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.
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