Vehicles
Inheriting the legacy of
the Alacris, Lur-Asko is home to a multitude of vehicles both ancient
and modern. Although foot travel and animal carts dominate the bulk of
the common economy, more advanced vehicles are flaunted by the wealthy,
gathered by militaries and companies, and utilized by adventurers. For the latter,
many types of vehicles prove themselves useful as quick rides, mobile
bases, and powerful weapons. Others are faced as adversaries in the
most dangerous Alacrian ruins, still crewed by V-Ghoul or Agrificer
techs, or unmanned entirely in the case of the dreaded Exsomnis.
Although ships, airships, and submarines would fit the definition
of the word "vehicle," for the purpose of Legends rules, vehicle refers to smaller craft - land vehicles, aircraft, smaller boats, and the like. As defined in the rules, vehicles and ships follow much different rules for combat, damage, and other situations. Likewise, automounts do not follow most vehicle rules, and are covered in their own chapter.
See Vehicle Combat for rules relevant to battles involving vehicles, and Vehicle Damage & Failures for details on failure factor. For general rules regarding other vehicle stats, read on.
Travel Speed, Ceiling, Terrain, & Other Vehicle Limitations A vehicle's travel speed
(as opposed to the SPD stat used in combat) is the speed used in the
Travel rules. This is the speed the vehicle
can safely
maintain for lengthy travel. For land vehicles, separate
travel speeds are listed for each Terrain Ease; different categories of
land
vehicle have different off-road capabilities. If a land vehicle lists
"N/A" for a TE, it cannot travel through that terrain. If it lists a speed "with
roll," the driver must roll d20 on INT every hour; if failed, the
vehicle becomes detoured or temporarily stuck, making no meaningful
progress that hour.
Aircraft can reach much higher altitudes than most airships, but still have ceilings quantified as low, medium, or high.
All aircraft can easily cross terrain marked as flat or hilly on the
Lur-Asko map. A low-ceiling aircraft cannot cross the tallest
mountains, and its SPD, travel speed, and PWR are each cut to 50% in all
mountainous areas (this is equivalent to a high-ceiling liftgas airship). A
medium-ceiling aircraft can cross all mountains, but its SPD, travel
speed, and PWR are cut to 75% in mountainous areas. A high-ceiling aircraft can
cross all terrain at full speed. Terrain can still be a limiting factor
for the practical use of aircraft, of course - all aircraft need a
clear area in which to land, significantly more so for propwings and
heavily-loaded arcjets.
Despite the vast carrying ability - and in many
cases, firepower - of vehicles, these limitations are what ensures that
pack animals remain in use amongst many adventurers, and that the Study of Vehicles
has not completely dominated the profession. Although a decent vehicle
can outpace basically all characters on
foot, they are obviously limited in their ability to follow (or pursue)
characters into all locations. City buildings and small Alacrian ruins are essentially
off-limits, and even Alacrian fortress-cities with large enough
entrances to accept vehicles are horrendously dangerous to drive into;
vehicles are incredibly unstealthy in virtually any situation. Vehicles
and their Study tend to be a matter of extremes - depending on the
scenario, they are either invaluable and vastly more powerful than
virtually any other tactic, or they are next to useless.
Insendite & Mileage
A vehicle's main powerplant runs on insendite
crystals, which are used up one at a time. Each vehicle uses up a
certain percentage of the crystal's energy per hour of travel (in any
terrain). Round percentages to the next lowest 0.1% when subtracting energy from a
crystal (such as for travel of less than 1 hour). Insendite
crystals are sold for 20 coins apiece in all major cities and weigh 10
pounds each (0 slots). When one crystal runs out, a vehicle can automatically load a new one (if available).
Voluntarily traveling more slowly than the vehicle's
listed travel speed will proportionally decrease the energy expended.
The vehicle will still spend the same energy to travel a given number
of miles.
Although insendite engines are virtually silent, a
vehicle's actual means of propulsion usually generates considerable
noise. Wheeled land vehicles are the quietest, and ornithopters and
arcjets are the loudest.
Vehicle Devices, Volatite, & Charge Generation
Vehicles with energy-intensive combat devices (such
as energy weapons or techshields) will include a volatite powerplant to
provide charge for those systems. Although this powerplant can be
loaded with a large number of volatite crystals, it can only extract
charge from them at a rate equal to its listed charge generation
per turn (5 seconds). In other words, if the vehicle has a charge
generation of 20, it cannot expend more than 20 volatite charge per
turn. Volatite crystals are sold for 30 coins apiece in all major
cities, weigh 1 pound each (0 slots), and contain 20 charge each.
Vehicle powerplants will automatically switch to the next crystal when
one is depleted. Volatite and insendite systems are not compatible, and cannot be used to power one another.
Crew Positions
All vehicles require a driver or pilot, as detailed in Vehicle Combat.
In addition to maneuvering the vehicle and monitoring its basic
functions, the driver/pilot fires all fixed weapons. Vehicles with
turreted weapons will additionally need a gunner
to fire them. Finally, vehicles with complicated systems, limited
viewports due to heavy armor, or other complications will require a commander.
Such vehicles can go without a commander if necessary, but doing so
will add 2 Hindrance to all of the crew's vehicle-related rolls, and
the vehicle cannot expend volatite charge for any non-weapon function.
For normal operation, a vehicle's driver/pilot should have Driving/Piloting Competency (Vehicles)
relevant to the vehicle type, and the gunner should have Gunnery
Competency (Vehicles). The consequences of an incompetent gunner can be
found in Vehicle Combat, and the consequences of an incompetent
driver/pilot in the vehicle's category page. Commanders may require
technology competence to operate the vehicle's systems; if the
commander lacks the competence, they can still function as commander
and prevent the vehicle from adding the 2 Hindrance, but the non-weapon
vehicle devices cannot be used.
Vehicle listings will include the vehicle's weapons,
as well as the vehicle devices operated by the commander. Details of
these can be found in Vehicle Weapons and Vehicle Devices.
Cargo & Passengers
All vehicles list at least one maximum for cargo weight,
and do not consider carry slots.
Aircraft may list two maximum weights - one for if
the aircraft can do landing and takeoff runs, another for if it needs
to operate vertically and be able to hover. Vehicles cannot exceed
their maximum weight and still travel effectively.
Fortunately, most vehicles have quite generous maximums compared to
characters' weight factors.
Passengers (and their own inventories) count against
a vehicle's maximum cargo weight, though this rarely a
primary concern unless a lot of other cargo is loaded as well. A vehicle's main limitation regarding characters is seats. A vehicle cannot comfortably carry more characters than it has seats. Extra characters can cram into the vehicle up to 1.5 times the number of seats, but this results in all
characters inside the vehicle taking 1 exhaustion per hour, and adds 1
Hindrance to all of the crew's vehicle-related rolls. Large
creatures or automounts take up an extra seat per 25 WGT. Very large creatures cannot
fit at all if they would take up more than 1/2 of the vehicle's seats.
Rather than crowd inside the vehicle, characters may ride on the outside of it.
The only maximum to the number of characters who may do this is the
vehicle's maximum weight. However, the external characters take 1
exhaustion every 2 hours, and the vehicle cannot travel faster than 40
mph. No Hindrance is added to the crew's rolls.
Characters inside a vehicle consider environmental cold hazards to be 2 degrees lower. Heat hazards are 1 degree lower, but only while the vehicle is moving.
Maintenance
A vehicle's maintenance needs are described as one
of three categories. Because vehicles are powered by insendite - a
lightweight and easily replenished fuel source - maintenance needs are
the primary limiting factor in the travels of aircraft and complicated land vehicles.
Low maintenance vehicles do not require significant
maintenance time; only quick, minor tasks that don't need to be covered
in game.
Medium maintenance vehicles need to be shut down for
maintenance every few hours. The amount of hours listed in parentheses is the
number of hours the vehicle can go without maintenance;
for example, a
vehicle that lists Medium (12hrs) can be running for 12 hours between
maintenance periods. Vehicles which are shut down do not count time
towards needing maintenance. Performing maintenance on the vehicle
takes
20 minutes; this time can be cut in half with additional characters, to
a minimum of 2.5 minutes with 4 characters. Vehicles must be shut down
during maintenance, and cannot restart until it is over; aircraft must land. Hovercraft and amphibious
tracked/wheeled vehicles (but not watercraft) must be on land.
High maintenance vehicles follow the same rules as
medium, but require longer maintenance time with an actual expense.
They can be maintained at city business for a cost of 10 coins and 4
hours. Alternatively, they can be maintained in the field using rules
derived from Vehicle Repair; a repair roll
must be made specifically to maintain the vehicle, separate from any
actual repair roll to remove damage. A success expends 10 pounds of
repair materials and successfully maintains the vehicle.
Operating Beyond Maintenance
If a vehicle exceeds its listed hours between
maintenance periods, it will not immediately shut down. Instead, it has
a chance to take damage equal to its failure factor; this occurs upon exceeding the listed hours, and once per hour afterward. Instead of the
normal d20 roll for failure type from a hit, the GM will roll on the
following table:
| Roll Result |
1-4 |
5-11
|
12-17 |
18 |
19 |
20 |
| Failure Type |
None (no damage)
|
Engine
|
Mobility
|
Weaponry |
Structural |
Control |
This damage and failure is not removed when the
vehicle receives its overdue maintenance; it must be repaired like all
vehicle damage.
Legality
Although adventurers can legally bear weapons in
every realm of Lur-Asko, armed vehicles tend to come under special
regulation due to their extreme power and capacity to cause panic and
worry the authorities. Others are simply too noisy or hard on the roads. A vehicle that
lists no legal restrictions
can be legally brought into any city at any time, but the following
restrictions can limit the actions of adventurers without political
connections (or violent intent):
-The Declaration Only restriction indicates that
ownership of the vehicle by private citizens is only legal within
realms that adhere to the Declaration of Methods. In other words, it is
illegal to bring the vehicle into Cevelky or Macska. Special
dispensation from a daimyo or Vampire Lord can waive this restriction,
but this is rare. Violating the restriction risks confiscation of the vehicle (or battle if the owners resist).
-The No Cities restriction indicates that it is
illegal to bring the vehicle into any major city. Licensing from city
authorities can waive this restriction; this usually requires a notable
amount of renown effective within the city (along with a positive
reputation), or the Political Connections LP Element. Violating the restriction will result in the city garrison attempting to repel the vehicle, by force if necessary.
-The Noisy
restriction indicates that the vehicle is
quite loud. Operating it at nighttime within (or over) a city will
typically not provoke violence, but will incur steep fines. This
restriction is still in place even if a more severe restriction has
been waived.
-The Road Damage
restriction indicates that the vehicle tends to damage urban roads.
Operating it within a city will incur fines to pay for repairs, but
owners who are willing to pay may be allowed in (if this is the only
restriction). This restriction is still in place even if a more severe
restriction has been waived.
Note that Declaration Only is the only restriction
that is not limited to major cities. Villages normally lack the legal
authority (or enforcement ability) to prohibit vehicles, but may still frown upon
city-restricted vehicles; adventurers attempting to cultivate a
positive reputation are advised to park their tanks at a respectful
distance. Exceptions include many towns immediately outside major
city walls; these locations normally
have businesses which will guard and maintain parked prohibited vehicles, allowing
their owners to enter the main city.
In times of war or severe danger from techs,
private vehicles whose owners are willing to contribute to the defense
of the city have often been commissioned into city militias,
temporarily removing all restrictions.
Exsomnis
Those who use vehicles to adventure close to certain Alacrian fortress-cities may encounter Exsomnis
vehicles - possibly the most dangerous Alacrian foes still left to
fight above-ground. Exsomnis ("awakened") are unmanned vehicles
controlled by onboard computers in a similar way to technologicals.
Their programming has deteriorated, but not quite to the degree of
techs; Exsomnis react violently to those who approach the ancient
cities, but they have not yet left their old patrol areas nor lost
contact with their automated maintenance facilities. They cannot be
bound like techs, nor hacked like a computer. Fortunately, they are
often less capable than manned Alacrian vehicles. Adventurers who are
able to bring their own advanced vehicles to bear have often overcome
Exsomnis, provided skill and caution is utilized. But those too ambitious
with an open approach directly to an Alacrian city can be swarmed by
dozens or even hundreds of the vehicles - enough to devastate any modern
Lur-Asko army.
Exsomnis can be climbed onto, but cannot be boarded;
there is no hatch to open. For the purposes of all rules related to
crew and competency, their AI counts as a competent driver, gunner, and
commander. Exsomnis have listed DEX and INT stats, which are used for
any rule that normally requires vehicle crew to make a stat roll.
Crash Landings
Crash landings are required by certain aircraft damage rules, pilot incompetency, or the inability to find suitable terrain to land. When
an aircraft makes a crash landing, the pilot must roll d20 on DEX.
Hindrance must be added if the crash landing happens in certain Terrain
Eases: 2 Hindrance for TE2, 4 Hindrance for TE1, or 10 Hindrance for TE0. If the roll fails, the aircraft takes damage equal to its failure factor, and again for every 5 by which the roll fails. Failures inflicted are Structural Failures. Additionally,
if the roll fails by 10 or more, all characters on board the aircraft
take damage equivalent to a short-range fall, or a medium-range fall if
the roll fails by 20 or more. The characters receive DEX rolls to lessen the damage as normal (see Falling).
If the crash landing was caused by the inability to
find suitable terrain to land, the aircraft may need to be moved to a
better location in order to take off again, even if repaired.
Overturning Some
rare rules call for a vehicle to be overturned. The rules for this
condition, as well as how to fix it, depend on the vehicle type:
-Wheeled, tracked vehicles, and hovercraft are
useless until they can be flipped back over. Righting the vehicle is a General Labor
process action with a point goal equal to 1/100 the vehicle's pound
weight. If another land vehicle is available to assist, it
automatically contributes points equal to 1/50 its own pound weight
every roll interval.
-Walkers will automatically right themselves on
their next turn. They can do no other movement or actions that turn.
-Watercraft will either right themselves on their
next turn like a walker, or will remain overturned and begin to sink.
To save the craft, the driver must roll d20 on DEX.
-Aircraft are generally not the subject of
overturning. In the unlikely event that the rules do call for an
overturn of an aircraft, proceed through the rules for a crash landing
instead.