Vehicles
A vehicle is a special type of creature, in that it has facing, and non-removable equipment which can only be hit from certain angles.
Facing
When a vehicle moves, its facing becomes equal to the direction it was moving at the end of that movement. Vehicles frequently have a minimum turning radius, as well, which is the smallest distance the vehicle can pivot around while moving.
Movement
Vehicular movement is fundamentally different from the movement of other creatures. Rather than taking actions to move, at the beginning of a vehicle's turn it travels according to its current Movement Mode; before doing so, it may adjust its mode up or down one step. The following are statistics of a Mode:
Minimum Speed: The minimum distance that the vehicle must travel each turn in this Mode.
Maximum Speed: The maximum distance that the vehicle may travel each turn in this Mode.
Turning Radius: The minimum radius of the circle that the vehicle may pivot around while moving in this Mode.
Crashing
When a vehicle collides with something, both the vehicle and that thing suffer an attack with values dependent on their relative velocity. The relative velocity for a vehicle/non-vehicle collision is simply equal to the full distance the vehicle would have moved this turn. The relative velocity for a vehicle/vehicle collision is equal to that full distance added to the distance the other vehicle moved on its previous turn, using vector subtraction. The attack bonus of the attack is equal to the other entity's AD-5, and the damage is 1d8-8 +1 per 30 meters/round.
Components
Vehicles have special equipment which can only be hit from certain angles. A Left side item, for example, can only be hit by creatures that have a firing line to the left side of the vehicle. A glancing shot is less likely to be effective than a perpendicular one: if the angle from the firer to the vehicle's side is more than 45 degrees, the item has Cover.
Crew
A vehicle has specific roles, which require crew members to accomplish them.
Driver: The Driver controls the vehicle's actions from within as a move action each round. This takes two hands.
Gunner: The Gunner uses its attacks and attack bonus to fire one or more of the vehicle's weapons.
Deckhand: The Deckhand keeps the vehicle moving properly as a standard action each round. For every deckhand fewer than the optimal number, the vehicle has a 1 in 10 chance of adjusting its movement mode down one step.
When a vehicle is reduced to 0 HP or less, each creature inside it takes one damaging hit equal to 1d6+the Vehicle's Toughness for every Wound inflicted on the vehicle by the triggering attack or effect.
Options
Many vehicles have options, chosen when the vehicle is created.
Hijacking
It is possible to force your way into a vehicle. Attempting to do so is an attack option made against a Vehicle you are currently Grappling. If you hit the Vehicle's GD with an unarmed attack, and would wound it, you force your way inside the vehicle. Most vehicles are incapable of attacking their occupants.
Vehicle List
Rowboat
Rowboat 300 copper
| |
AD 4 GD 4 Will 0 HP 3 Toughness 4 | |
Stealth 0 | |
Descriptors [ Machine ] | |
Size 2 meters Reach 0 meters | |
Carrying Capacity 100 kilograms Weight 50 kilograms |
Crew
1 Rower: The Rower also functions as a Driver. The land speed of the Rower is listed as Row Speed in the Movement Modes section.
Components
Lower Hull (Targetable from all sides other than Top): HP -, Toughness 3. Damaging the lower hull causes the rowboat to begin filling with water if it is in the water. For every wound inflicted upon the lower hull, the rowboat takes on 50 kilograms of water per round.
Passengers
Creatures in the boat can be targeted from any side other than Bottom without having to shoot through the boat.
Movement Modes
Slow: Aquatic
- Minimum Speed: 0 meters
- Maximum Speed: Row Speed meters
- Turning Radius: 2 meters
Fast: Aquatic
- Minimum Speed: Row Speed meters
- Maximum Speed: Row Speed × 2 meters
- Turning Radius: 10 meters
Boat
Boat 1000 copper
| |
AD 4 GD 5 Will 0 HP 4 Toughness 6 | |
Stealth 0 | |
Descriptors [ Machine ] | |
Size 6 meters Reach 0 meters | |
Carrying Capacity 4000 kilograms Weight 6000 kilograms |
If the boat is overloaded, it sinks over the course of 3 rounds.
Crew
Driver and 2 Deckhands. Everyone is on deck.
Components
Mast (One targetable from all sides other than Bottom): HP 1, Toughness 4, AD 4. Destroying the mast disables the fastest movement mode currently available to the boat.
Lower Hull (Targetable from all sides other than Top): HP –, Toughness 6. Damaging the lower hull causes the boat to begin filling with water if it is in the water. For every wound inflicted upon the lower hull, the boat takes on 400 kilograms of water per round.
Passengers
Creatures in the boat can be targeted from any side other than Bottom without having to shoot through the boat.
Movement Modes
Slow: Aquatic
- Minimum Speed: 0 meters
- Maximum Speed: 100 meters
- Turning Radius: 30 meters
Fast: Aquatic
- Minimum Speed: 100 meters
- Maximum Speed: 225 meters
- Turning Radius: 40 meters
Ship
Ship 8000 copper
| |
AD 4 GD 6 Will 0 HP 7 Toughness 9 | |
Stealth -1 | |
Descriptors [ Machine ] | |
Size 20 meters Reach 0 meters | |
Carrying Capacity 40000 kilograms Weight 120000 kilograms |
If the ship is overloaded, it sinks over the course of 3 rounds.
Crew
Driver and 10 Deckhands. Driver and deckhands are on deck.
10 Bilge-Pumpers: A Bilge-Pumper can pump out twice its encumbered load-worth of water as a standard action. Bilge-pumpers are belowdeck.
Components
Mast (Three targetable from all sides other than Bottom): HP 1, Toughness 6, AD 5. Destroying a mast disables the fastest movement mode currently available to the ship.
Lower Hull (Targetable from all sides other than Top): HP -, Toughness 9. Damaging the lower hull causes the ship to begin filling with water if it is in the water. For every wound inflicted upon the lower hull, the ship takes on 400 kilograms of water per round.
Movement Modes
Slow: Aquatic
- Minimum Speed: 0 meters
- Maximum Speed: 75 meters
- Turning Radius: 30 meters
Fast: Aquatic
- Minimum Speed: 75 meters
- Maximum Speed: 150 meters
- Turning Radius: 40 meters
All-Out: Aquatic
- Minimum Speed: 150 meters
- Maximum Speed: 225 meters
- Turning Radius: 80 meters
Zeppelin
Zeppelin 20000 copper
| |
AD 3 GD 6 Will 0 HP 8 Toughness 6 | |
Stealth -2 | |
Descriptors [ Machine ], [ Orange ] | |
Size 30 meters Reach 0 meters | |
Carrying Capacity 10000 kilograms Weight 12000 kilograms |
If the zeppelin is overloaded, it sinks 30 meters per round, not half the normal fall speed.
Crew
Driver and 6 Deckhands.
Components
Manifold (Targetable from all sides): HP -, Toughness 6. Damaging the manifold causes the zeppelin to lose bouyancy. For every wound inflicted upon the manifold, the zeppelin's carrying capacity decreases by 3000 kilograms.
Furnace (Total cover from all sides, targetable from all sides other than Top): HP 2, Toughness 8, AD 5. Destroying the Unlimited furnace that powers the Zeppelin causes its carrying capacity to decrease by 500 kilograms per round.
Movement Modes
Slow: Aerial
- Minimum Speed: 0 meters
- Maximum Speed: 25 meters
- Turning Radius: 40 meters
Fast: Aerial
- Minimum Speed: 25 meters
- Maximum Speed: 50 meters
- Turning Radius: 60 meters