Vehicles

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Naval battle.png

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; after 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.

Types of movement modes:

Default (Ground): The vehicle travels along the ground. Unless otherwise specified, it collides with objects, rather than rolling over them, if they are more than 0.25 meters high.

Aerial: The vehicle travels through the air.

Submarine: The vehicle travels through liquids.

Aquatic: The vehicle travels on the surfaces of liquids.

Health

When reduced to 0 or less HP, a vehicle gradually comes to a halt, decreasing by one movement mode each round.

Crashing

When a vehicle collides with something, both the vehicle and that thing share an attack with values dependent on their relative velocity; if the other thing is stationary or an unattended object, it is never missed. 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 damage of the attack is 1d8-8 with 0 Demolition, and it flings the target 45 degrees to the side of forwards, 4 meters per wound. It deals +2 damage and +1 Demolition with a relative velocity of at least 50 meters/round, another +2 damage and +1 Demolition if at least 100 meters/round, and +2 additional damage and +1 more Demolition for every doubling of velocity. The weight of the attacker (see below) applies to the damage and Demolition it deals as well.

If both parties wish to avoid the collision, the accuracy of the attack is -2, and the AD being targeted is that of the higher entity. If only one party wishes to avoid the collision, the attack is equal to the non-avoiding entity's AD minus 3 and the AD being targeted is that of the other entity. If neither entity is willing to avoid the collision, the attack roll is +0 versus AD 0. If the attack hits, both entities are hit, and if it misses, both entities are missed, but critical hits are rolled individually.

The moving vehicle is slowed by each thing it collides with: if it hits something and does not reduce that thing to 0 or less HP, it ends its movement there. Even if it is not stopped, its remaining movement is reduced by 40 meters times the Slowdown Multiplier for the obstruction, divided by the Slowdown Multiplier for the vehicle.

Table: Collision Damage and Slowdown by Weight

Weight Damage Modifier Demolition Slowdown Multiplier
Less than 1 kilogram -6 -3 ×1/8
1-10 kilograms -4 -2 ×1/4
11-40 kilograms -2 -1 ×1/2
41-200 kilograms +0 +0 ×1
201-1000 kilograms +2 +1 ×2
1001-5000 kilograms +4 +2 ×4
5001-25000 kilograms +6 +3 ×8
25001 or more kilograms +8 +4 ×16

Sinking

When overloaded, a vehicle sinks. In the air, it falls at half the normal rate, and counts only half the distance fallen for fall damage. In the water, it has a sink distance of 5 meters. In neither case can the vehicle travel upward.

Attacking Vehicles

Main Body

The main body of the vehicle is subject to accelerated destruction from attacks that deal a lot of damage or have a high Demolition value, like objects are. Piercing weapons do not do actual harm to the body of the vehicle, but can pass through it with the same amount of ease as when shooting through a wall with the same HP and Toughness.

When a vehicle is reduced to 0 HP or less, it is destroyed, and each creature inside it takes one hit that does damage equal to the amount of damage left over after destroying the vehicle.

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.

There is no penalty for attacking components normally, unlike when sundering items, although some components have their own AD values that you use when attacking the component rather than the main vehicle's AD.

Passengers

Creatures inside a vehicle are protected by it: An attack that tries to hit the creature must pass through 1 HP of the vehicle first, using the normal rules for firing through objects. The wound to the vehicle, if it is successfully inflicted by a non-Piercing attack, applies to its total health.

If a creature wants to shoot from inside a vehicle at targets outside of it without harming the vehicle itself, they must open some hole in the vehicle, like a window or porthole, and others that wish to fire back may then choose to treat the vehicle as total cover instead of shooting through it.

Mounting Weapons

Weapons can be mounted to vehicles with varying amounts of rotational ability depending on their weight. If it weighs less than half of the vehicle's carrying capacity, it is a Light Weapon, and can be mounted to fire in every direction except for a specified 90 degree cone. If it weighs more than that, but no more than the vehicle's carrying capacity, it is a Medium Weapon, and can be mounted to fire anywhere in a specified 90 degree cone. If it weighs as much as the vehicle's carrying capacity or more, it is a Strong Weapon, and can only be mounted to fire in one very specific direction, and the vehicle must be turned precisely to face its target.

The weapon braces on each properly mounted vehicle weapon count as two hands devoted to holding the weapon.

Light Weapons have an Accuracy of +2, Medium Weapons have an Accuracy of +1, and Strong Weapons have an Accuracy of +0. Once per round, a gunner standing at the weapon can use a Standard action to fire a weapon two times, or once if it is Heavy, taking penalties to accuracy in order to make extra attacks with semiautomatic and automatic weapons as desired. The gunner may opt to use their own accuracy instead of the amount provided, at a -1 penalty if Light, -2 if Medium, and -3 if Strong. It is also possible to use a Standard action to Ranged Guard with a non-Heavy mounted weapon.

Grouping Weapons

Multiple weapons can be grouped together in order to make them easier for a gunner to fire, letting them all be fired with full effect at once as a single action, although they must always share the same group of targets, and no more than one hit may be allocated to each target per round. The attachments needed to group multiple weapons together cost 200 copper per weapon and weigh 40 kilograms per weapon. Use the total weight of the set of weapons including attachments to determine whether they work as Light, Medium, or Strong. If ten or more attacks are made by identical weapons in a weapon group, they use Regiment Rapid Rolling rules.

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.

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.

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

Carriage

Carriage.png


Carriage
200 copper
AD  6     GD 7     Will 0     HP  3     Toughness 6
Stealth -1
Descriptors  [ Machine ]
Size  2 meters     Reach 0 meters
Carrying Capacity * kilograms      Weight 90 kilograms

The carriage collapses if more than 300 kilograms of stuff is carried on it.

Crew

Driver.

1 or more Pullers: The carrying capacity of the Carriage is equal to the combined carrying capacity of all Pullers, multiplied by 3, minus the Carriage's weight. The land speed of the slowest Puller is listed as Pull Speed in the Movement Modes section. The Pullers must devote two move actions each turn to pulling the Carriage.

Options

Up to one of the following options may be applied.

Increased Size: You may increase the size of the carriage to 3 meters, increasing its weight to 300 kilograms, the maximum amount of stuff it can support to 1000 kilograms, and its price to 1000 copper. You may increase the size even further, to 8 meters, increasing its weight to 5000 kilograms, the maximum amount of stuff it can support to 6000 kilograms, and its price to 2000 copper.

Reduced Size: You may decrease the size of the carriage to 1.5 meters, decreasing its weight to 40 kilograms, the maximum amount of stuff it can support to 100 kilograms, and its price to 150 copper.

Components

Wheel (Two on Left Side, two on Right): HP 1, Toughness 4, AD 8. Destroying a wheel forces the carriage to turn as hard as possible in the direction of the destroyed wheel. With multiple destroyed wheels, the carriage moves for one more round in a random possible direction before coming to a halt.

Movement Modes

Slow:

  • Minimum Speed: 0 meters
  • Maximum Speed: Pull Speed × 2 meters
  • Turning Radius: 6 meters

Fast:

  • Minimum Speed: Pull Speed × 2 meters
  • Maximum Speed: Pull Speed × 5 meters
  • Turning Radius: 12 meters

Rowboat

Rowboat.png


Rowboat
300 copper
AD  6     GD 6     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  6     GD 7     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 over-encumbered, 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 7. 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.png


Ship
8000 copper
AD  5     GD 9     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 over-encumbered, 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 9. 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

Steamship

Steamship
10000 copper
AD  5     GD 9     Will 0     HP  7     Toughness 11
Stealth -2
Descriptors  [ Machine ]
Size  20 meters     Reach 0 meters
Carrying Capacity 400000 kilograms      Weight 2000000 kilograms

The steamship is powered by a blue gem deep within its core.

If the steamship is over-encumbered, it sinks over the course of 3 rounds.

Crew

Driver and 6 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

Paddle-Wheel (Two targetable from all sides other than Front): HP 2, Toughness 6, AD 9. Destroying both paddle-wheels stops it. One is slightly more to the left, and one is slightly more to the right, and destroying one also makes it incapable of turning in the other direction.

Lower Hull (Targetable from all sides other than Top): HP -, Toughness 11. 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 1500 kilograms of water per round.

Movement Modes

Slow: Aquatic

  • Minimum Speed: 0 meters
  • Maximum Speed: 110 meters
  • Turning Radius: 30 meters

Howdar Palanquin

Howdar Palanquin.png


Howdar Palanquin
150 copper
AD  8     GD 7     Will 0     HP  2     Toughness 4
Stealth 0
Descriptors  [ Machine ]
Size  1 meter     Reach 0 meters
Carrying Capacity * kilograms      Weight 8 kilograms

The howdar palanquin collapses if more than 200 kilograms of stuff is carried on it.

Crew

Driver.

2 Howdar Pullers: The carrying capacity of the Palanquin is equal to the combined carrying capacity of all Pullers minus the Carriage's weight. The fly speed of the slowest Puller is listed as Pull Speed in the Movement Modes section. The Pullers must devote two move actions each turn to pulling the Palanquin. Only Howdars are suitable to be fitted as pullers for the Palanquin.

Options

Quad: You may increase the size of the palanquin to 2 meters, increasing its weight to 30 kilograms, the maximum amount of stuff it can support to 600 kilograms, the number of Howdar Pullers to 4, and its price to 600 copper.

Passengers

Creatures riding the howdar palanquin can be targeted from any side other than Bottom or Top without having to shoot through the palanquin.

Movement Modes

Slow: Aerial

  • Minimum Speed: 0 meters
  • Maximum Speed: Pull Speed × 2 meters
  • Turning Radius: 10 meters

Fast: Aerial

  • Minimum Speed: Pull Speed × 2 meters
  • Maximum Speed: Pull Speed × 5 meters
  • Turning Radius: 20 meters

Ornithopter

Ornithopter.png


Ornithopter
10000 Copper
AD  8     GD 8     Will 3     HP  3     Toughness 6
Stealth -1
Descriptors  [ Machine ]
Size  4 meters     Reach 0 meters
Carrying Capacity 300 kilograms      Weight 3500 kilograms

The Ornithopter is powered by a blue gem.

Components

Wings (One targetable on every side except Left, one targetable from every side except Right): HP 2, Toughness 4. Destroying a Wing makes the ornithopter lose its Slow movement mode.

Movement Modes

Land:

  • Minimum Speed: 0 meters
  • Maximum Speed: 100 meters
  • Turning Radius: 40 meters

Slow: Aerial

  • Minimum Speed: 100 meters
  • Maximum Speed: 200 meters
  • Turning Radius: 40 meters
  • Climb: 30 degrees
  • Instability: 3

Fast: Aerial

  • Minimum Speed: 200 meters
  • Maximum Speed: 400 meters
  • Turning Radius: 200 meters
  • Climb: 30 degrees
  • Instability: 4

Zeppelin

Zeppelin.png


Zeppelin
20000 copper
AD  4     GD 10     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 over-encumbered, 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 9. 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

Skyship

Skyship.png


Skyship
35000 copper
AD  5     GD 8     Will 0     HP  7     Toughness 11
Stealth -1
Descriptors  [ Machine ], [ Blue ]
Size  20 meters     Reach 0 meters
Carrying Capacity 40000 kilograms      Weight 160000 kilograms

If the Skyship is over-encumbered, it sinks 10 meters per round, not half the normal fall speed.

Crew

Driver and 10 Deckhands. Driver and deckhands are on deck.

Components

Mast (Three targetable from all sides other than Bottom): HP 1, Toughness 6, AD 9. Destroying a mast disables the fastest movement mode currently available to the skyship.

Skyfloat Generator (Total cover from all sides, targetable from all sides other than Top): HP 2, Toughness 8, AD 9. Destroying the Skyfloat Generator that keeps the skyship floating on air causes it to immediately fall from the sky at the full falling speed.

Movement Modes

The skyship's movement functions like aquatic movement, although it floats on the air 500 meters above sea level. It does not have to be directly above the sea for this.

Slow: Aeroquatic

  • Minimum Speed: 0 meters
  • Maximum Speed: 60 meters
  • Turning Radius: 30 meters

Fast: Aeroquatic

  • Minimum Speed: 60 meters
  • Maximum Speed: 120 meters
  • Turning Radius: 40 meters

All-Out: Aeroquatic

  • Minimum Speed: 120 meters
  • Maximum Speed: 200 meters
  • Turning Radius: 80 meters