Automounts     Automounts are Lur-Asko's analogues of motorcycles, four-wheelers, snowmobiles, and the like. Although they are of course technically vehicles, they are excluded from Legends vehicle rules unless otherwise indicated, instead following many of the rules applicable to animal mounts. As they are either Alacrian or heavily influenced by Alacrian technology, they have many features which make them more akin to mounts than Earth vehicles might be - for example, an Alacrian "motorcycle" remains upright even when unattended, and can be operated hands-free if the rider has the relevant Abilities to direct a mount without hands.

Like a Mount     Automounts are considered mounts and characters for the purpose of all activity rules, unless otherwise indicated. Abilities related to mounts (or required for competent attacks from mounts) apply also to automounts.

    Automounts never have any attacks or weapons of their own, but are considered to have and use Charging Attack (Close Combat; no progression) whenever desired by the rider. They cannot "learn" any other Abilities.

    Because automounts follow many rules for characters, they are considered to have STR, DEX, WGT, and SPD stats. They have no CON, WILL, or INT stat; they are immune to any effect that would provoke a roll on these stats, and cannot use any rule that would require such a roll. An automount's STR, WGT, and SPD are listed, but their DEX is limited by that of the rider; automounts list a "Max. DEX," and their actual DEX is the lesser of this number and their rider's. They function as blinded, stunned, or paralyzed whenever their rider has the same status (and at no other time).

    An automount always takes its "turn" immediately before its current rider. If knocked down, an automount automatically uses a minor action on its next turn to recover. Other than recovering from a knockdown, an automount takes no movement or actions if it does not have a rider, or if its rider is stunned or otherwise unable to direct it.

Vehicle-Like Exceptions     An automount cannot act on its own. Without a rider, it is hit by all valid attacks, and receives a critical hit from any attack that can inflict one. Instead of injury rules, automounts follow vehicle rules for Damage & Failures, and for Vehicle Repair. If an automount becomes immobilized or disabled under those rules, it continues to function normally until the beginning of the rider's next turn, at which point they must dismount (but may do so safely). At the end of that turn, the automount is "incapacitated" as a mount. If an automount is destroyed, the effect is identical to a mount which is killed; the rider suffers a knockdown, and is no longer mounted.

    Unlike mounts, automounts can use Speed Class 1 on the ground, like a fast land vehicle (see Characters & Speed Class). Anything that stuns the rider or otherwise renders them unable to take major actions will knock them off the automount at this speed.

    If the rider is knocked off an automount while it is moving in SC1, they take damage according to the same rules as a short-range fall.

    Automounts have a vehicle's travel speed, and use this for all travel rules rather than a mount's SPD. They follow any travel rule related to terrain for their matching vehicle category (wheeled, tracked, walker, or hovercraft; automount competency is used instead of the matching vehicle competency).

    Automounts do not take fatigue or exhaustion, and can therefore always use rushing movement. They are powered by an insendite crystal, and list insendite used per hour as a vehicle does.

    Automounts do not receive degrees of encumbrance, nor does their STR impact how much they can carry. Instead, they have listed maximums for weight and carry slots, and simply do not function properly when overloaded. Automounts always function as if saddled, causing the rider to occupy only 75% of the normal slots.

Automount Types    Automounts come in hundreds of peculiar varieties, but all are simply categorized as lesser or greater versions of each propulsion type. Greater automounts are larger, faster, and tougher, but they have a lower Max. DEX, and are heavier and more expensive.

Lesser Wheeled Automount
Travel Speed: 80mph
TE5: 80mph
TE4: 65mph
TE3: 40mph
TE2: 6mph with roll
TE1: N/A
TE0: N/A
STR: 10
Max. DEX: 8
WGT: 10
SPD: 35

Maximum Cargo Weight: 300
Maximum Carry Slots: 25
Price: 600
Empty Weight: 250 lbs.
Armor Range: 28-42 (steel)
Failure Factor: 6
Insendite used per hour: 2%

Greater Wheeled Automount
Travel Speed: 100mph
TE5: 100mph
TE4: 60mph
TE3: 30mph
TE2: 5mph with roll
TE1: N/A
TE0: N/A
STR: 15
Max. DEX: 3
WGT: 18
SPD: 45

Maximum Cargo Weight: 500
Maximum Carry Slots: 35
Price: 1000
Empty Weight: 450 lbs.
Armor Range: 32-48 (steel)
Failure Factor: 8
Insendite used per hour: 3%

Lesser Tracked Automount
Travel Speed: 60mph
TE5: 60mph
TE4: 55mph
TE3: 50mph
TE2: 45mph
TE1: 5mph with roll
TE0: N/A
STR: 12
Max. DEX: 3
WGT: 14
SPD: 25

Maximum Cargo Weight: 300
Maximum Carry Slots: 25
Price: 600
Empty Weight: 350 lbs.
Armor Range: 36-54 (steel)
Failure Factor: 7
Insendite used per hour: 3%

Greater Tracked Automount
Travel Speed: 70mph
TE5: 70mph
TE4: 65mph
TE3: 50mph
TE2: 40mph
TE1: 4mph with roll
TE0: N/A
STR: 20
Max. DEX: 1
WGT: 26
SPD: 30

Maximum Cargo Weight: 500
Maximum Carry Slots: 35
Price: 1000
Empty Weight: 650 lbs.
Armor Range: 40-60 (steel)
Failure Factor: 9
Insendite used per hour: 4.5%

Lesser Walker Automount
Travel Speed: 35mph
TE5: 35mph
TE4: 35mph
TE3: 30mph
TE2: 25mph
TE1: 8mph
TE0: 2mph with roll
STR: 20
Max. DEX: 10
WGT: 14
SPD: 15

Maximum Cargo Weight: 300
Maximum Carry Slots: 25
Price: 2000
Empty Weight: 350 lbs.
Armor Range: 32-48 (steel)
Failure Factor: 7
Insendite used per hour: 4%

Greater Walker Automount
Travel Speed: 40mph
TE5: 40mph
TE4: 40mph
TE3: 30mph
TE2: 25mph
TE1: 6mph
TE0: 2mph with roll
STR: 30
Max. DEX: 5
WGT: 26
SPD: 18

Maximum Cargo Weight: 500
Maximum Carry Slots: 35
Price: 3000
Empty Weight: 650 lbs.
Armor Range: 36-54 (steel)
Failure Factor: 9
Insendite used per hour: 6%

Lesser Hovercraft Automount
Travel Speed: 80mph
TE5: 80mph
TE4: 80mph
TE3: 70mph
TE2: 6mph with roll*
TE1: 2mph with roll*
TE0: N/A*
STR: 10
Max. DEX: 10
WGT: 10
SPD: 55

Maximum Cargo Weight: 300
Maximum Carry Slots: 25
Price: 3000
Empty Weight: 250 lbs.
Armor Range: 28-42 (steel)
Failure Factor: 6
Insendite used per hour: 12%
*See Hovercraft

Greater Hovercraft Automount
Travel Speed: 100mph
TE5: 100mph
TE4: 100mph
TE3: 80mph
TE2: 5mph with roll*
TE1: 2mph with roll*
TE0: N/A*
STR: 15
Max. DEX: 5
WGT: 18
SPD: 65

Maximum Cargo Weight: 500
Maximum Carry Slots: 35
Price: 4500
Empty Weight: 450 lbs.
Armor Range: 32-48 (steel)
Failure Factor: 8
Insendite used per hour: 18%
*See Hovercraft