever failed. More than a few have been recovered dead, but the recovery itself happens, without failure.
    Name: LRV-707 Shadow Veritech Car
    Model Type: LRV-707
    Class: Shadow Veritech Car
    Crew: 1
    Passengers: 1; A second person can SORT-OF fit in behind the driver and passenger with most vehicles, and a second person "can" sit in the front passenger's lap; Both are STRICLY forbidden in the user's manual and will void any warrantees.
    M.D.C. By Location:
    Main Body/Torso-
    Crew Compartment-
    Wheels (4)-
    Hover Pods (3)-
    Laser Cannons (4)-
    Upper Legs-
    Trunk/Lower Legs-
    200
    150
    100 each
    200 each
    50
    150 each
    100 each
    Trunk Hatch-
    Engine Hood-
    Grill Cover-
    Headlights (4)-
    Windows (8)-
    Doors (4)-

    150
    150
    20
    50 each
    200 each
    150 each

    Speed and Statistical Data:
    Driving on the Ground: 20 MPH.
    Hover over Land: 200 MPH standard, but CAN race up to Mach 2. Can also achieve escape velocity long enough to reach space.
    Range on land: Unlimited
    Surfaced on the Water: 10 knots.
    Range over Water: Unlimited.
    Space: Mach 12 cruising speed.
    Range in Space: Up to 1 AU; Beyond that it will develop difficulties for the pilot.
    Height: Vehicle Mode: 4 ft 2.25 in; Robot Mode: 15 ft 4.5 in.
    Width: Vehicle Mode: 8ft 1.5 in; Robot Mode: 8 ft 1.5 in.
    Length: Vehicle Mode: 10 ft 6.5 in; Robot Mode: 3' 7.75 in.
    Weight: 5,221 lbs.
    Cargo (of vehicle): About 2.5 in by 3 in by 4.25 in are available in the trunk at a maximum of 200 lbs; This can be doubled if the VGU-7 is removed.
    Power System:
    Primary: Dual-phase aeration RRT-41 Hydro-cell jet engines; The noise is minimized using various techniques to APPEAR normal. Output: 2,100 KhW (just enough to get to orbit in a pinch); Range: about 3,000 miles on a full tank; GIB Agents know better than to have a half-tank or less.
    Secondary: RRT-58 Fusion Reactor; Used only when grav pods are activated IF REALLY NESSESARY. Output: 2,215 KhW; Lifespan: 6 months.
    Tertiary: Solar Panel Array. Used ONLY when all else fails. Output: 1,900 KhW: CAN reach orbit, but requires a running start first; Range: Unlimited if in a sunny environment.
    Flight System: Standard Grav pods.
    Cost and Availability: 50,000 credits each; Extremely rare. Only the GIB even knows for sure they exists, where they come from, how they work, etc.
    Black Market Cost and Availability: Simply put, NOT AVAILABLE. EVERYONE would WANT them, no questioning that, but they can't get their hands on one. Such a unit would draw a bidding war, in the sense that those vying for the platform would KILL each other as part of the bidding process, if nothing else than to keep it out of each other's hands. Only one example, made out of bits and pieces of DOZENS of damaged ones, has ever been available (this is in the hands of the terrorist group Ebsis, and only proves the technology CAN exist, it doesn't actually WORK).





    Weapons Systems:
    1. Forward and Rear Heavy Lasers (2 each): Mostly for deterring/destroying roadblocks and pursuers.
    M.D.: 5D6 per blast.
    Rate of Fire: Per gunners attacks per melee plus bonuses (generally 4 or 5 per melee).
    Range: 500 feet.
    Payload: Unlimited.

    2. Missile Battery: Each vehicle comes with an automated missile battery cleverly concealed in the rear side panels (becomes the legs in robot mode).
    Missile Type: Any Mini-Missile.
    Purpose: Defense.
    M.D. and Range: Varies by type used.
    Rate of Fire: Twice per melee.
    Payload: 5 missiles per battery (10 total).
    3. VGU-7: General Defensive weapon. See VGU-7.

    4. Tire Slasher: Spinning, serrated Vibro-Knives leap out of the sides of the vehicle to shred tires and grav pods.
    M.D.: 1D6 per strike.
    Attacks per melee: Per drivers attacks per melee plus bonuses (generally 4 or 5 per melee); Can be used WHILE performing other non-driving functions (shooting, etc).
    Range: One-half foot.
    Payload: Unlimited.

    5. Oil Slick:Casues a -50% to pilot skill to wheeled vehicles.



    Features:
    • Stealth: Gives the automobile the radar cross-section equivalent to that of a raindrop, hides the infrared signature to that of a bad cough, and minimizes other radiation from the craft to essentially nil. The acoustic signature also has been minimized using various techniques.
    • Chameleon System: Pleizio-ceramic tiles darkened or lightened as necessary to render the craft invisible. Minimum effective distance: 2 feet.
    • E.S.M.: Radar Detector. Passively detects other radars being operated.
    • Radar: Combat grade radar. Range 50 miles, can track up to 100 individual targets. 95% reliability.
    • Blue Force Tracker: Identifies friend from foe. Overlays the information on both the radar and HUD, telling the driver where friendly forces are, giving them the chance to link up with help.
    • GPS: Standard tracking device. Ties into the Blue Force Tracker.
    • Anti-Jamming System: Reduces Electronics Countermeasure by ¾ (decrease skill level appropriately).
    • HUD: Displays maps, radar, targeting information, and any OTHER information the driver wants directly on the windshield, but in such a way ONLY the driver and passenger can see it.
    • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot to get visuals on targets at night.
    • A.J.P.: Active Jamming Pod. Causes -25% to detection but when it is active, other vehicles/bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons.
    • AMCFD (2): Anti-Missile Chaff/Flare Dispensers. Actually launches a glob of burning magnesium/aluminum alloy to confuse both radar AND heat sensory systems. Fires off 04 chaff/flares each time it is activated. The system is KNOWN to work on all KNOWN radar and infrared systems, but concerns continue that somewhere there MIGHT be a system that will be totally unaffected by the system. Reduce effects by 20% against smart missiles (add +20% to rolls for smart missiles).
      Effect:
      01-50 Enemy missile or missile volley detonates in chaff cloud- Missiles are all destroyed.
      51-75 Enemy missile or missile volley loses track of real target and veers away in wrong direction (may lock onto another target).
      76-00 No effect, missile is still on target.
      Also note that the chaff cloud will also blind nearby heat sensors (and optically based sensors at night) for 1 melee. They will suffer the following penalties: Reduce melee attacks/actions, and combat bonuses by half.
      Duration: 1D4 melee rounds.
      Payload: 60 chaff/flares. Each time the system is engaged, the system fires off 04 chaff/flares.
  • Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Takes data from and gives data to other friendly units in the area. Effective land navigation of 85% as updates come. Good to 500 miles. Specific range can be adjusted in 1 mile increments.
  • Video Camera: Records from the HUD. 50 hours of recording available.
  • Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 200 miles for MOST sensors.
  • Survival Pack: A pack of simpler emergency survival supplies: Pup tent, sleeping bag, black light, GPS, first aid kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic), plasma torch (for small repairs and starting fires), repair kit (with M.D.C. Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (250’ apogee), 2 white parachute flares (1,500’ apogee), 100’ of black or brown parachute cord (150 lbs tensile strength), up to 2 weeks rations, 2 gallons water, water purification kit- good for about 10 gallons.
  • Smoke dispensers (8): Throws out smoke flares capable of obscuring IR and heat sensors, and defeats visual tracking of the vehicle. Mostly used for escape.
  • Oil dispensers (2): Drops an oil slick on the ground behind and around the vehicle that causes enemy WHEELED vehicles to lose traction and scrambles them all over the road, giving the enemy a -50% to pilot: auto skill
  • Chameleon System: Pleizio-ceramic tiles darkened or lightened as necessary to render the craft invisible. Minimum effective distance: 2 feet.
  • Supra-Advanced Anti-Theft System: Prevents the vehicle from falling into "unfriendly" hands. If the vehicle is stolen (all related skills are -30 or 50% of skill, WHICHEVER IS MORE PUNISHING), it will either:
    A) Blowup;
    B) Melt down (uses a HIGHLY caustic solvent)
    C) Set off a GPS Transponder and distress alert system (GIB Agents are trained to deliberately set off the alarm system when they REALLY get into trouble).








    • Combat Bonuses from LRV-707 Shadow Veritech Car Combat Elite:
    • +2 attacks per melee.
    • Automatic Initiative
    • +6 Roll
    • +6 Dodge
    • -2 strike with built-in laser rifles, but +3 strike with tire shredders.
    • All bonuses to strike with hand-held weapons are gone unless special training for use of weaps in moving vehicles is taken (see Weapons Training under Weapons Proficiencies and Moving Vehicle under NEW SKILLS, Weaps Proficiencies).
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