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.