Ghost in the Shell -- Vehicles and Yacht Charters

V E H I C L E S

Crew: The standard number of crew. In most cases, only one person is needed to drive the vehicle; other crewmembers serve as gunners or copilots. Virtually all vehicles have the capacity to be cyberlinked directly. They also often have transmitters to broadcast. If one directly links to their vehicle, they gain a +2 to all drive checks and the Max Dex Bonus increases by +1
Some have built in AIs. The base stats of AI piloting is as follow unless stated otherwise.

Initiative/Barrier:

+6

-4

+10 (+6 Dex, +4 Improved Initiative*)

+2

Barrier Defense

18 – 30 (+8 - +20 barrier)

25-37 (+12 - +24 barrier, +3 Wisdom)

Special Barriers:

None

Military Attack Levels 1-4, Attack Rank 20-26

Base Attack:

+0 /

+1

Saves:

Fort +2, Ref +9, Will +0

Fort +2, Ref +9, Will +4

Abilities:

Dex 22, Con --, Int 4, Wis 3, Cha 10

Dex 22, Con --, Int 14, Wis 10, Cha 10

Skills:

Balance +10, Climb +10, Jump +33, Knowledge Events +10, Knowledge History +7, Listen +5, Navigate +5, Spot +6, Tumble +11, Drive +15

Balance +10, Climb +10, Computer Use +9, Demolitions +3, Jump +33, Knowledge Events +10, Knowledge History +7, Knowledge Tactics +8, Listen +5, Navigate +5, Spot +6, Tumble +11, Drive +15

Barrier

Passive Level 1 – 4, Attack Barrier 1 – 4*

Passengers: The number of passengers (in addition to the crew) the vehicle is designed to carry. Vehicles that carry passengers can use that space to carry additional cargo when passengers aren’t present. Each unused passenger slot allows the vehicle to carry an additional 100 pounds of cargo.
Cargo Capacity: The amount of cargo the vehicle is designed to carry. Many vehicles can carry extra passengers instead of cargo, but doing so is usually a cramped, uncomfortable, and often unsafe experience for those passengers. As a rule of thumb, one additional passenger can be carried for each 250 pounds of unused cargo capacity.
Initiative: The modifier added to the driver’s or pilot’s initiative check when operating the vehicle.

Size Max Dex Bonus
Colossal & Colossal + 0
Gargantuan +1
Huge +2
Large +3
Medium-size +4

Maneuver: The modifier added to any Drive or Pilot checks attempted with the vehicle. It is also the penalty to hit with any fixed mounted weapons built onto the craft. Weapons that are turret mounted loose this penalty but can only fire at targets in the turret’s view.
Top Speed: The maximum number of squares the vehicle can cover in 1 round at character scale (with the number of squares at chase scale in parentheses). This is the fastest the vehicle can move. Please note the vehicle must be moving at least at half speed for whatever bonus to be in effect.
Hardness: The vehicle’s hardness. Subtract this number from any damage dealt to the vehicle.
Hit Points: The vehicle’s full normal hit points.
Size: Vehicle size categories are defined differently from the size categories for weapons.
Cost: This is the purchase price to acquire the vehicle. This number reflects the base price and doesn’t include any modifier for purchasing the vehicle on the black market.
Restriction: The restriction rating for the vehicle, if any.
Flight Man: Applying to aircraft, this explains their flight maneuverability as on page 69 of the DMG. Most aircraft have autopilot AI that can emergency land in case of pilot fatality

Name

Crew

Pass.

Cargo (lbs.)

Init.

Man.

Top Speed

Hardness

Hit Points

Size

Cost

Rest.

Flight

Man.

Aircraft

Buzzboy

1

0

0

-2

-2

245 (25)

5

20

M

10000

Res(+2)

Perfect

Light Helicopter

1

4

250

-4

-4

245(25)

5

28

G

15500

Lic(+1)

Perfect

Medium Helicopter

2

13

5000

-4

-4

200(20)

5

36

G

35000

Res(+2)

Good

Light Fixed Wing

1

3

120

-4

-4

210(21)

10

30

G

95600

Lic (+1)

Poor

Large Fixed Wing

2

10

1500

-4

-4

1,100(110)

10

44

G

115000

Lic (+1)

Clumsy

Noa High-Speed Tilt

1

20

500

-3

-3

1000 (100)

10

35

G

80000

Lic (+1)

Good

Maiku General Tilt

2

30

500

-4

-4

850 (85)

10

44

G

80000

Lic (+1)

Good

Kuritso Jet Tilt

2

20

500

-4

-4

800 (80)

10

55

G

100000

Lic (+1)

Perfect

Cars

Sedan

1

4

300

–2

–1

265 (26)

5

34

H

15000

Lic (+1)

Basic Electric

1

4

100

-3

-2

150 (15)

5

30

H

8 000

Lic (+1)

Sports Car

1

1

250

–2

+0

310 (31)

5

32

H

30000

Lic (+1)

Super Car

1

1

50

-1

+1

350 (35)

5

25

H

80000

Lic (+1)

Motorcycles

Racing Bike

1

0

0 lb.

+0

+3

370 (37)

5

18

M

3700

Lic (+1)

Scooter

1

0

0 lb

-1

+1

150 (15)

5

15

M

1500

Lic (+1)

Regular Bike

1

1

5 lbs

+0

+2

250 (25)

5

18

M

2500

Lic (+1)

Trucks

General Wheeled Transport (SUV)

1

3

1,000 lb.

-2

-2

140 (14)

5

38

H

34000

Lic (+1)

Heavy Transport Wheeled

1

2

1,700 lb

-2

-2

175 (17)

5

36

H

28000

Lic (+1)

Water Vehicles

Runabout

1

5

2,100 lb

-2

-2

55 (5)

5

28

H

28000

Lic (+1)

Cabin cruiser

1

3

2,100 lb

-4

-4

80 (8)

5

40

G

32000

Lic (+1)

SDV Laminar Submersible

1*

4

200

-4

-2

100 (10)

10

30

H

80000

Lic (+1)

Military Ground Vehicles

Armored truck

2

0

3,600 lb

–2

–2

175 (17)

10

36

H

34000

Res(+2)

EW-204 Multiped Tank

1 *

2

425 lb.

-2

-1

150 (15)

30

90

C@

150000

Mil (+3)

Fuchikoma, Standard

1

0

50 lb.

-1

0

200 (20)

10

30

M@

50000

Mil (+3)

Fuchikoma, Military

1

0

50 lb.

0

+1

265 (26)

15

55

L@

70000

Mil (+3)

SLW Multi-Ped Tank

1

2

425 lb.

-2

-2

80 (8)

20

60

C@

100000

Mil (+3)

Tracked APC

3

7

250 lb.

-2

-2

70 (7)

15

52

H

40000

Mil (+3)

Tracked Tank

4

0

425 lb.

-4

-4

80 (8)

20

64

G

50 000

Mil (+3)

Type-18 Tank

1*

2

800 lb.

-3

-2

100 (10)

20

80

C@

125000

Mil (+3)

Tachikoma

1

0

50 lb

0

+1

265 (26)

15

50

M@

65000

Mil (+3)

Military Aircraft

AWACS Copter

2

10

2000

-3

-3

250 (25)

15

40

G @

45000

Mil (+3)

Perfect

Botanachi DRHC Tilt Rotor

2

10

2000

-4

-4

650 (65)

10

44

G

80000

Lic (+1)

Good

Digger Wasp Advance

1*

10

5000

-2

-2

275 (27)

25

55

C @

135000

Mil (+3)

Good

Jigibachi – AHV-01 Anti-Tank Copter

1

10

5000

-2

-2

250 (25)

25

60

C@

100000

Mil (+3)

Good

Nakazawa Transport Helicopter

2

14

9,000 lb.

-4

-4

325 (32)

10

46

G

47000

Mil (+3)

Poor

Oniyama attack chopper

2

10

1000

-4

-4

500 (50)

20

45

G@

65000

Mil (+3)

Perfect

Yamadori Transport 1 2 /spcl 500 /special -4 -3 450 (45) 15 40 G@ 35000 Res(+2) Perfect

Sniping Copter

1*

5

2000

-4

-4

200(20)

15

40

G @

35000

Mil (+3)

Perfect

* Direct Cyberbrain or Neurochip implantation possible.
@ Technology has allowed a higher Max Dex Bonus.
Size Max Dex Bonus
Colossal & Colossal + +3
Gargantuan +4
Huge +5
Large +6
Medium-size +7

S P E C I A L     R U L E S     A B O U T     C Y B E R I Z E D     V E H I C L E S
All Vehicles in this time have cellular links for the Internet and cyberbrain control access through wire plug. All vehicles have manual override over its remote access, making it impossible for anyone to take control of a vehicle from physical input at the controls. Inbuilt AIs sit between those two levels, overriding remote access but not being able to override the driver/pilot. All licensed vehicles have tracking devices implanted (being it on the black market increases the value but remove the trackers) and if reported stolen by the licensed owner, the vehicle disables itself at the next safest opportunity. All civilian craft have passive stage 1 barriers implanted but since no one can override the controls from the pilot or the inbuilt AI (if with one) there is little once can do to the vehicle other than alter its perception of the world outside. Vehicles all have in built GPS navigators and traffic control systems (for ground vehicles). Hackers attacking can override radios, alter the GPS map or even give the illusion the car is heading for a construction site that does not really exist. If one directly links to their vehicle, they gain a +2 to all drive/pilot checks and the Max Dex Bonus increases.

A I R C R A F T
All aircraft, from one-seaters to jumbo jets, are controlled by the use of the Pilot skill. A few examples are provided here from the variety of air going vehicles that might be available to characters. Of all the aircraft, the tilt-rotor emerged the transportation of choice. Several reliable designs appeared after the last World War that outmatched the defective models of the previous century.

Buzzboy: The Buzzboy is a nicknamed assigned to a variety of one man copters developed from Megatech, Kenbishi, and Poseidon. They are used in Law Enforcement, Traffic Control, and the JSDF. They are sometimes fitted with a medium machine cannon but most are simply reconnaissance craft. They can also be totally automated. The have no room for any passengers or cargo. The craft wraps around its user. Cyberlink is also a standard feature. (Features not incorporated)

Kenbishi Noa TR-01 High Speed Tilt-Rotor: A later design, the high-speed Tilt carries no heavy cargo, only passengers. It’s proven popular with corporations when transporting important individuals. It has seldom use in military applications.

Kenbishi GRP-01 Maiku Standard Tilt Rotor: One of the most common transports around Japan, the GRP-01 has limited cargo room but can freely transport up to 30 passengers. It found use in Section 9 for some time until replaced with the Botanachi. Dual rotors on each engine provide maximum power. However, reliability issues arose with the design and the trustworthier single rotor design replaced it.

Kenbishi ADV Kuritso Tilt-Jet: The pinnacle of technology, the Kuritso is one of the fastest tilt-wings available but the latest technology can also be the most unreliable and the Kuritso has yet to find an extensive distribution contract outside of the major corporations. It is mostly reserved for company presidents. It is equipped with a normal dual rotor mounted atop which keeps the craft vertical while VTOL jets handle the rest. The Jets drop for quick take-offs and offer up to 200% increased horizontal acceleration over regular helicopters. The Kuritso’s design is actually somewhat old, and was considered the future of VTOL transportation until Tilt-Rotor aircraft gained prominence.

C A R S

Unless otherwise noted, civilian cars provide three-quarters cover for their occupants (although passengers who lean out of windows or sunroofs, perhaps to fire weapons, may be reduced to one-half or even one-quarter cover).
The average car of 2029. Alcohol powered, all-wheel-drive and steering, cybernetic linkage, GPS, heads-up-display and cup holders. Special Equipment: environment control, cellular phone, GPS, mini-comp, HUD, cybernetic linkage, entertainment system, crash control. Please note there are still thousands of vehicles on the road without cyberbrain links. Most automobiles are electric but some are still gas powered. A purchaser wanting an old car can opt for one, increasing its price by 10% for a regular car, 50% for a sports car.

M O T O R C Y L E S
Unlike getting into a car, mounting a motorcycle is a free action. Motorcycles tend to perform better than automobiles, but they provide no cover to their occupants. Motorcycles have no cyberbrain link capacity

T R U C K S

Trucks include pickups, sport utility vehicles, vans, and minivans. They generally have the same features as civilian cars. Like cars, trucks generally provide three-quarters cover to their occupants. The rear bed of a pickup truck, however, provides only one-half cover.

W A T E R     V E H I C L E S

SDV Laminar Submersible: This submersible carries combat swimmers and their cargo inside a fully flooded compartment. As such the trip is definitely no luxury yacht charter for combat swimmers. Transporting by boat or yacht charter would at least offer breathable air. The vehicles launch and return to dry-deck shelters installed on host submarines. The SDV is operated from a non-flooded chamber by a pilot, who is aided by an AI. In the event of a failure, the SDV can be remote controlled or a swimmer can jack in to the standard cyber-linkage system from the outside. The most startling feature of the SDV is the completely malleable tail end, which has been built to copy the tail of a dolphin. This provides extremely efficient propulsion and maneuverability. Special Equipment includes environment control, life support for 8 hours, military radio, navigational AI, and full spectrum viewing cybernetic linkage.

M I L I T A R Y     V E H I C L E S

Armored Truck : Used to transport money between businesses and financial institutions, armored trucks are designed to deter would-be thieves. The truck has three doors and firing ports that allow the crew to use their firearms without leaving the vehicle. The armored truck is two squares wide and four squares long. It provides nine-tenths cover for its occupants. It is equipped with puncture-resistant tires.

Fuchikomas, Standard: Initi al Fuchikoma designs were not intended to operate independently. They were never designed to incorporate the advanced Neurochips of the later models. In addition, the early Fuchikomas were primarily slaved to manual override by pilots in the rear cockpit. Modern Fuchikomas do possess their own AI and can act as backup or support on their own recognizance, but not to the extent of the Tachikomas. During a the course of the day, an individual Fuchikoma will have its own individual experiences, but at the end of the day all Fuchikoma's under the same ownership will assimilate their data into a mainframe, and then extract the information downloaded by their fellow Fuchikomas.

Hit Points

73 hp

Initiative/Barrier:

+5 (+6 Dex, -1 Fuchikoma)

+1 (+1 int)

Speed:

200 (20) / 30 Walking

Defense:

26 (+6 Dex)

Hardness:

10

Barrier Defense

34, 34 (+20/+20 barrier, +4 Wis)

Special Barriers:

Maze Barrier Level 1- 10

Base Attack/Grapple:

+0 / +5

Attack:

Melee +5, or Ranged +7

Full Attack:

Melee +5, or Ranged +7

Damage

Melee 1d6+5 or 7.62 Cannon (3d12, range inc 50, linked)

Space/Reach:

5 ft./5 ft.

Saves:

Fort +1, Ref +5, Will -1

Abilities:

Str 20, Dex 22, Con --, Int 12, Wis 14, Cha 10

Special Qualities

Immune to Disease, Critical Defense 20,

Hack Abilities:

Computer Use: +17

HackCraft: +12

# Hack Attacks

14

18

22

26

30

34

38

42

46

3

2

1

1

1

1

--

--

--

--

Skills:

Balance +10, Climb +15, Demolitions +1, Jump +25, Knowledge Events +5, Knowledge History +3, Knowledge Tactics +4, Listen +3, Navigate +3, Spot +4, Tumble +8

Feats:

Weapon Focus

Standard Equipment and abilities:
-- Thermoptic Camouflage. Same as the Multi-Ped Tank .
--+10 to climb checks
--+15 to Jump checks
--+5 to Balance and Tumble.
-- Fuchikomas also have dive cables to interface directly with computers but, like AIs, they cannot transmit or Ghost Dive.
--Fuchikomas are able to walk along walls, even roofs, with their wheel pads. The trade off is their lack of Tachikoma wires.
-- 12.7mm gattling gun with 1000 rounds
--10 Smoke canisters.
--As long as the hull is “unbroken”, the Pilot is immune to all Poisons and Gas effects.
-- Cold, Fire, Electric Resistance 20
--Nightvision 100 ft.
--Arms and legs have Str 20
--They have wheeled movement of 265 but are then classified as a vehicles for vehicle combat but can stop on a dime.
Military Style Fuchikoma: Much like the original Fuchikoma, only beefed up for military combat duty. This military Fuchikoma is available in two different models: The anti-personnel model and the tank hunter model. The anti-personnel model is equipped with dual 20mm auto grenade launchers while the tank hunter has twin 20mm Machine cannons. Both have the standard 7.62mm minigun. Other than that, they have the same capabilities of the standard Fuchikoma. These new models replaced the Tachikomas within Section 9 and became the primary weapon of choice in areas where the Tachikomas were popular.

Standard Equipment and abilities:
-- Thermoptic Camouflage. Same as the Multi-Ped Tank .
--+10 to climb checks
--+15 to Jump checks
--+5 to Balance and Tumble.
-- Fuchikomas also have dive cables to interface directly with computers but, like AIs, they cannot transmit or Ghost Dive.
--Fuchikomas are able to walk along walls, even roofs, with their wheel pads. The trade off is their lack of Tachikoma wires.
--D ual 20mm auto grenade launchers OR Twin 20mm Machine cannons.
--7.62mm minigun.
--As long as the hull is “unbroken”, the Pilot is immune to all Poisons and Gas effects.
-- Cold, Fire, Electric Resistance 20
--Nightvision 100 ft.
--Arms and legs have Str 24
--They have wheeled movement of 265 but are then classified as a vehicles for vehicle combat but can stop on a dime.
Military Fuchikoma Think Tank Stats (Capabilities above incorporated)

Hit Points

73 hp

Initiative/Barrier:

+10 (+6 Dex, +4 Improved Initiative)

+5

Speed:

265 (26) / 30 Walking

Defense:

26 (+6 Dex)

Hardness:

15

Barrier Defense

34, 34 (+20/+20 barrier, +4 Wis)

Special Barriers:

Maze Barrier Level 1- 10

Attack:

Melee +9, or Ranged +8

Full Attack:

Melee +9, or Ranged +8

Damage

Melee 1d6+8 or

Space/Reach:

5 ft./5 ft.

Saves:

Fort +2, Ref +9, Will +0

Abilities:

Str 24, Dex 22, Con --, Int 16, Wis 12, Cha 10

Special Qualities

Immune to Disease, Critical Defense 30

Hack Abilities:

Computer Use: +17

HackCraft: +12

# Hack Attacks

14

18

22

26

30

34

38

42

46

3

2

1

1

1

1

--

--

--

--

Skills:

Balance +12, Climb +18, Computer Use +9, Demolitions +3, Jump +33, Knowledge Events +10, Knowledge History +7, Knowledge Tactics +8, Listen +5, Navigate +5, Spot +6, Tumble +11

Feats:

Improved Initiative, Weapon Focus, Weapon Specialization

EW-204 Prototype Tank Specs 'Prototype EW-204 Tank Exercises Report' Our company's EW-204 multiped tank, which we put thought test maneuvers the other day, is a heavily armored, long-range support tank that presupposes traditional open-field combat. We received a response from the JGSDA that it is unsuited for the sort of front-line usage in urban areas that have begun to skyrocket recently. Having received this, I propose a fourth round of tests exercises for our new EW-206 multiped tank, which assumes front-line activity.

Chief Developer, Takeshi Kago

Kenbishi Industries EW-204 Multiped Tank: After the Type 18’s success in World War IV, Kenbishi began developing the next generation of Multi-Ped Tank. Increased armor and weaponry were mandatory. Two legs were removed from the SLWT design. However, the most prominent advancement came in the from its cyberbrain warfare capacity. The Prototype allowed its user to initiate cyberbrain attacks on opponents, both for offensive and defensive purposes. It can hack into targeting systems attempting a lock on and even hack into satellites to configure its defenses optimally. Most of these functions require a direct link via neuro cable or Cyberbrain implantation. Built in wheels add to maneuverability but its size limits where it can go. The initial prototype was stolen from Kenbishi’s test field but was later recovered.

Capabilities:
--As long as the hull is “unbroken”, the Pilot is immune to all Poisons and Gas effects.
-- Cold, Fire, Electric Resistance 20
--Resistant to EMP.
--Direct linked controllers gain a +5 inherent bonus to Defense.
--All attack bonuses on the Type 18 from enhanced targeting systems (laser systems, satellite link-up, cyber-eyes) do no apply. The firer must fire with normal attack bonuses.
--Active targeting missiles (guided) can get hacked into and redirected to their firer with the Type 18’s built in laser defense.
--7.62mm Gattling guns in the manipulators.
--105mm Tank Gun in the rear (15 round capacity) with unique ammunition. If the shell penetrates through armor <if it had any>, i.e. getting through hardness, the remaining damage is doubled from explosive.
--Nightvision 100 ft, See Invisible 30 feet.
--Main arms have Str 30 but the claws can crush with Str 34.
--Legs have Str 38.
-- Thermoptic Camouflage. Same as the Multi-Ped Tank .

Kenbishi Industries HAW-206 Type-18 Tank: A multiped tank constructed by Kenbishi Heavy Industries during WWIII at the request of the JGSDA, it is still used in official service to this very day. The Type 18 became the standard tank of choice for the United Nation and the GSDF during World War IV. It found applications in every combat area, from jungle warfare to urban conflicts. It paved the way for the EW-204 prototype that came out later. Each of its four legs is equipped with an independently driven caterpillar tread, so it is capable of ambulatory locomotion in addition to caterpillar locomotion, making it an all-purpose tank that is suitable for all terrain. Its prominent feature is its 105 mm Howitzer and dual 20 mm gattling canons, one mounted in each manipulator. However, its cumbrous weight prevented graceful maneuverability. Its legs, because of the added weight of the treads, could not articulate as well as the SLWT or the 206 Prototype. It also did not feature the type of cyberbrain defenses its prototype would later feature. However, in World War IV, it proved the primary front line assault choice for allies in combat. In present-day 2030, plans had been made to transition to the candidate for the next main-force tank, the Kenbishi EW-205, with its beefed-up cyberbrain defenses, but due to the Techno-line runaway incident, the introduction of the EW-205 is now up in the air. Because of this, the Type-18 is still in use at this time.

Capabilities:
--As long as the hull is “unbroken”, the Pilot is immune to all Poisons and Gas effects.
-- Cold, Fire, Electric Resistance 20
--105 mm Howitzer
--Dual 7.62 mm gattling canons.
--Nightvision 100 ft
--Main arms have Str 28 but the claws can crush with Str 30.
--Legs have Str 36.

Kenbishi Standard Light Weight Tank – Multi-Ped: Equipped w ith crab-type running gear for high speed and maneuverability over almost any terrain , t his is a state of the art light weight tank found use in urban deployment. This allowed its distribution in almost any arena during World War IV. The design is now dated but still finds use in almost every army. It is equipped with therm-optic camouflage and a cybernetic linkage. Special Equipment include Composite Armor, amphibious modifications, environment control, fire extinguishers, cybernetic linkage, 12 hours life support, IR smoke dispensers, a military radio, laser and visual rangefinders, military radar, satellite uplink, thermograph and image enhancement. Its only drawback is its lack of high-speed movement via wheels or treads. This design was ratified with the Type 18 tank, which came later. However, the Type 18’s substantial size still allowed the SLWT’s use in more condensed areas. It was the weapon of choice during the urban conflicts in Central America.

Capabilities:
--As long as the hull is “unbroken”, the Pilot is immune to all Poisons and Gas effects.
-- Cold, Fire, Electric Resistance 10
--Nightvision 100 ft, See Invisible 30 feet.
--+3 computer targeting on the 7.62mm Rotary
--2 micro-manipulator arms (Str 15)
--Twin 7.62mm Rotary (Gattling) Guns that can fire HV ammo with no problems.
--2 5.56mm machineguns for anti-personnel use which fold out of the tops of the two front legs (100 round capacity).
--If directly linked to the tank, they gain a +2 to all drive checks and the Max Dex Bonus increases by +1.
--Main arms have Str 26 but the claws can crush with Str 30.
--Legs have Str 24.
--Thermoptic Camouflage. The tank gains a +20 bonus on Hide checks if moving, or a +40 bonus on Hide checks when not moving. This bonus is cut in half if the character attacks another in melee or ranged. Water contamination or physical attack on the tank has a 40% chance of shorting out the camo for 2d10 minutes. Anyone attacked by an invisible target is denied their Dexterity bonus to Defense. Turning therm-optics on or off is a move action.

SPECIAL NOTE: Tachikomas and Fuchikomas have a triple role. They are robots and powered armor and normal vehicles. For ease, they are reprinted in each section for reference. Although MultiPed tanks seem related, they are too big to be classed the same. Fluff is not repeated.

Tachikoma: Kenbishi heavy Industries began developing a miniature tank design after World War IV as a solution to the tight environments of modern day congested cities. The prototype Spider Tanks began from a German corporation, which first penned the term “Intelligent Tank”. Their initial design, known only as the “German Think Tank” never moved past its initial prototype phase. Kenbishi purchased the design and perfected the model, releasing the prototype intelligent spider tank, codenamed Tachikoma, several years later. The model purpose meant to fill a void empty in the Public defense sector. The military designs could not translate

They are a single AI starting in the morning, or upon commencing a job, different experiences, result in individual differences among units. At night, or after a job is completed, however, all units have their memories or records of external stimuli, individual unit conditions, actions, thoughts networked and data-linked, so that by next morning or when the next job is performed, their memories are all unified. In terms of equipment, the Tachikoma units do posses a certain amount of individuality, but this individuality is unrelated to the uniformity of their AI.

Batou is unique among team members in that he likes to use a particular Tachikoma unit as his own.

to the civilian sectors like law enforcement and public security. It proved somewhat unsuccessful in law enforcement circles. Then the Neurochip was developed. This advanced the intelligence of the Tachikoma ten-fold. Now it was a truly learning machine. The neurochip, patented by Kenbishi, allowed on-the-spot decision making skills with the potential of easing future decision based on past encounters. The machines were also equipped with a manual override cockpit built into the rear. Their first contract came from Public Security, when they were commissioned to be used for Section 9. There are currently eight Tachikoma model robots in the command of Section 9. These highly maneuverable, spider-like machines possess an advanced Artificial Intelligence which allows them a great degree of autonomous activity. Highly mobile and equipped with numerous helpful devices and weapons, including therm-optic camouflage, the Tachikomas operate as mobile, sentient "Swiss Army knives." All of the input the Tachikoma’s learn throughout the day is retained, then uploaded into the master server and then downloaded to all the Tachikoma’s during their “sleep state”, thus unifying their memories and experiences.

Hit Points

73 hp

Initiative:

+10 (+6 Dex, +4 Improved Initiative)

Speed:

265 (26) / 30 Walking

Defense:

26 (+6 Dex)

Hardness:

15

Barrier Defense

33, 33 (+20/+20 barrier, +3 Wis)

Special Barriers:

Maze Barrier Level 1- 10

Base Attack/Grapple:

+1 / +9

Attack:

Melee +9, or Ranged +8

Full Attack:

Melee +9, or Ranged +8

Damage

Melee 1d6+8 or 7.62 Cannon (2d12+2, range inc 50, linked)

Space/Reach:

5 ft./5 ft.

Saves:

Fort +2, Ref +9, Will +0

Abilities:

Str 24, Dex 22, Con --, Int 16, Wis 10, Cha 10

Special Qualities

Immune to Disease, Critical Defense 30,

Hack Abilities:

Computer Use: +15

HackCraft: +10

# Hack Attacks

14

18

22

26

30

34

38

42

46

3

2

1

1

1

1

--

--

--

--

Skills:

Balance +12, Climb +18, Demolitions +3, Jump +33, Knowledge Events +10, Knowledge History +7, Knowledge Tactics +8, Listen +5, Navigate +5, Spot +6, Tumble +11

Feats:

Improved Initiative, Weapon Focus, Weapon Specialization

Barrier

Passive Military Level 3

Standard Equipment and abilities:
-- Thermoptic Camouflage. Same as the Multi-Ped Tank .
--7.62 Chain gun
--40mm grenade launcher (swappable for a 12.7 Gattling Cannon)
--Wires. Tachikomas shoot out a semi-liquid material, which can latch onto walls or grapple opponents. The material solidifies almost instantly after firing. Tachikomas can fire up to 4 wires in a combat round (Range Inc 30, Max Range 100, Def 25, Hit Points 10, Hard 2). They need at least two connected to stay supported.
--+10 to climb checks
--+15 to Jump checks
--+5 to Balance and Tumble.
--Tachikomas also have dive cables to interface directly with computers but, like AIs, they cannot transmit or Ghost Dive.
--As long as the hull is “unbroken”, the Pilot is immune to all Poisons and Gas effects.
-- Cold, Fire, Electric Resistance 20
--Nightvision 100 ft.
--Arms and legs have Str 24
--They have wheeled movement of 265 but are then classified as a vehicles for vehicle combat but can stop on a dime.

M I L I T A R Y     A I R C R A F T
All aircraft have the following abilities: Capabilities:
--As long as the hull is “unbroken”, the Pilot is immune to all Poisons and Gas effects.
-- Cold, Fire, Electric Resistance 10
--Nightvision 100 ft

AWACS Helicopter: This vehicle is the helicopter equivalent to the AWACS airplanes. It is loaded with every sensor, radar type and ECM device imaginable. It can be used for a variety of applications such as locating ground based drug labs, hidden chemical weapons etc. It can also be used as ECM and ECCM support for a ground or air based team. One of its most prominent roles is that of an airborne command and support center. Any targeting system (cybernetic or not) attempting to fire on the AWACS (guided or not) gains a –4 penalty to hit.

Botanachi DRHC Tilt Rotor: The Botanachi soon became the primary method of military transport for Public Security and urban military divisions. The tilt-rotor design, unreliable decades ago, went through several incarnations until the final model, released by Kenbishi, revolutionized ariel transportation from then on. The issue of dependability never arose again and the Tilt Rotor fad spread throughout the globe but nor more did it find roots, then in Japan. Of them, the Botanachi arose the clear victor. Mostly seen in military applications, its simple design kept costs down. No jets, no dual rotors, the vehicle does not delve into any complicated technology. It has the largest cargo capacity of any tilt-rotor. It is the craft of choice for Section 9.

Kenbishi Jigibachi AHV-01 Anti-Tank Copter (Wasp): The Wasp, as its known, packs the largest punch of any attack helicopter in the world It is so advanced, it requires neural backup from its pilot just to control properly. More than 65% of its mass is taken up by its single weapon, the main armament is a 120mm smooth bore cannon, which replaced the 105mm gun on the initial prototype. It has day/night fire on the move capability that is provided by a laser range finder, thermal imaging night sight, optical day sight, and a digital ballistic computer, all controlled by its neural-linked pilot. Both the fuel and ammunition are compartmented to enhance survivability. The hull and turret are protected by advanced armor similar to the Chobam armor developed by the British Ministry of Defense. When required, the Jigibachi may be fitted with "reactive armor" to thwart armor-defeating munitions. This primary weapon can sometimes be replaced with the 30 mm Gattling gun system also found on the Oniyama, but while the Oniyama provides low ground covering fire, the Jigibachi, with the same weapon load out, would be reserved for tactical enemy termination. The Jigibachi features superior targeting for such a firing system. Beyond is primary weapon system, the Jigibachi also sports two stubby wings with four hard points to which usually go rocket packs or guided missiles, either from onboard laser tracking or intelligent remote tracking via the pilot. With all the weapon systems controlled by cyberlink, the need for additional copilot or passengers is moot. The pilot of the Jigibachi receives a +2 Inherent bonus to hit with any of the weapon systems on board. If a round is spent aiming, he receives an additional +4, but only with the primary weapon (either the Tank Cannon or 30 mm Gattling)

Kenbishi Digger Wasp Advance: Virtually identical in almost every way to the Jigibachi, the Digger Wasp found limited use in the past few years but has yet to justify its development cost. It arose from the need to slowly move humans away from danger by replacing them in the most complicated weapon systems with incorporated AIs. This already found limited success with the Kenbishi Think Tanks (Tachikoma/Fuchikoma). Kenbishi started applying that same technology to other military fields. The first was with larger scale tanks (the Multi-Ped Prototype), then recently with Attack Helicopters. Both AWACS and Oniyama class choppers have been fitted with relative success but it’s the Jigibachi where it found its true calling. Its complicated weapon systems and adaptive multi-role purpose seemed perfectly suited for AI incorporation. The result was penned the Digger Wasp Advance. It still has a cockpit and initial trials still insist on a pilot on manual override. The AI can assist with alternative weapons systems or flight control, target acquisition assistance, or even full control of the craft if the pilot is incapacitated or killed.

Megatech Hekatoncheires Sniping Helicopter: The unique sniping helicopter is Section 6's premier piece of equipment. This chopper is designed specifically for sniping targets at extreme ranges from an airborne position. When the helicopter is in position, the sides fold out and the floor lowers creating a platform for four snipers, two on each side. The snipers jack into "device drivers" which control their cardiovascular functions and ensure weapon stabilization. Once jacked in, the snipers and their "Ultima Ratio" rifles become a part of the helicopter. They use its small targeting pods for extremely accurate target acquisition. There is no more precise sniping system in the world, and with the aid of the AWACS helicopter, the two are an almost unstoppable team. Special Equipment include chaff and flare dispensers, military radio with scrambler and laser communicator, auto pilot and navigation, cybernetic linkage, military radar, terrain-following radar, laser detector, telescopic optics, thermal imaging and microwave rangefinder. It has no weapons except for four snipers armed with "Ultima Ratio" Full-Sensing sniping rifles. All snipers using this system operate as if using the Hawkeye cybernetic eye (+4 bonus second round, +6 third round, +20 2d4 rounds later) except they also gain +1 critical threat rating and the range increment increases by x2. Also, if the shooter fires more than once in a round, his bonus to hit applies to every shot that round. The next round requires a new aiming cycle.

Kenbishi Nakazawa Military Transport Copter: The Kenbishi Nakazawa is a highly maneuverable transport copter. It found uses in both in the military and Public Security. It does not come standard with weapon load out but gains its use with its speed and maneuverability. Dual, counter-rotating rotors keep the aircraft aloft. It can often be seen with pindel mounted machine gun or sniper rifle. Its massive engine offers the capability to keep the craft maneuverable, even with its massive cargo bay filled to capacity.

Kenbishi Oniyama (attack chopper): Kenbishi took a real chance with the design of the Oniyama. By all respects, it shouldn’t be able to fly…but it does. Twin rotors intersect at 30-degree angles from each other on either side of this gargantuan helicopter. It is the only helicopter than can be coined a “Flying Fortress.” Increased armor makes it impenetrable to ground small arms fire and it can still land even if one of its rotors were taken out. The rear cargo area can hold up to 10 fully armed soldiers or 4 Arm Suit or, as it is also known, a fully spec-ed cyber-sniping system. It features side mounted 7.62 mm gattling cannons but its primary weapon is its 30 mm Gattling cannon. Only the old A-10 Thunderbolt could boast such a weapon. The Kenbishi Aircraft Armament Subsystem A/A49E-6 (30 millimeter Gun System) is located in the forward nose section of the fuselage. The front of the helicopter consists of the 30mm Gattling gun mechanism, double-ended linkless ammunition feed, storage assembly and hydraulic drive system. The seven-barrel gattling gun is used primarily in the air to ground role as a soft target killer and tank buster. This aircraft is used for close-air support in attacking ground threats such as armored tanks and vehicles, and serves as a forward air control observer for sighting ground threats and directing air strikes against enemy targets. The gun originally could fire 1,800 rounds per minute, with the higher 4200 rd/min rate having been deleted after overheating problems with the Prototype. However, the Oniyama can only fire in high rate, 3900 rounds per minute. The gun fires a mix of both high explosive incendiary (HEI) and armored piercing incendiary (API) ammunition. The PGU-13/B HEI High Explosive Incendiary round employs a standard M505 fuse and explosive mixture with a body of naturally fragmenting material that is effective against lighter vehicle and material targets. The PGU-14/B API Armor Piercing Incendiary round has a lightweight body that contains a sub-caliber high-density penetrator of Depleted Uranium (DU). In addition to its penetrating capability, DU is a natural pyrophoric material, which enhances the incendiary effects.

Weapon Load out Summary:
30 mm Gattling cannon.
2 6-barreled Guided Rocket launchers.

Yamadori Multi-Purpose Transport: Often seen over the skies of Etorufu, the Yamadori speed and agility proves useful in the steel landscapes of the industrial island. The Yamadori sports an advanced cyberlink system (Its Max Dex bonus follows one size class lower on the cyberlink table…that’s +5 for those not bothering to check). Its origin probably dates back to the last war. Even though employing an antique propeller format, it utilizes them in a dual counter-rotating, bent-prop design.

This produces an amazing amount of lift from two already powerful engines. If placed on a small, interceptor, the engine/propeller design could push the sound barrier. As it is, the designers approached the final purpose to sustain weight and torque over speed. Beyond the unique thrust design, the greatest visual feature of the Yamadori remains its control surface. The primary wings sits atop of a large hydraulic control assembly, allowing the wing / engine assembly to pivot up to 70 degrees from its normal plane. Even further, the entire wing surface is actually comprised of a dozen smaller segments. When detached and extended, the massive surface is totally articulate in ever segment. This increases maneuverability by a substantial margin, especially at slower speeds. The cyberlink is absolutely required to take advantage of this advanced control surface.

The Yamadori features no weapons and its primary purpose resides in troop and cargo transportation. This is accomplished with detachable modules that hook into the undercarriage of the craft. Different modules employ different capabilities dependant on mission profiles.

Submersible Module: A standard floatation capable of depths up to 500 feet.

Crew

Pass.

Cargo (lbs.)

Init.

Man.

Top Speed

Hardness

Hit Points

Size

Cost

Rest.

Flight

Man.

1

5

2,100 lb

-2

-2

55 (5)

5

28

L

28000

Lic (+1)

--

Weapons Module: 6 30mm Gatling Cannons (3 on each side)

Crew

Pass.

Cargo (lbs.)

Init.

Man.

Top Speed

Hardness

Hit Points

Size

Cost

Rest.

Flight

Man.

6

0

0

--

--

--

10

30

L

28000

MIL(+3)

--

Crew Module: A passenger module capable with retrofit to hold 6 people in luxury or up to 20 people cramped. With weapons and gear, the maximum capacity is 10.

Crew

Pass.

Cargo (lbs.)

Init.

Man.

Top Speed

Hardness

Hit Points

Size

Cost

Rest.

Flight

Man.

0

6-20

0 lb

--

--

--

10

20

H

10000

--

--

Cargo Module: An open cargo module that could hold 30 people in no comfort but its primary purpose is for cargo transport.

Crew

Pass.

Cargo (lbs.)

Init.

Man.

Top Speed

Hardness

Hit Points

Size

Cost

Rest.

Flight

Man.

0

--

5000 lbs

--

--

--

10

20

H

10000

--

--

Flyer: This module unfolds a separate wing surface that allows limited, short duration flight. It only offers 100 km before running out of fuel. It cannot take off again under its own power. Its stats are identical to the Light Fixed Wing Aircraft at a cost of 15000.